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#1 |
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Warlord
Join Date: Jul 2003
Posts: 159
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Why are Firaxis reducing the number of units in Civ 4?
Firstly, I would like to state that the info releases for Civ 4 look very promising - the game looks very slick and it has introduced a lot of features that I wanted in the game (such as better trade and diplomacy) - the religion and civics ideas seem good too so overall a big thumbs up from me
.However, I'm a bit concerned that the game is shipping with only 85 units (I think) - given that 18 are going to be Unique Units and c13 are going to be 'utility' units (scout, explorer, worker, workboat, settler, 5 great people, spy(?), caravan(?), missionary) - that only leaves c54 main units. I sure hope king and flag units are being counted separate to the 85. Given that Civ 3 missed out great chunks of historical units (e.g. Renaisance and WW1 era are the two periods that really stick in my mind) then Civ 4 is almost certain to miss out vast chunks too .This bugged me in Civ 3 but Rhye's excellent modpack redressed this by filling in the gaps - unfortunately Civ 4 seems likely to have even bigger gaps and the detailed units look like they are going to be hard to replicate by the modders - I reckon it will take about 12 months after the games release before someone has had time to construct a pack that sets all this straight. I will probably need to upgrade my PC to run this game anyway so I reckon I might wait a while until the modders have done their magic and added in all the units that should have shipped with the game but didnt. I understand, the idea behind less units = more value from promotions - but can't they simply transfer the promotion skills to upgraded units? I don't want to critiscise what looks to be overall an excellent game but the lack of units does bother me - I think just a few more units (say 15 more) would make a large difference. What do you guys think? Do you think 'less is more' or do you think 'the more the merrier' or do you think 'wait and see'? |
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#2 |
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Chieftain
Join Date: Dec 2003
Location: Richmond, VA
Posts: 67
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The game as released has fewer civilizations and fewer units so that we have to buy expansion packs - it's that simple.
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#3 |
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Chieftain
Join Date: Apr 2005
Posts: 20
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I just think we should wait and see what happens. Alot could change in the months we got left to wait before Civ4 is finished and shipped. I'm pretty sure its not going to be that hard to mod. Modders will jus have to learn how to do it for the game, and then after that is should be pretty easy to mod for. At least thats what I'm hoping.
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#4 |
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Skipper of Barnegat Bay
Join Date: Jun 2004
Location: Jersey Shore
Posts: 240
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I think more will come in future expansions, but I simply think that the main reason they have reduced is because of the new promotion system and also new "strength" ranking.
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___Under Construction____ |
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#5 |
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Sandbox
Join Date: May 2004
Location: Back in the Good Ole USA
Posts: 3,451
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I hope they didnt do what they did with tanks in Civ2, only one to represent WW1,WW2 and modern tanks.
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United States Air Force Air Traffic Controller |
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#6 |
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Lost in thought
Join Date: Jan 2005
Location: Warsaw, Poland
Posts: 522
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I agree that it's just so that they have something left for expansions. Actually, I'm pretty sure they already have a lot of ideas for expansion but purposely decided to leave them out from the basic game.
It's all just business. |
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#7 |
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One More Turn...
Join Date: Nov 2003
Location: The Northpole in Civ4.
Posts: 287
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I'd say with the current system (1 type of unit per "pawn")
-> less is more realistic. Example - "Modern infantry" unit. (that represents all mortars, light artillery, tranports, snipers, light flaks, etc, etc.) But if they would make it possible to group different types of units, more would be marrier, but i don't think that's going 2 happen. |
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#8 | |
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Voluntas omnia vincit
Join Date: Jun 2004
Location: Bloomberg
Posts: 1,370
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Quote:
Certainly
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If you fail to plan, you plan to fail Ailing Civilization Strategy How to win on Deity Builder style, step-by-step Guide to Win on Revolutionary.- The Spanish Conquistadors Ejércitos: lo que siempre has querido saber Academia Civ Anál nathrach, orth' bháis's bethad, do chél dénmha. |
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#9 |
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Master of Tortii
Join Date: Jan 2005
Location: Voyage of the Beagle
Posts: 1,251
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And most of us will still end up buying the expansions...
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#10 | |
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Chieftain
Join Date: Dec 2003
Location: Richmond, VA
Posts: 67
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Quote:
I just sometimes wish they would charge me $150 up front and deliver the full game all at once... |
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#11 |
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Prince
Join Date: Sep 2003
Location: Norseman
Posts: 524
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I have a bad feeling they will only give us culture based unique units in this game, and not Civilisation based UU's, perhaps that can explain a bit of this. I was really hoping for more diversity between the CIV's not less!
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#12 |
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Chairman of the Bored
Join Date: Aug 2002
Location: Big Sky Country
Posts: 529
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Given that many units were rarely, if ever, used in Civ III (IME) reducing the number in Civ IV makes sense to me.
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Boardgame Geek "A tale told by an idiot, full of sound and fury, signifying nothing." -- Shakespeare |
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#13 | |
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Chieftain
Join Date: Dec 2003
Location: Richmond, VA
Posts: 67
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Quote:
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#14 |
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Emperor
Join Date: Nov 2001
Location: Canada
Posts: 1,075
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Let's start with explorers and conquistadors, marines and helicopters...
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#15 |
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Catan player
Join Date: Jan 2002
Location: Illinois
Posts: 3,767
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Feel free to add paratroopers, modern paratroopers (in C3C, at least), chariots for most people, AEGIS cruisers.....
Arathorn
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"All that is gold does not glitter..." Civ4 - LotR Series of Succession Games LotR27 Science-Scorning Spacists Passing the Torch Old Civ3 stuff - Variants Sid Always War LotR Series of SGs |
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#16 |
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Chieftain
Join Date: Dec 2003
Location: Richmond, VA
Posts: 67
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I agree that some of these units were almost useless as the developers made them, but they could be modded into usefulness. Increasing helicopters' range makes them much more useful - as does increasing the range of units they can carry. Improving the range and the attack stats on paratroopers make them very useful as well. Improving the Marines' attack to make them into elite shock troops gives them more usefulness as well - especially when deployed via the now longer ranged helicopters.
The question is not whether it was essential to use all of the units to win - but whether they had their role. I have seen plenty of strategies that call for just using Celtic swordsman, Cavalry or Mounted Warriors to win - does that mean that all of the other units should be taken out of the game? Of course not... Would you people really rather have a game with fewer units than C3C? I would rather have more units and more ability to make "useless" units useable than have fewer units and have to create flavor units from scratch. |
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#17 |
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Warlord
Join Date: Apr 2005
Posts: 162
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also they took away defence/attack values so now each unit can be either a defender or attacker, so there's more options for one unit
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#18 |
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Deity
Join Date: Apr 2004
Posts: 6,891
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I think that is probably a key point
With the special abilities addable, it looks like you would start with Infantry and then as they advanced you could make them Paratroopers or Marines or Commandos (depending on your needs) So each unit essentially represents an additional 1-3 possible 'specialized' units [of course you wouldn't be able to Build Marines/Paratroopers, but how many of them do you need, you would just have to plan major amphibious/airborne assaults one war ahead of time...Also All infantry might have limited amphibious/paratrooping ability..and you can just choose to upgrade it..such as Marine 1 (built with), attacks from sea at 1/2 strength...Marine 2, attacks at full strength, etc.] plus 54 main units sounds like more than even C3C had (I think 48 on a quick count) |
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#19 | |
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Chairman of the Bored
Join Date: Aug 2002
Location: Big Sky Country
Posts: 529
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Quote:
Paratroopers, as an example, are traditionally employed "behind the lines": cutting off retreats, supply lines, communications, securing geographic chokepoints, etc -- none of which exist in Civ III (or, as I suspect, Civ IV). And, ultimately, there's nothing you can't accomplish with bread 'n' butter forces: infantry, armor/cav, artillery. Throw in some transports, if necessary, and conquer the world. The rest of the units are nothing more than chrome (w/ the exception of UUs).
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Boardgame Geek "A tale told by an idiot, full of sound and fury, signifying nothing." -- Shakespeare |
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#20 |
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Dir-tay Uno
Join Date: Jul 2002
Location: one man alone in the wild
Posts: 436
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Doesn’t even matter with the modabillity C4 is supposed to have...
@ Volstag I agree...the base should be infantry, armor/cav/horsement, artillery/catapults, transports, and the dominant naval vessel of the era (Frigate, Battleship, and Aircraft Carriers) The beauty of this game will lay in the unit’s customization their uniqueness in doing so
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"The complete domination of one empire over another is a catastrophic occurrence in the balance of nations...one may only have one silk resource while another a plentiful supply..." - One. Man. Assault. |
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