War Camp Units

Endovior

Prince
Joined
Apr 28, 2005
Messages
346
A number of civilizations in FfH are supposed to be highly nomadic, with many of their people living outside their cities, but sadly lack appropriate units to convey this. Enter the War Camp... a mobile unit that performs some of the functions of a city.

All War Camp units are civ-specific World Units. They all start with the Medic 1 promotion. They all count as a city with all buildings for upgrading purposes... any unit capable of being upgraded can be upgraded at the War Camp. Each War Camp is also capable of producing a certain unit, once per turn, at a cost equal to that of rushing it at a city.

As per Nikis-Knight's suggestion, they are made by joining three specific units together.

Specific Units

Bandit Camp (Hippus, Mounted)
Requires Horseback Riding, Horses
Produced with 2 Raiders and a Hippus Scout
Str 4, Move 4, Cargo 1
Starts with Defensive
Produces Raiders
Steals 1 Gold / Turn while in Foreign Territory

Barbarian Horde (Clan of Embers or Barbarian State, Melee)
Requires Bronze Working, Copper
Produced with a Goblin, and 2 Orc Axemen
Str 4, Move 1
Starts with Enraged, Orcish
Produces Orc Axemen
Hidden Nationality (units produced by the Barbarian Horde also have hidden nationality)
(Perhaps spawn a Barbarian Horde with Orcus?)

Grand Carnival (Balseraph, Recon)
Requires Festivals and Hunting
Produced with an Acrobat, a Gypsy Wagon, and a Merryman
Str 4, Move 1, Cargo 2
Starts with Defensive
Produces Acrobats
Can Explore Rival Territory
Acts as a Gypsy Wagon

Hunter Clan (Doviello, Recon)
No Requirements
Produced with a Beastman and 2 Tuurngait
Str 3, Move 2, Cargo 1
Starts with Subdue Animal
Produces Tuurngait

Nomadic Camp (Malakim, Recon)
Requires Bronze Working, Copper
Produced with 2 Malakim Swordsmen and a Worker
Str 4, Move 2
Starts with Sentry, Nomad
Produces Malakim Swordsman
Automatically transports any unowned or Malakim-owned resource
it's standing on to the Malakim capital, with or without proper improvements.

Pirate Armada (Lanun, Naval)
Requires Optics
Produced with 3 Pirates
Str 6, Move 3, Cargo 6
Starts with Sentry
Produces Pirates
Ships may change crews here

Thoughts?
 
Actually, I kinda like it. I'm not personally in favor of having a civ ditch cities entirely as was discussed for Hippus at one time. Your units seem workable as is.

I'd probably give it a discount to building units as well, if there is only one of it.
 
Sounds good. How about this one?

Nomadic Camp (Malakim, Recon)
Requires Bronze Working, Copper
Str 4, Move 2
Starts with Sentry, Nomad
Produces Malakim Swordsman
Automatically transports any unowned or Malakim-owned resource
it's standing on to the Malakim capital, with or without proper improvements.
 
so is this like one war camp per civ? or can you make more then one?
 
They're world units, so yeah, it's only one per civ.

I'd considered the discount, as well... if you feel it wouldn't impact balance, then sure.

I like the Nomad Camp's resource-grabbing ability... it might act strangely with mana nodes, though, so some coding will need to be done.
 
It'd be interesting if these were made, not by building them directly in one city, but by combining 3-4 different units. Like a Pirate Armada could be made by combining 3 pirate ships, and grand carnival by combining a gypsy wagon and an acrobat; or a nomad camp by adding a malakim swordsman, worker, and scout.
 
Okay... you're on the team, so if you think you can do it, I'll leave it in your capable hands. I've editted the post to reflect the units I think should be combined to create the unit.
 
Nikis-Knight said:
I'll assume that's a general "you". The other guys make the cool things, I just make things sound cool. ;)

Maybe he meant Ewe are on the team. A sheep following great leaders.
-Qes

:P
 
Ahh... right.

In that case, it's a general 'you', then.

(Oh, and I'd suggest it'd probably code similar to how you combine multiple GPs to start a Golden Age)
 
How about:

Clan of The Dragon Cult (Kuriotates)
Required tech: awaken the ancent
Required units: (?) 2 settlers and a worker (?)
str 3, move 2
starts with cult of dragon, fear
Does: will add +1 culture and +3 production to city its in (if it has dragon cult)

And how about this

Bowyer of the Wildfire (Amurites)
required tech: archery and bowyers
required units: 3 firebows
str: 4 move: 2
Startes with: channelling 3, marksman
Does: Can summon 3 meteors

(Oh, and I'd suggest it'd probably code similar to how you combine multiple GPs to start a Golden Age)
Or maybe a spell/ability...
 
Sureshot said:
kurioates and amurites arent really nomadic at all are they?

true... but i was going with the thought that the "camps" were for any civ not just nomads. If its for nomads only then for get i posted...

the once i posted are more like army camp/ religious camp units.
 
The idea is that War Camp units are like a mobile city, to allow you to heal and upgrade your units while warring, and even (if need be) provide reinforcements.
 
Sureshot said:
well, Mobile city usually denotes nomadic
based on the name i thought it was going to be more like a miltary camp... one that houses units and trains units... and if necesary will mobalize to attack an enemy army/ group of units.
 
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