Military bases

CliftonBazaar

Prince
Joined
Nov 12, 2005
Messages
443
Location
Adelaide, Australia
In real life I work as an earthmover, driving 50 tonne machinery. My current job has me working across from where Submarines are made in Australia.

The shed is HUGE because it not only has to house the actual submarine as it is being made but also to keep out prying eyes (they are tough on security). This place employs thousands of people and took 6 years to build the infrastructure needed before they even started building a sub.

This got me thinking (my job can get boring so I do think sometimes :) ), why can I build any military unit at any time in any city?
My suggestion is to have a city build a improvement that can constantly build units, i.e a barracks builds military units (must choose a particular unit though), a submarine base builds subs, an airport builds planes etc
The original improvements would have a huge cost to set up, but once they were set up then units would be made on a regular basis.

How fast these units are built is dependant on what you set your military slider (yes I know it would add a fourth slider, just after BtS added a third slider for spying).

Just throwing some thoughts around :D
 
Hmm, I don't really know how that would alter the game. I think that would be a major change in tactics. But I for one like the idea. Might be really interesting! :goodjob:

[edit]
I had to come back. This hilarious idea of yours got stuck on my mind.
... why can I build any military unit at any time in any city?
That is the good question to start with. And I have no answer to it. But off I go with contributing to your idea ...

My suggestion is to have a city build a improvement that can constantly build units, i.e a barracks builds military units (must choose a particular unit though), a submarine base builds subs, an airport builds planes etc
The original improvements would have a huge cost to set up, but once they were set up then units would be made on a regular basis.
Well, yes. For example the Military Advisor (F5) (from now on MA) could have another screen just like the Foreign Advisor (F4) has different screens, too. And on a second screen in the MA the various already built improvements in your cities would be listed and you could pick what they should produce. Maybe you could even turn them off, i.e. take them off production.

How fast these units are built is dependant on what you set your military slider (yes I know it would add a fourth slider, just after BtS added a third slider for spying).
Yes again. And in the second or third screen of the MA you could then again split the money your "department of defence" gets between the various unit groups. So you could for example put an emphasis on melee units and - if you take certain barracks off of production - will produce them mostly close to your frontier! :cool:

It would most probably need to be limited somehow. Cause if you crank your military slider up like mad and turn every building off, except for one drydock, it could maybe produce three subs a turn. And that would be a litlle bit weird, don't you think? :mischief:

And on top of all of that ... It will alter warfare quite a bit. Especially if it is possible in the late game to have guided missiles so that you could take out barracks or drydocks first. Wow, only to think of the opportunities ... and threats! :trouble:

Well, still just my 2 :commerce:. What do you all think?
[/edit]
 
should be an improvement outside of the city, something workers build like a fort,they would function like a city with only millitay aplications.
The way it would work is this.

cities would build improvements that produce weapon resources in the same way that hollywood produce movies.These weapons resources would be nescessary for building of units.

to build a unit you would use a population in your city to hire a speacialist general .this would alocate X amount of population points to the nearest millitary base.
units would require different amount of population points ,infintry might use all ,while tanks might use a portion of these points. If the general is removed as a speacialist then units that are created because of this speacialist are destroyed.

the millitary base would have a que and be able to build only units .the bases could build as many units as the population points allocate in one turn.these points do get used up.

improvements and wonders that give bonuses to units ,built in cities will have thier bonuses go to the nearest base.

Once population points in the bases are used up units still in the base accumulate points slowly that are applied to promotions.

sorry ,I do like your idea just had a few of my own along the same lines.
 
Ah, crossposted with chef pablo due to editing. See post #2. Interesting concept of yours, too.
 
It would be nice to have a sliding bar for production,representing money poored into extra workers or slave labor...posibly only in certain civics
 
Isnt this -basicaly- HE?? It takes a while to build, but after that units come poring out... I see no need for a military slider... or maybe....

What about this idea?? You acrue military points much like spy points... this could work 2 ways...

1) For every say 100 points you save you get 1 free xp on every unit beeing build. The point would not be "civ specific" as spy points.
For say 500 points you can "buy" a GG or let say 2 Axemen or something "usefull" like a "Specialist" acadamy where every unit build in that city will get automaticaly... say Combat 1 or ... something alike...

2) It works very much like spy points and IS "civ specific". By sending points towards civs you learn their battle tactics and some such. Meaning if you know their tactics, you can more easily counter them. i.e. when your units fight their units you get a bonus/malus depending on your "military spending"-ratio. So if you dont keep up and end up beeing 800 points vs 1000 points you will get a malus of say 25% (probably overpowered tho) while if you put the slider higher and end up 1000 vs 800 you get a bonus of 20%.
 
I like the general idea of making a building the requirement to build a military unit.
But IMHO it should just work like this:

You need the specific city improvements to build units:
Barracks: Trains soldiers (+tanks +cavalry)
Naval Base: Builds Warships and subs
Airport: Builds planes

Without a barracks you can still train soldiers, but they would just some kind of militia that is far weaker than a normal soldier unit.
Without a naval base (or airport) however you cannot build warships (or planes), but it is possible to build some transport ships (for example galleys or caravels) without a naval base (as they could be considered civilian ships).
Maybe yu could also introduce that more advanced forms of transort ships (galleons upward) would need a harbor to get built.
 
I agree ,but I think a larger sacrifies should be represented.
building improvements outside of cities that build units(these would function in the same way that cities function ,with production ques but only build units.

Millitary bases=training ground forces
Naval ports=training naval forces
air bases=air force

these improvements should collect resources that are produced within your civ ,from a weapons industry.It should work in this way.

forge=simple weapon
bronze forge+copper=bronze weapon(+1 streangth)
iron forge+ iron=iron weapons(+2 streangth)
stable+horse=war horse
ship yard([tag]coast only)=ship
textile factory=sail
silk textile factory+silk=sail (+1 movement)
cotton textile factory+cotton=sail(+1 movement)
foundry+bronze=bronze cannon,small arms
iron foundry+iron =iron cannon, iron plating, iron small arms
steal foundry+iron=steal plating ,steal cannon ,steal small arms,steal weaponry
aluminium foundry+aluminium=aluminium plating
tank factory=tank
aircraft factory= aircraft
composite factory+oil=composite weapons,computer chip,stealth plating,composit arms
gunpowder plant + sulfer =gunpowder
small amuniton plant +gunpowder+iron=small amunition
heavy munition plant +gunpowder+iron=heavy amunition
These resources in combination with population points acrude through speacialist in cities would comprise of an offensive millitary.

buliding units:the resources of basic weapons,ships,tanks,aircraft will give you basic weaponry ,however with additional resources will give you atributes of other units.
Example:
warrior =simple weapon +population
warrior+1 streangth=bronze weapon+population
warrior+2 streangth=iron weapon+population
musketman=warrior,axman,swordsman,archer,etc +small arms /musketman=small arms+ population
musketman +1 streangth=warrior,swordsman,etc.+iron small arms/musketman+1 streangth=iron small arms+population
rifleman=musketman,warrior,axman,etc.,population+steal small arms+gunpowder
infintry=rifleman,musketman,warrior,population,etc.+steal small arms+small amunition
Bazooka=infintry+heavy amunition
mech infintry=tank+infintry,population,axman,etc+steal small arms+ small amunition+oil
tank=tank+steal plating+ heavy amunition+oil+population
modern tank=steal plating+computer chip+heavy amunition+oil+population

these are simple examples but this could be expanded for spacific units.

there are several factors that would benifit the game here ,firstly that you would have to build in industry that would be vulnrable to attack
and secondly that you could tade weapons with other civs.
 
Yes and then you could send in B-17 Flying Fortresses to bomb the factories to hell, hehe. Very good idea, always bugs me that I can only build one building at a time in a city or units. Bugger...
 
use this system in concert with this and you dynamicly change the game.

Many people here have discussed the possibility of adding supply in the game ,but no one has given a comprehensible way to do it.I have an idea on how to do it additionally I would like to add moral. so here we go!

firstly supply and moral should not be total negative or positive effects but rather bonuses on defense or attack that work on promotions.
in this way:
supply=bonus on attack promotions
moral= bonus on defense promotions

to have these bonuses units must be connected to the trade network in one of 2 ways.
either directly connected to the trade network by being on a road or railroad or be next to a tile that is occupied by a unit that is directly connected to a trade network.

any units severed from the trade network lack these bonuses.

These bonuses work directly on zones of control
zone of control is an ability of an a unit to perform action in a given tile.

This is a one time use per turn bonus , a defending unit has the moral bonus once, if it is attacked a second time in a turn the bonus is negated .additionally if an attacking unit has a promotion of blitz its first round of attacks have the supply bonus but lacks the same punch on additional attacks.

Defending units:

units that are defending have 2 functions that work directly on zone of control.

To have the moral bonus a defending unit must be attacked from its zone of control.

A defending unit that has the moral bonus can only access this bonus in the 3 forward directions opposite from the direction that it came from unless it is performing one of these 2 functions..
Fortify= a unit fortified has zone of control in all tiles surrounding the unit by one.
Ambush=a unit in an ambush function retains zone of control in the 3 forward tiles from the last direction that it came from ,but remains hidden from opposing units until attacked

forts and hills extend the zone of control for moral by one each,additionally forts and hills give zone of control in all directions

A defending unit within another defending units zone of control adds an additional moral bonus for that turn.in other words a unit fortified next to a fortified unit can have the moral bonus twice.Due to the ability of forts and hills extending zones, defending units next to hills and forts would have additional bonuses per turn.

units defending in a city lack the moral bonus.

attacking units:
all attacking units zone of control are 3 forward tiles from the direction the unit came from.
All attacking units recieve the supply bonus when a defending unit is in its zone of control.
all attacking units recieve the second stage of the promotion the unit already has if the unit does not have any promotions or if the promotion line that it has is maxed out it will gain a promotion of choice for that turn.
several promotions work directly on zone of control and function.

melee- with supply an attacking unit with the melee promotion cancels a defending units function of fortify.
flank-with supply an attacking unit with flanking promotion cancels one moral bonus of a defending unit.
cover-with supply an attacking unit with cover cancels the zone of control for the specific tile that is attacked.
sentry-with supply an attacking unit with sentry reveals any units within its zone of control functioning with ambush.
combat=with supply an attacking unit with combat retains a zone of control in all directions by one tile,additional combat promotions give additional tiles.

attacking units within the zone of controle of another attacking unit can attack an additional time for that turn.

I realize that this would be difficult to mod but if anybody thinks its possible ....or perhaps this would be an idea for civ5.
I would love to have the devils advocate ie, dh epic give his 2 cents as well as dale since he already crafted a nice combat mod ,so guys feel free to rip my ideas to shreds and anyone eles that wants to make some points ,valid or not.
 
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