Unit/City Improvement strategic resource bonus ideas.

Kurtbob

Prince
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Oct 24, 2003
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After reading a couple threads (Strategic resources should become obsolete. Gort)(More than One Strategic Resource Requirement per Unit? Lexicus) I have thought of an idea in which units may use excess/obsolete resources to gain a small bonus.

The idea is that a unit may increase its base combat and/or receive a unique ability by consuming a single resource. How it will work.

The unit will have a new command which I will name Equipment. Highlighting this command will:

1.List the unique upgrades available to the unit.
2.The bonus each upgrade grants the unit
3.The upgrade’s resource and gold cost.

If an upgrade and its required resource/gold cost are available, the player can highlight the upgrade and select it. The unit will gain the bonus, gold will be spent, and the resource will be consumed same as a resource consumed when building any unit that requires a resource.

Restrictions to Equipment.

1.Equipment can only be selected while the unit is within your empire’s borders.
2.The bonus does not follow a unit when it upgrades into a new unit. The bonus is lost and the resource used goes back into the resource pool. Gold remains spent.
3.A unit may only have one Equipment at a time.
4.Equipment cannot be deselected or later changed. The resource is consumed until the unit upgrades or is lost.
5.When a unit selects Equipment, it uses all of its actions for that turn much like upgrading a unit.

I will now list all of the upgrades I envision should appear in the game. If you have any suggestions please tell me! I will change anything with enough reasoning. Ancient and Classical Era Units will have two Equipments each, Medieval and Renaissance three, Industrial, Modern, and Future four.

Note: this is a work in progress and I will be adding new eras, units, and other changes over time.

Ancient Era Units
Spoiler :
Name --- Resource --- Gold --- Tech --- Bonus
Archer
Fire Arrows --- 50--- Archery--- +50% city attack.
Composite Bow --- 50 ---Mathematics ---+2 ranged attack
Bowman
Fire Arrows --- 60--- Archery--- +50% city attack.
Composite Bow --- 60--- Mathematics--- +2 ranged attack
Brute
Bronze Weapons --- 50--- Bronze Working--- +2 combat strength
Hide Armour --- Cow, Sheep, Deer ---50 ---Animal Husbandry--- +50% vs barbarians.
Chariot Archer
Bronze Riggings --- 60--- Bronze Working--- May move after attacking.
Composite Bow --- 50--- Mathematics--- +2 ranged attack
Galley
Quinquereme--- Iron--- 60--- Optics--- +1 movement. +2 combat strength
Greek Fire --- 60--- Mathematics--- +2 ranged attack. +25% city bombardment
Hoplite
Siege Towers --- 60--- Masonry--- +25% city attack.
Sarissa--- Iron--- 84--- Iron Working--- +33% defense.
Immortal
Siege Towers --- 60--- Masonry--- +25% city attack.
Supply Caravan ---Horse--- 84--- Horseback Riding---+1 heal in enemy territory
Jaguar
Bronze Weapons --- 60--- Bronze Working--- +2 combat strength
Cotton Armour --- 48--- Pottery--- +50% vs barbarians.
Maori Warrior
Pounamu Weapons --- 60--- Mining--- +2 combat strength
Hide Armour ---Cow, Sheep, Deer--- 48--- Animal Husbandry--- .+50% vs barbarians.
Scout
Provisions--- Horse ---50--- Horsebackriding--- +1 movement. May retreat from combat
Explorer--- Horse ---100--- Astronomy ---+6 combat strength. +1 heal a turn. +1 movement
Slinger
Incendiary Projectiles--- 60--- Archery--- +50% city attack.
Heavy Projectiles --- 60--- Mathematics--- +2 ranged attack
Spearman
Siege Towers --- 50--- Masonry--- +25% city attack.
Iron Weapons--- Iron--- 75--- Iron Working--- +2 combat strength
Trireme
Quinquereme--- Iron--- 75--- Optics--- +1 movement. +2 combat strength
Greek Fire --- 75--- Mathematics--- +2 ranged attack. +25% city bombardment
War Chariot
Bronze Riggings --- 77--- Bronze Working--- May move after attacking.
Composite Bow ---- 60--- Mathematics--- +2 ranged attack
War Elephant
Howdah --- 60--- Bronze Working--- +2 ranged attack. +1 sight
Armour Plating ---Iron--- 60--- Iron Working--- +2 combat strength. +25% ranged defense.
Warrior
Bronze Weapons --- 50--- Bronze Working--- +2 combat strength
Hide Armour ---Cow, Sheep, Deer--- 40--- Animal Husbandry ---+50% vs barbarians.


Classical Era Units
Spoiler :
Name --- Resource --- Gold --- Tech --- Bonus
Ballista
Carroballista--- Horse---120--- Mathematics--- Doesn't need to 'setup' for ranged attack
Incendiary Missiles --- 120--- Engineering--- +3 ranged attack
Catapult
Heavy Stone--- Stone ---75--- Mathematics--- +25% city attack
Incendiary Missiles --- 100--- Engineering--- +3 ranged attack
Companion Cavalry
Stirrup --- 100--- Horsebackriding--- +15% vs Melee, +1 movement.
Xyston--- Iron--- 120--- Metal Casting--- +25% attack vs melee, horse
Horseman
Stirrup --- 75--- Horsebackriding--- +15% vs Melee, +1 movement.
Highbred Horse--- 100---Horsebackriding --- Combat strength +1, +10% attack
Legion
Belfort --- 120--- Engineering--- +25% city attack
Pilum and Gladius ---Iron--- 120--- Metal Casting--- +20% attack vs melee.
Mohawk Warrior
Tomahawk ---- 84--- Metal Casting--- +15% combat strength in woods and jungle.
Scalping Bag?--- 84--- Philosophy--- Recieve culture when you defeat an enemy unit.
Swordsman
Belfort --- 100--- Engineering--- +25% city attack
Pattern Welding--- Iron--- 100--- Metal Casting--- +2 combat strength


Medieval Units
Spoiler :

Berserker
Dane Axe--- Iron--- 120--- Steel--- +25% gold from pillaging
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Skei Longship --- 120--- Compass--- +1 embark movement. May defend when embarked.
Camel Archer
Pushlever Crossbow --- 120--- Machinery--- +3 ranged attack.
Desert Provisions--- 120--- Education--- +1 movement through desert and floodplains. May retreat from attack.
Heraldry--- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Chu-Ko-Nu
South Pointing Chariot --- 100--- Machinery--- May retreat from combat..
Pavise --- 120--- Steel--- +3 combat strength. +20% ranged defense
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Conquistador
Chivalric Orders --- 120--- Theology--- +25% vs fortified units. +1 heal a turn
Toledo Steel--- Iron--- 120--- Steel--- +2 combat strength. +25% vs barbarians.
Spanish Mastiffs --- 100--- Education---+50% vs barbarians.
Crossbowman
Pushlever Crossbow --- 100--- Machinery--- +3 ranged attack.
Pavise --- 100--- Steel--- +3 combat strength. +20% ranged defense
Heraldry --- 50--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Hwach'a
Steel Arrows--- 120--- Steel--- +25% ranged attack vs melee.
Hill Trajectory --- 120--- Education--- +1 range when set up on hill
Explosive Arrows---150---Gunpowder --- +25% city attack.
Keshik
Ger --- 120--- Engineering--- Heals as though within empire's borders
Korchin Quivers--- 120--- Machinery ---+3 combat strength.
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Knight
Plate Armour--- Iron--- 100--- Steel--- +2 combat strength. +30% vs archery units
Heraldry --- 50--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Chivalric Orders --- 100--- Theology--- +25% vs fortified units. +1 heal a turn
Landsknecht
Zweihander--- Iron--- 120--- Steel--- +2 combat strength. +25% attack strength
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Arquebusier --- 150--- Gunpowder--- +4 combat strength
Longbowman
Hard Timber Bow --- 120--- Machinery--- +3 ranged attack.
Stakes --- 120--- Steel--- +3 combat strength. +20% Horse defense
Heraldry --- 60 Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Longswordsman
Wootz Steel--- Iron--- 100--- Steel--- +3 combat strength
Heraldry --- 50--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Chivalric Orders --- 100--- Theology--- +25% vs fortified units. +1 heal a turn
Mandelkalu Cavalry
Poisoned Weapons--- 120--- Education--- +25% attack vs melee.
Chain Mail--- Iron--- 120--- Steel--- +1 combat strength. +50% vs ranged units
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Naresuan's Elephant
Chivalric Orders --- 120--- Theology--- +25% vs fortified units. +1 heal a turn
Plate Armour--- Iron--- 120--- Steel--- +2 combat strength. +30% vs archery units
Albino Elephants --- 120--- Chivalry--- +10% strength to adjacent units. Bonus cannot be stacked with other Albino Elephants.
Pikeman
Halberds--- Iron--- 100--- Steel--- +3 combat strength.
Heraldry --- 50--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Arquebusier --- 125--- Gunpowder--- +4 combat strength
Samurai
Daisho--- Iron--- 120--- Steel--- +1 combat strength. +25% fort defense/attack. +10% city attack
Heraldry --- 60--- Chivalry--- +5% strength for each adjacent unit equiped with heraldry
Chivalric Orders --- 120--- Theology--- +25% vs fortified units. +1 heal a turn
Trebuchet
Heavy Stone--- Stone--- 75--- Mathematics--- +25% city attack
Flame Projectiles --- 100--- Gunpowder--- +4 ranged attack
Carcass Projectiles--- Cow, Sheep--- 125--- Education--- 25% chance city cannot heal after ranged attack.


Renaissance Units
Spoiler :

Cannon
Siege shot--- Iron--- 125--- Metallurgy--- +25% city attack
Grape-shot--- Iron--- 125--- Rifling ---+10% chance hit unit loses its action next turn.
Breech-loading--- Iron--- 150--- Military Science--- +6 ranged attack.
Caravel
Carronade --- 100--- Chemistry--- +25% city attack, land unit attack.
Four Masts --- 125--- Economics--- +4 combat strength. +1 movement
Lowered Forecastle-Elongated Hull--- Iron ---150 ---Navigation--- +1 movement. +8 combat strength. +4 ranged attack
Cavalry
Sabre and Carbine --- 125--- Steam Power--- No negative modifier against horse units.
Flying Column --- 125--- Dynamite--- +1 movement. +50% attack vs ranged units.
Repeating Rifles--- Iron--- 150--- Replaceable Parts--- +7 combat strength.
Cossack
Shashka and Carbine --- 150--- Steam Power--- No negative modifier against horse units. +25% horse attack
Flying Column --- 150--- Dynamite--- +1 movement. +50% attack vs ranged units.
Repeating Rifles--- Iron--- 180--- Replaceable Parts--- +7 combat strength.
Frigate
Carronade --- 100--- Chemistry--- +25% city attack, land unit attack.
Triple-Gundeck--- Iron--- 125--- Military Science--- +5 ranged attack.
Steam Engine--- Coal ---150--- Steam Power--- +2 movement points.
Janissary
Yatagan --- 150 ---Metallurgy--- +10% combat strength. +15% vs melee units
Flintlock --- 150 ---Chemistry--- +3 combat strength.
Cebeci Corp ---Horse ---150--- Economics--- +1 heal a turn.
Lancer
Winged Uniform --- 125--- Military Science--- +50% gold from plundering
Cuirassies ---Iron 125 ---Metallurgy ---+4 combat strength.
Pistols and Carbines --- 125 ---Rifling--- Additional attack
Minuteman
Bayonette --- 150--- Metallurgy--- +10% combat strength. +15% vs horse units
Kentucky Rifle --- 150--- Chemistry--- +2 combat strength. +20% vs gunpowder
Supply ---Horse ---150 ---Economics ---+1 heal a turn in enemy borders.
Musketeer
Pistols and Rapiers --- 150--- Metallurgy--- 25% vs melee units
Flintlock --- 150--- Chemistry--- +3 combat strength.
Supply--- Horse ---150--- Economics--- +1 heal a turn in enemy borders.
Musketman
Bayonette ---- 125--- Metallurgy--- +10% combat strength. +15% vs horse units
Flintlock ---- 125--- Chemistry--- +3 combat strength.
Supply--- Horse--- 125--- Economics--- +1 heal a turn in enemy borders.
Norwegian Ski Infantry
Smokeless Propellent --- 150--- Fertelizer--- +2 combat strength. +20% bombardment defense.
Bialthon --- 150--- Metallurgy--- +1 movement on hills, tundra, and ice tiles
Supply--- Horse--- 150--- Economics--- +1 heal a turn in enemy borders.
Rifleman
Smokeless Propellent ---- 125--- Fertelizer--- +2 combat strength. +20% bombardment defense.
Bayonette --- 125--- Metallurgy--- +10% combat strength. +15% vs horse units
Supply--- Horse ---125--- Economics--- +1 heal a turn in enemy borders.
Ship of the Line
Carronade --- 120--- Chemistry--- +25% city attack, land unit attack.
Quadruple-Gundeck--- Iron--- 150--- Military Science--- +3 ranged attack. +10% vs naval units
Iron-Clad Frigate ---Coal--- 180--- Steam Power--- +6 combat strength
Sipahi
Kilij --- 125--- Military Science--- +15% combat strength. +10% attack
Cuirassies--- Iron--- 125--- Metallurgy--- +4 combat strength.
Pistols and Carbines --- 125--- Rifling--- Additional attack
Tercio
Toledo Steel---Iron --- 150--- Metallurgy --- +10% combat strength. +50% vs barbarians
Flintlock --- 150--- Chemistry--- +3 combat strength.
Supply--- Horse--- 150--- Economics--- +1 heal a turn in enemy borders.
Turtle Ship
Dragon Head --- 120--- Chemistry--- /-10% combat strength for adjacent enemy units
Metal Plating ---Iron--- 150 ---Economics ---+25% ranged defense
Deck Hwach'a ---Iron ---180 ---Navigation--- +25% ranged attack vs naval units


Industrial Units - From this point on, all units may purchase two Equipment.
Spoiler :

AA Gun
Searchlights --- 150--- Radio--- +30% vs Bomber
Flack Cannon--- Iron--- 150--- Combustion--- +2 combat strength. +25% vs tanks
Radar --- 150--- Radar--- +20% vs aircraft
Motorized Transport--- Oil--- 150--- Combustion--- +1 movement
AT Gun
High-Caliber Barrel--- Iron--- 150 ---Electricity--- +4 combat strength
Supply--- Horse ---150--- Replaceable Parts--- +1 heal a turn in enemy borders
Motorized Transport ---Oil ---150--- Combustion--- +1 movement
Tank Destroyer ---Oil--- 150--- Combustion ---+25% tank attack
Artillery
Supply ---Horse ---150--- Replaceable Parts--- +1 heal a turn in enemy borders
Motorized Transport ---Oil ---150--- Combustion ---+1 movement
Sound Ranging --- 150--- Telegraph--- +1 sight. +2 ranged attack
Radar Ranging--- Iron ---150--- Radar ---Terrain cannot restrict line of sight. +2 ranged attack
Battleship
Direction Finding --- 150--- Radio--- +4 ranged attack
Radar Targetting--- Iron--- 150--- Radar--- +1 range.
Battlecruiser ---Oil ---150 ---Electronics ---+2 movement
Missile Launchers ---Aluminum--- 150 ---Rocketry ---Can carry 2 missile units. +2 ranged attack
Carrier
Radar Tower--- Iron--- 150--- Radar ---+1 site. +33 ranged defense
CATOBAR--- Iron--- 150--- Plastics--- May carry +1 aircraft
STVOL--- Aluminum--- 175--- Rocketry--- +10% combat strength to friendly unit within a three tile radius (including land)
Nucelar Propulsion System--- Uranium--- 175--- Nuclear Fission--- +3 movement
Destroyer
Direction Finding--- 150--- Radio ---+4 ranged attack
Radar Targetting ---Iron--- 150--- Radar ---+1 range.
Sonar --- 150--- Radar--- +25% vs submarines
Missile Launchers--- Aluminum--- 150--- Rocketry--- Can carry 2 missile units. +2 ranged attack
Fighter
Torpedoes --- 150--- Telegraph--- +25% naval attack
Bomb Rack--- Iron--- 150 ---Plastics ---+25% ground attack
Drop Tanks ---Oil--- 150--- Combustion ---+1 range
Radar Antenna--- Iron--- 150--- Radar ---25% vs aircraft
Foreign Legion
Supply--- Horse ---180--- Replaceable Parts ---+1 heal a turn in enemy borders
Motorized Transport--- Oil ---180--- Combustion--- +1 movement
Rapid-Fire Weapons--- Iron ---180--- Electricity--- +4 combat strength
Bearded Pionnieres ---Iron--- 200--- Railroad--- +20% city attack. +30% ranged defense
Infantry
Supply--- Horse ---150--- Replaceable Parts--- +1 heal a turn in enemy borders
Motorized Transport ---Oil ---150--- Combustion ---+1 movement
Rapid-Fire Weapons ---Iron--- 150 ---Electricity--- +4 combat strength
Engineer Corp ---Iron ---150 ---Railroad--- +15% city attack. +20% ranged defense
Ironclad
Thick Hull ---Iron--- 150--- Railroad--- +10 combat strength
All-Big-Gun-Mixed Calibre-- - 150 ---Dynamite--- +50% naval units
Screw Propeller/Steam Turbine--- Iron ---150--- Electricity--- + 2 movement. May enter ocean tiles
305mm Guns ---Iron--- 150--- Dynamite--- +1 range. +4 ranged attack
Panzer
Command Radio --- 180--- Radio--- +5% combat strength for each unit adjacent equipped with Radio
Spaced Armour--- Iron--- 180--- Plastics--- +20% defense. +10% tank defense
88mm Cannon--- Iron--- 180--- Electronics--- +30% tank attack.
Supply--- Oil--- 180--- Combustion--- +1 heal in enemy territory
Submarine
Snorkel --- 150 ---Refrigeration--- +30% Destroyer defense
Guided Torpedo --- 150--- Electronics--- +6 ranged attack
Electronics Masts--- Aluminum--- 150--- Radio ---+1 sight. +3 ranged attack
Teardrop Hull--- Iron--- 150--- Plastics--- +6 combat strength. +1 movement
Tank
Command Radio --- 150--- Radio--- +5% combat strength for each unit adjacent equipped with Radio
Sloped Armour--- Iron--- 150--- Plastics--- +25% defense
Shaped Charge ---Iron ---150--- Electronics ---+20% tank attack. +10% city attack
Supply ---Oil ---150--- Combustion ---+1 heal in enemy territory
Zero
Torpedoes ---- 150--- Telegraph--- +25% naval attack
Bomb Rack--- Iron--- 150--- Plastics--- +25% ground attack
Folding Wings --- 150--- Flight--- Counts as 1/2 an aircraft towards carrier storage capacity
Kamikaze --- 150--- Mass Media ---May make a missile attack. Ranged damage = 50. 80 if targetting a naval unit. Unit is lost after attack.


Modern Units
Spoiler :

B-17
Aphrodite Missile --- 175--- Radar ---May make a missile attack. Ranged damage = 100. 30 if targetting a naval unit. Unit is lost after attack.
Pressurized Cabin ---Iron--- 175--- Plastics--- +10 evasion.
Incendiary Bombs --- 175--- Penicillin--- +15% city attack
Guided Bombs--- Aluminum--- 175--- Lasers--- +15% vs land units
Bomber
Jet Engine ---Oil ---175 ---Rocketry ---+2 range
Pressurized Cabin ---Iron ---175 ---Plastics ---+10 evasion.
Incendiary Bombs --- 175--- Penicillin--- +15% city attack
Guided Bombs --- 175--- Lasers--- +15% vs land units
Helicopter Gunship
Armament Subsystems ---Iron--- 175--- Satelites--- An additional attack
Infantry compartment --- 175--- Computers--- May capture cities.
Stealth ---Aluminum--- 175 ---Stealth--- May retreat
Twin-Turboshaft Engines--- Iron--- 175--- Rocketry--- +1 movement
Jet Fighter
Turbofan engines --- 175--- Advanced Ballistics--- +2 range
Guided Bombs --- 175 ---Lasers ---+15% vs land units
Thrust Vectoring ---Aluminum--- 175--- Robotics--- +15% vs aircraft
Stealth ---Aluminum--- 175--- Stealth--- +20 evasion
Mechanized Infantry
Supply ---Oil ---150 ---Combustion--- +1 heal in enemy territory
Amphibious ---Iron ---175 ---Plastics ---No penalty attacking across rivers
UAV ---Aluminum--- 175--- Satelites--- +1 site. Terrain does not restrict site.
Command Radio --- 150--- Radio--- +5% combat strength for each unit adjacent equipped with Radio
Missile Cruiser
AEGIS System--- Aluminum--- 175--- Satelites--- +1 site. +15% vs aircraft
Vertical Launching System--- Iron--- 175--- Advanced Ballistics--- Can carry +2 Missiles
VTOL Pads--- Oil--- 175--- Robotics--- +10% combat strength to friendly unit within a three tile radius (including land)
Cruise Missiles--- Aluminum--- 175--- Advanced Ballistics--- +1 range
Mobile SAM
High Altitude Missile ---175 ---Advanced Ballistics ---+20% vs bombers
Low Altitude Missile --- 175--- Rocketry--- +20% vs fighters
Advanced Guidance System ---Aluminum--- 175 ---Robotics--- May intercept Missile Units
Supply ---Oil ---150 ---Combustion ---+1 heal in enemy territory
Modern Armor
Command Radio --- 150 ---Radio ---+5% combat strength for each unit adjacent equipped with Radio
Electromagnetic Armour ---Aluminum--- 175--- Particle Physics--- +25% defense
Depleted Uranium Shell ---Iron--- 175--- Nuclear Fusion--- +20% Tank attack.
Supply ---Oil ---150 ---Combustion ---+1 heal in enemy territory
Nuclear Submarine
Anechoic Tiles --- 175--- Ecology--- +20% defense
Magnetohydrodynamic Drive ---Aluminum--- 175--- Particle Physics--- Cannot be detected by Destroyers
Multiple Pressure Hulls ---Iron ---175 ---Robotics ---Can carry +1 Missile Unit
Highly Enriched Fuel ---Uranium ---175 ---Nuclear Fusion ---+3 movement
Paratrooper
Specialized Transport ---Oil ---175 ---Rocketry ---+2 paradrop range
Special Forces--- Iron--- 175--- Globilization ---+8 combat strength
UAV Aluminum ---175 ---Satelites ---+1 site. Terrain does not restrict site.
Command Radio --- 150 ---Radio ---+5% combat strength for each unit adjacent equipped with Radio
Rocket Artillery
UAV--- Aluminum--- 175--- Satelites--- Sight is not restricted. Terrain does not restrict site.
Guided Rockets --- 175--- Satelites--- +8 ranged attack.
Ballistic Missile Carrier ---Aluminum--- 175--- Robotics--- May carry 1 Missile Unit
Command Radio --- 150 ---Radio ---+5% combat strength for each unit adjacent equipped with Radio
Stealth Bomber
Internal Fuel Cells--- Aluminum--- 175--- Nuclear Fusion--- +3 range
Massive Ordanance Penetrator--- Iron--- 175--- Advanced Ballistics--- +25% vs fortified units.
On site maintenance--- Oil ---175--- Stealth ---+1 heal if no action is taken during a turn
Compact Design --- 175 ---Particle Physics--- May land on carriers.
GDR
Missile Tubes--- Iron--- 200--- Nuclear Fusion--- Can carry +1 Missile Unit
Railgun--- Aluminum--- 200--- Particle Physics--- +20% vs GDR
Protoculture --- 200--- Nanotechnology--- +10 culture a turn
Hover Jets ---Aluminum--- 200--- Nuclear Fusion--- Ignores Terrain Costs


Another idea is that city improvments may also use resources to gain additional bonses. For example, Iron can be consumed by a factory to gain additional production. Not as intersting as units, but an idea nonetheless.
 
Wow, great plan!
 
upgrades can also require gold.

Agreed. Gold should be a requirement for a Resource Upgrade. (changed in original post)

Can anyone think of a better name than Resource Upgrade? Maybe Arm or Equip?
 
'equipment' is a good variant imo, by analogy with 'promotion'.

there could also be resourceless (gold only needed) equipments smoothing unit strength progression through the tech tree.
just like in civ 5 mobile version but for gold:
af4d0fc317a13c6113606a002ed22ecf.png


equipments ideas:

Ancient era
Bronze weapons (archers, chariots, warriors): combat strength +2 (bronze working, 50 gold); spearmen should have str 8.

Classical era
Highbred horses (chariots): combat strength +2, can move after attack (civil service, 100 gold)
Composite bows (archers, chariots): ranged strength +2 (mathematics, 50 gold)

Medieval era
Plate armor (horsemen, knights): strength+2, +30% vs archery units (steel, 100 gold, 1 iron)

Renaissance era
Fire arms (lancers): additional attack (chemistry, 100 gold)
Bayonets (musketmen, riflemen, infantry): +10% close combat, +15% close combat vs mounted units (military science, 50 gold)
Cordite (musketmen, riflemen): +2 strength (fertilizer, 50 gold)

Industrial era
Hand grenades (riflemen, infantry): +15% strength vs cities and fortified units, remains after upgrade (dynamite, 150 gold)
Breech-loading (riflemen): +4 strength (dynamite, 100 gold)
Gas shells (artillery): +25% vs gunpowder units (biology, 250 gold)
Gas masks (gunpowder units): negates gas shells effect, -50% damage from atomic bomb (biology, 200 gold)
Flame thrower (infantry, paratroopers): +30% vs fortified units (combutsion, 250 gold)

Modern era
Gatling Gun (jet fighters, helicopters): +10 strength (computers, 300 gold)
Depleted uranium (jet fighters, helicopters, tanks): +20% vs tanks and modern armor (nuclear fission, 300 gold)
 
Catapults: Heavy stone: +3 ranged strength (requires stone, 50 gold)
Trebuchets: Steel ammo: +3 ranged strength (requires steel, 1 iron, 100 gold)
 
'equipment' is a good variant imo, by analogy with 'promotion'.

there could also be resourceless (gold only needed) equipments smoothing unit strength progression through the tech tree.
just like in civ 5 mobile version but for gold:

I agree, 'Equipment' is a good name.

Having resourceless equipment makes sense. Combat will be better balanced for civs lacking resources. This also helps out ancient era units compete with classic ear units.

Your Equipment ideas are great! It all looks very fun :) Some more ideas:

Ancient era
Iron weapons (archers, chariots, warriors, spearmen): combat strength +3 (iron working, 70 gold, 1 iron). Same as your bronze weapon idea but included spearmen and an iron requirement.

Siege Towers (Warriors, Spearmen, Swordsmen): +15% city attack (Masonry, 60 gold).

Classical era
Greek Fire (Tririeme): ranged strength +2, +25% city bombardment (Optics, 80 gold)

Medieval era
Heraldry (Horsemen, Knights, Longswordsmen, Pikemen, Crossbowman): +5% combat strength for each adjacent friendly unit equipped with heraldry (Chivalry, 50 gold)

Renaissance era
Sapping (Longswordsmen, Pikemen, Musketmen, Riflemen): +15% city attack, +20% bombardment defense (Gunpowder, 100 gold)

Industrial era
Dreadnaught (Ironclad): +4 ranged attack, may enter ocean tiles (steam power, 150 gold, 1 iron) Idea I had earlier, but better presented here.

Modern era
Sonar (Destroyer, Missile Cruiser): +50% submarine attack, +1 site (Radar, 200 gold)
Naval Mines (Ironclad, Destroyer, Battleship, Missile Cruiser): +1 to city tile blockade radius(Dynamite, 100 gold)
 
Catapults: Heavy stone: +3 ranged strength (requires stone, 50 gold)
Trebuchets: Steel ammo: +3 ranged strength (requires steel, 1 iron, 100 gold)

Good ideas CYZ!

What do you think of bonus resources being used to Euip units? I saw your Heavy Stone idea and it made me think of, surprise, the Stone resource. While not available to produce units themselves, bonus resources could be used for Equipment.

Examples:

Cattle/Sheep/Deer - Hide/Leather Armor for ancient era units.
Bananas/Wheat - Food supplies
Stone - Heavy Stone for catapults
 
i have an idea of using wheat resource to build a Supply Train unit.
that is a non-combat with medic-2 promotion.

i have seen medic units in some other mod, "sity state diplomacy" maybe

+
some equipments may be given by certain buildings,
e.g.
stables: highbred horses
foundry: bronze weapons, bayonets
workshop: leather armor, composite bows, siege towers, heavy stone
 
How about being able to give a horse to a scout?
 
i have an idea of using wheat resource to build a Supply Train unit.
that is a non-combat with medic-2 promotion.

i have seen medic units in some other mod, "sity state diplomacy" maybe

+
some equipments may be given by certain buildings,
e.g.
stables: highbred horses
foundry: bronze weapons, bayonets
workshop: leather armor, composite bows, siege towers, heavy stone

Would the Supply Train Unit be a non-military unit? Can it be captured (plundering supply)? Good idea! Would be nice to see Wheat used to help win a war.

I like the idea of a city improvement equiping units built in the same city. Two problems I see:

1. I think improvements that give equipment should come a little later than the actual Equipment on the Tech Tree. I think new Euipment should be bought and paid for as a rarity and then come into prominenece later.

2. If each unit can only have one Equipment won't city improvements deny units from selecting other Equipment? Or is it assumed that by the time the city improvement is built, the Equipment is no longer a rarity and is acquired for free and does not count for the one Equipment allowment?
 
i like it
colud give +1 move and +1 to heal rate (carrying provisions and stuff)

I'd argue for +1 move and retreat promotion. That way they will be well-suited for millitary recon untill planes come around. Makes sense historicly.
 
I think Unique units should get their own unique set of equipment, so you don't end up with a problem the Hwach'a is currently having (It's a rocket launcher, so you can't have it fire stones or carcasses, and flame projectiles are redundant.)

You'd also be able to use it to add flavor to the game as well, like a pilum for Legions, cotton armor for Jaguar Warriors, or South-pointing chariots for Cho-Ko-Nu.
 
I think Unique units should get their own unique set of equipment, so you don't end up with a problem the Hwach'a is currently having (It's a rocket launcher, so you can't have it fire stones or carcasses, and flame projectiles are redundant.)

You'd also be able to use it to add flavor to the game as well, like a pilum for Legions, cotton armor for Jaguar Warriors, or South-pointing chariots for Cho-Ko-Nu.

The hwach'a really does need new equipment. My current system has unique units with equipment mirroring their basic counterpart, though in certain instances with different names, at a twenty percent increase in cost. I figured both unique and basic units should have the same equipment bonuses but we can just change the names of the equipment for unique units that do not fit, like the hwatch'a.

Do you think a unique unit's equipment should give a unique bonus? I'm fearful that this would make them too strong since they are already better than the basic unit, though it would add flavor to the game.
 
I think it'll be alright as long as the unique bonuses aren't overpowered. So for example, the Naresuan's Elephant/War Elephant can get Albino/White Elephants, +10% combat to adjacent units, like a great general. It's unique, but compared to heraldry, it isn't overpowered.
 
Yeah, except when you have one unit that has EVERY SINGLE PROMOTION that gets killed in a single turn. Defensive boosts and hitpoints upgrades are a must as well.

Also, for the Maori warrior, instead of Bronze weapons, how about Ponamu weapons?
 
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