cracker
Gil Favor's Sidekick
Many players are just salivating over the thought of upgrading swordsmen to medieval infantry and then to guerillas. Put a quick assessment of this new feature may show that it has a downside.
Upgrade sequences in Civ3 are hardcoded to make the old unit obsolete when an upgrade unit is defined. This can be good in some cases but in the big picture it can really limit the game whne it comes to what the game is really about: decision choices.
The limit comes in when you begin to understand how production output from your cities balances against the number of shields required to build any unit. Most of the newer players and players that seem to be trapped at the lower difficulty levels may not have paid much attention to this yet.
The production of shields in your cities tends to follow some step functions over time where you find that your most productive cities will max out a certain production level until you get another tech that enables a growth step or a production enhancement.
Typical cities with population of 12 on grassland and with lots of mines with railroads will max out production in the 28 to 32 shields range. With a factory the same cities hit the 38 to 44 range and with Hydro plants from Hoover they can jump to the 50 to 65 range.
You generally can't change the per turn production of your cities up and down to match what you want to build so you end up stuck trying to match the units to the production capability. On lower difficulties you don't care much about this but on the higher levels shield waste will eat your lunch and drink your beer.
Obsolete units like swordsmen, explorers, and longbowmen have filled a very important niche in the game because if you look at the the bottom of the build queue these are the cheap things you can build in your outlying cities to perform support roles (military police, scouting, pillaging, coup-de-grace, iraqi style defense, etc.).
The upgrade path in PTW eliminates the 30 shield unit build point without providing a compensating modern age unit like a policeman or some other unit. Yes you get the more expensive and more powerful medieval infantry or the guerrilla, but if you just need a quick load of MPs, now you have just taken a 25% or a 100% cost increase.
Prior to PTW, the black hole of unit production spanned from 41 shields up to 80 shields when cruise missles were not in play. Now this black hole has been shifted to potentially make the range below 40 shields (20x2 or 10x4) almost worthless.
You can further see these impacts of waste and shield loss in the game if you look at the average cost that you spend on building infantry or tanks. Rarely if almost never does an infantryman cost you 90 shields. If you build that infantryman in a 40 shield city he will cost you the same exact number of turns and shields as a Modern Armor.
I just raise this issue because adding upgrades without providing compensating support units just tends to make the game increasingly one dimensional. This does not imply that swordsmen should not have an upgrade, its just that the black hole of functional units costing less than 80 shields needs to be recognized and addressed before any more upgrades are implemented without considering greater gameplay issues. Modern civs need low cost intermediate units that do unique support things that allow the civilization to have depth and to reinforce that this game is a decision game and not just "my truck has bigger tires than your truck."
Upgrade sequences in Civ3 are hardcoded to make the old unit obsolete when an upgrade unit is defined. This can be good in some cases but in the big picture it can really limit the game whne it comes to what the game is really about: decision choices.
The limit comes in when you begin to understand how production output from your cities balances against the number of shields required to build any unit. Most of the newer players and players that seem to be trapped at the lower difficulty levels may not have paid much attention to this yet.
The production of shields in your cities tends to follow some step functions over time where you find that your most productive cities will max out a certain production level until you get another tech that enables a growth step or a production enhancement.
Typical cities with population of 12 on grassland and with lots of mines with railroads will max out production in the 28 to 32 shields range. With a factory the same cities hit the 38 to 44 range and with Hydro plants from Hoover they can jump to the 50 to 65 range.
You generally can't change the per turn production of your cities up and down to match what you want to build so you end up stuck trying to match the units to the production capability. On lower difficulties you don't care much about this but on the higher levels shield waste will eat your lunch and drink your beer.
Obsolete units like swordsmen, explorers, and longbowmen have filled a very important niche in the game because if you look at the the bottom of the build queue these are the cheap things you can build in your outlying cities to perform support roles (military police, scouting, pillaging, coup-de-grace, iraqi style defense, etc.).
The upgrade path in PTW eliminates the 30 shield unit build point without providing a compensating modern age unit like a policeman or some other unit. Yes you get the more expensive and more powerful medieval infantry or the guerrilla, but if you just need a quick load of MPs, now you have just taken a 25% or a 100% cost increase.
Prior to PTW, the black hole of unit production spanned from 41 shields up to 80 shields when cruise missles were not in play. Now this black hole has been shifted to potentially make the range below 40 shields (20x2 or 10x4) almost worthless.
You can further see these impacts of waste and shield loss in the game if you look at the average cost that you spend on building infantry or tanks. Rarely if almost never does an infantryman cost you 90 shields. If you build that infantryman in a 40 shield city he will cost you the same exact number of turns and shields as a Modern Armor.
I just raise this issue because adding upgrades without providing compensating support units just tends to make the game increasingly one dimensional. This does not imply that swordsmen should not have an upgrade, its just that the black hole of functional units costing less than 80 shields needs to be recognized and addressed before any more upgrades are implemented without considering greater gameplay issues. Modern civs need low cost intermediate units that do unique support things that allow the civilization to have depth and to reinforce that this game is a decision game and not just "my truck has bigger tires than your truck."