I have started to work on the unit flags for SSS, and I would like your feedback. As the SSS thread starts to be a bit clustered (did you noticed it is in the top 3 thread, for number of views and number of replies?), I think starting a new thread would be easier.
I will post here new screenshots when I make new pages of the editor.
First page is the "building and maintenance of units" page.
Let me explain how I imagine it can work for the moment.
Left : just the navigation tree, to easily find units.
Right : the unit icone (128x128 from civ pedia) will be here.
First, how will a unit be build?
- If you have the necessary requirements, you can start by building the unit equipment. This will produce an "unfinished" unit. It will be unable to fight, but will not consume resources. Sidenote : the unit has now two names, one for the finished unit, one for the equipment.
- Later, you can train the unit, and add manpower to it, making it a fighting forces. But it will start to consume resources every turn.
- You also have the option to directly train a unit, for the added cost of both.
Now, explanation of the flags:
Trading group:
- Tradable equipment : it means the unit equipment can be traded (ie you can sell the unit in the "unfinished" state).
- Mercenary : it means the trained unit can be traded.
- Draftable : the unit can be trained faster, but will be weaker
"Buildable in" group:
- Main faction cities : the unit can be build only in cities where the majority of the population is from the player's faction. Example : Cossacks unit can be build only in cities where the majority of the Population is Russian.
- Main and local faction : the unit can be build if your faction is allowed to build this unit, and the majority of the population of the city can build this unit. Example: France can recruit "Generic WWI infantry" in French, German or English cities.
- Local faction cities : the unit can be build only in cities where the majority of the population is from a faction that can build this unit, but it doesn't need to be buildable by the main faction.
Example: Eastern infantry could be build in cities where the population is Egyptian, Babylonian, etc. However, you can recruit eastern infantry in such cities even if you are English, and England can not normally build them. Think of them as "mercenaries".
- Any city: you can build the unit in any of your cities. Exemple : American could build F16 fighter in an American or Russian conquered cities, if the other requirement are met, even if Egypt is normally not allowed to build F16.
Number limitation:
- None : you can build any number of this units. Don't forget tha tthe maintenance cost can actually reduce it.
- Total number : if you want to have only 4 Republic Legion for Rome.
- % of total : if you want to limit your guard infantry to 10% of total (ie : if you have 45 units, including aircraft, ships, cavalry, etc, you can have a max of 4 guard infantry).
- % of class : if you want to limit your guard infantry to 20% of the infantry class (ie if you have 20 units belonging to the infantry class, 10 to cavalry, and 25 ships, you can have 4 guard infantry).
- Unit per city : if you want to limit consript unit to 2 per cities
- Cities per unit: if you want to allow 1 knight for every 3 cities.
Equipment building, Unit training and maintenance group : they work in the same way. The equipment building is used to produce the unfinished unit. Unit training is used to produce a fighting unit. It need the unfinished unit. Maintenance must be spent every turn, or the unit will not heal, and can loose HP.
Manpower : when you build a unit, it will consume manpower pool. The manpower pool depends mainly on your polulation (but also some techs level). When you create a new unit, it reduces the manpower pool. When a unit is disbanded, the manpower pool increases. When a unit is destroyed, the manpower pool is unchanged. If the manpower pool is = 0, then you cannot build a new unit. The effect will be to reduce the size of you army to what you can support.
Note : generally, manpower = 0 for build and maintenance, and is >0 for training.
Currency : gold you must pay to build / train / maintain the unit.
Building/training time = basic time needed to complete the unit. Equivalent to the shields in CivIII
Requirements :
Select a type in the first list (strategical, luxury or ordinary resource, or government, or building), then in the second list, select the corresponding unit, then the quantity, and then click on + to add or modify (the requirement is added in the multicolumn list). There is no set limit. So you can add 10 different resources for the MegaDeathStar unit.
Note 1: Maintenance must be paid only for finished unit. You don't pay maintenance for equipment only.
Technology:
You can add any tech in the list, and have more than one.
For the maintenance, if "technologogy required" is checked, it means the unit will heal if damaged only if you have the technology required to build and train it. If you don't have these technologies, you can still maintain the unit at peacetime without HP loss, but if you go to war and it is damaged, when you cannot repair it.
Example : Babylon has just bought "M1A1 Abrams" to America (it requires "Advanced armor" tech). It then train it (it requires "Armor tactics tech"). Babylon has the "Armor tactics", it has bought it to America, but not "Advanced armor". Babylon attack Turkey, the unit is damaged. As Babylon doesn't not know how to produce new M1A1 Abrams, the unit cannot be repaired.
So, what do you think?
I will post here new screenshots when I make new pages of the editor.
First page is the "building and maintenance of units" page.
Let me explain how I imagine it can work for the moment.
Left : just the navigation tree, to easily find units.
Right : the unit icone (128x128 from civ pedia) will be here.
First, how will a unit be build?
- If you have the necessary requirements, you can start by building the unit equipment. This will produce an "unfinished" unit. It will be unable to fight, but will not consume resources. Sidenote : the unit has now two names, one for the finished unit, one for the equipment.
- Later, you can train the unit, and add manpower to it, making it a fighting forces. But it will start to consume resources every turn.
- You also have the option to directly train a unit, for the added cost of both.
Now, explanation of the flags:
Trading group:
- Tradable equipment : it means the unit equipment can be traded (ie you can sell the unit in the "unfinished" state).
- Mercenary : it means the trained unit can be traded.
- Draftable : the unit can be trained faster, but will be weaker
"Buildable in" group:
- Main faction cities : the unit can be build only in cities where the majority of the population is from the player's faction. Example : Cossacks unit can be build only in cities where the majority of the Population is Russian.
- Main and local faction : the unit can be build if your faction is allowed to build this unit, and the majority of the population of the city can build this unit. Example: France can recruit "Generic WWI infantry" in French, German or English cities.
- Local faction cities : the unit can be build only in cities where the majority of the population is from a faction that can build this unit, but it doesn't need to be buildable by the main faction.
Example: Eastern infantry could be build in cities where the population is Egyptian, Babylonian, etc. However, you can recruit eastern infantry in such cities even if you are English, and England can not normally build them. Think of them as "mercenaries".
- Any city: you can build the unit in any of your cities. Exemple : American could build F16 fighter in an American or Russian conquered cities, if the other requirement are met, even if Egypt is normally not allowed to build F16.
Number limitation:
- None : you can build any number of this units. Don't forget tha tthe maintenance cost can actually reduce it.
- Total number : if you want to have only 4 Republic Legion for Rome.
- % of total : if you want to limit your guard infantry to 10% of total (ie : if you have 45 units, including aircraft, ships, cavalry, etc, you can have a max of 4 guard infantry).
- % of class : if you want to limit your guard infantry to 20% of the infantry class (ie if you have 20 units belonging to the infantry class, 10 to cavalry, and 25 ships, you can have 4 guard infantry).
- Unit per city : if you want to limit consript unit to 2 per cities
- Cities per unit: if you want to allow 1 knight for every 3 cities.
Equipment building, Unit training and maintenance group : they work in the same way. The equipment building is used to produce the unfinished unit. Unit training is used to produce a fighting unit. It need the unfinished unit. Maintenance must be spent every turn, or the unit will not heal, and can loose HP.
Manpower : when you build a unit, it will consume manpower pool. The manpower pool depends mainly on your polulation (but also some techs level). When you create a new unit, it reduces the manpower pool. When a unit is disbanded, the manpower pool increases. When a unit is destroyed, the manpower pool is unchanged. If the manpower pool is = 0, then you cannot build a new unit. The effect will be to reduce the size of you army to what you can support.
Note : generally, manpower = 0 for build and maintenance, and is >0 for training.
Currency : gold you must pay to build / train / maintain the unit.
Building/training time = basic time needed to complete the unit. Equivalent to the shields in CivIII
Requirements :
Select a type in the first list (strategical, luxury or ordinary resource, or government, or building), then in the second list, select the corresponding unit, then the quantity, and then click on + to add or modify (the requirement is added in the multicolumn list). There is no set limit. So you can add 10 different resources for the MegaDeathStar unit.
Note 1: Maintenance must be paid only for finished unit. You don't pay maintenance for equipment only.
Technology:
You can add any tech in the list, and have more than one.
For the maintenance, if "technologogy required" is checked, it means the unit will heal if damaged only if you have the technology required to build and train it. If you don't have these technologies, you can still maintain the unit at peacetime without HP loss, but if you go to war and it is damaged, when you cannot repair it.
Example : Babylon has just bought "M1A1 Abrams" to America (it requires "Advanced armor" tech). It then train it (it requires "Armor tactics tech"). Babylon has the "Armor tactics", it has bought it to America, but not "Advanced armor". Babylon attack Turkey, the unit is damaged. As Babylon doesn't not know how to produce new M1A1 Abrams, the unit cannot be repaired.
So, what do you think?