Recent content by hoplite_fan

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    Mods which you'd like to see in the future

    https://forums.civfanatics.com/resources/combat-and-stacking-overhaul-bnw-v-1.21715/
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    Civ 7's Victory Paths can Use Some Work to Feel Less Western Specific

    Your conception of history is so misguided, religion and science are reconciliated all the time
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    How to add submarines in civilization VII

    Submarine unit types promotion: Tier 1: Sabotage: Can target enemy naval or embarked units parked on harbour districts with stealth-meele attacks Clandestine operations: Can be assigned to spy missions Tier 2: Deep submersion: Can dive deeper on the ocean . 50% more defense against...
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    Combat mechanics overhaul tied with the three eras

    My thread with ideas and suggestions on how to introduce unit permit mechanics to sid meier's civilization: https://forums.civfanatics.com/threads/unit-permit-mechanics.694291/#post-16750312
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    Combat mechanics overhaul tied with the three eras

    My thread with ideas and suggestions on how to introduce submarines to sid meier's civilization: https://forums.civfanatics.com/threads/how-to-add-submarines-in-civilization-vii.694239/
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    Unit permit mechanics

    Below are the list of units which require a unit construction permit Exploration era: Dismountable trebuchet project: Unlocks the construction of dismountable trebuchet and one dismountable trebuchet . Can move three tiles per turn. Requires one turn to be set-up into a trebuchet. Cannot move...
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    Unit permit mechanics

    [RESERVED]
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    Unit permit mechanics

    All units in the game have one unit technology permit or one unit construction permit attached to them, which dictates whether or not a civilizaiton can build or heal that unit - For most units of the game, the unit technology permit is unlocked only by technology, it works the same way as...
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    Strategy speculation: path-maxing/turtle vs growth/Rush

    With the changes to military victory, one viable strategy is to capture some settlements at ancient era and exploration era here and there, by modern era you build up a large expedition force and capture the final settlements
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    Translatio Imperii and the Ages mechanic in Civ VII

    Pretty much every european and european-adjacent civilization ever claims heirship from Ancient Greek and Roman Empire
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    How to add submarines in civilization VII

    https://forums.civfanatics.com/threads/how-to-add-air-combat-in-civilization-vii.694121/#post-16744348
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    How to add submarines in civilization VII

    These are my ideas on how to add naval stealth mechanics and anti-submarine naval warfare, Submarine warfare: - Submarines: Naval stealth unit, specialised in harassing unescorted naval and embarked units - Nuclear Submarines: Naval stealth unit, can be loaded with one ICBM or one tactical...
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    How to add air combat in civilization VII

    Anti-aircraft land unit types promotion: Tier 1: Protect thyself: +1 interception against enemy air units performing a ground attack against the unit Early warning: Performs one minor ranged attack and imposes ZoC on any enemy unit moving directly in front of that unit. Cannot move or perform...
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    Can we Speculate a Potential 4th Age from Civ 6's Era system?

    They haven't even added air mechanics that would justify the construction of insanely expensive stealth planes Which, as we have seen the past 30 years, are far too expensive and its stealth does not make the plane impervious to interception
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    Can we Speculate a Potential 4th Age from Civ 6's Era system?

    Contemporany warfare is straightforward to understand, basically it's an arms race between the side who wants to specialise in air supremacy versus the side who wants to specialise in air defense . The side which specialises in air defence wins in the end If you introduce a mobile radar station...
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