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A Modest proposal: Units Expansion Mod

Discussion in 'Civ4 - Creation & Customization' started by CivisTexanus, Mar 21, 2008.

  1. CivisTexanus

    CivisTexanus Chieftain

    Joined:
    Jul 20, 2007
    Messages:
    37
    Anywho, back to thinking about units...

    Bicycle Infantry?
    http://en.wikipedia.org/wiki/Bicycle_infantry

    Motorized Infantry?
    http://en.wikipedia.org/wiki/Motorised_infantry

    Tank Desant?
    http://en.wikipedia.org/wiki/Tank_desant

    Mechanized Marines?
    http://en.wikipedia.org/wiki/Amphibious_Assault_Vehicle
    or
    http://en.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle

    Assault Ship?
    http://en.wikipedia.org/wiki/Amphibious_assault_ship

    Hovercraft?
    http://en.wikipedia.org/wiki/LCAC

    Which begs the questions; can you 'nest' transport units, like say load up Mech. Inf. into a LCAC unit and load the LCACs onto an assault ship? Can we allow Helicopters to operate over shallow water? Can we create helicopters that act like aircraft so we can have ASW choppers? Could we have an assault ship carrying a mix of units; jump jets, ASW choppers, gunships, LCACs and Mech Marines? Could we have Mech Marines/LCACs able to drive off the ship into shallows and onto land?

    What about future technologies?
    Railgun Battleships?
    Land Warrior?
    HEL ADA?
     
  2. GoodGame

    GoodGame Red, White, & Blue, baby!

    Joined:
    Dec 17, 2004
    Messages:
    13,725
    Hmm...Bicycle Infantry---first thought: ridiculous. Given that most uses were signal / logistics, it'd be vary limited use, possibly a free medic promotion to represent the aid to logistics.
    This is a pretty interesting quote if true though:
    I'd still be hesitant to give them Drill I or a +1 move for a bicycle, but maybe something like a partial commando, or reduced movement cost for some terrains.



    Motorized Infantry, most importantly:

    Basically an early mech infantry, +1 move, +10% interception (tracks with anti-air guns)/ I'd be inclined to give a +10% vs. gunpowder troops, given that motor pool can carry mortars, machine guns, etc.. I wouldn't give a free ambush, since at the start, effective anti-armor was limited to tanks and tank destroyers, and took a while to develop man-portable anti-tank gear.

    Desant is basically improvised mech/motor infantry to keep anti-armor infantry away from the tanks. A Desant promotion for armor would be a better way of handling it than as a separate unit or as cargo carrying tanks. Basically its equivalent to an anti-gunpowder promotion for a tank. So possibly if anything, give a tech that gives the Gunpowder promotion free, or at least negates the requirement for Combat I as a prereq.
     
  3. GoodGame

    GoodGame Red, White, & Blue, baby!

    Joined:
    Dec 17, 2004
    Messages:
    13,725
    Mech Marines? Toughie. AFAIK, the AAV is generally the same as the LVT's going back to the WW2 era. Doesn't compare to a Bradley that I assume the Mech Infantry unit has. Poor armor, ok vs. gunpowder unit.

    If anything, I'd give the marine unit a free mech upgrade somewhere once mech/motor infantry techs are researched.
    Something like a free +10% vs gunpowder, and a free interception.

    The AAAV / EPV http://en.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle
    is closer to a floating Bradley, so I'd give that strength boost and pattern after the Mech Infantry unit.

    A problem is that marines are more combined arms on a small level launching from one ship, that it might just make sense to create a Modern Marine unit that included: naval gunships, VTOL(osprey)/helo(seaknight), naval bombardment, and amphibious and march promtotions.
    http://en.wikipedia.org/wiki/Category:United_States_Marine_Corps_equipment

    Or if you do include the Assault ship (presumably a modern upgrade from Transport), give it a generous set of traits to include all the air/sea power projecting from it. Free interceptions, decent bombardment with inherent collateral damage (so no suiciding the transport). Maybe even a temporary amphibious promotions (1 turn only) for any units attacking from the transport.
    The LCAC would help justify a free amphibious promotion, so I'd lump that in with the Assault ship.

    Avoid doing stuff like nesting cargo carriers or creating land-based cargo carriers---it's too much micro management. Lump any specialty items like Sea Cobras into the Assault ship's capabilities as well, so it's less micro management as well. Just my 2cents.



    And on future war technologies---most would easily be represented as free xp in all cities, or specific free promotions---e.g. a free drill one, ambush, interception, etc... It might even make sense to the "The future will be better tomorrow" treatment of Future Techn to war technology, rather than guessing the strength of things like Land Warrior, which appear to get ever pushed back.
     
  4. lugaru

    lugaru Chieftain

    Joined:
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    Location:
    Boston
    As a big Company of Heroes player I would love to see some combat ingeneers. They would essentially act as summoners of permanent, non moving units in exchange for cash. They have the ability to set up pillboxes (non mobile machine gun unit) or land mines (hidden nationality, invisible, 12 damage with ambush promotion). Land mines have a very small (2%?) chance of going barbarian each turn, therefore if your units try to enter the space you might get blown up. Ingeneers can also detect landmines.
     
  5. CivisTexanus

    CivisTexanus Chieftain

    Joined:
    Jul 20, 2007
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    Yeah, just throwing stuff out, seeing what sticks to the wall. I'm thinking lower strength infantry (15 - 18) with mobility and march.

    You left off the important parts: "This greatly increases the strategic mobility of infantry units, which would otherwise rely on marches or railroads." and "While in combat effectiveness not more robust than regular infantry (which was foot infantry), its speed component became decisive in the Blitzkrieg strategy, because it could follow the panzer forces and defend its flanks."

    And yet that's pretty much what I was thinking; a step between Inf. and Mech. Inf., +1 move (good idea about the intercept) and a bonus against gunpowder, mayhaps +1 or 2 strength (more heavy weapons, better supplied troops who are better rested)... And requires Oil to build.

    Agreed.
     
  6. CivisTexanus

    CivisTexanus Chieftain

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    Still thinking about how to do the gator navy stuff, I just know I want to. And the AAAV/EFV is just too cool.

    For future stuff... we'll see.
     
  7. CivisTexanus

    CivisTexanus Chieftain

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    hmmm, maybe sorta like armed workers? Can build roads, forts, bunkers, and mines, but not regular improvements.

    can we have improvements that act as immobile units? ie have defense combat value?
     
  8. CivisTexanus

    CivisTexanus Chieftain

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    Any thoughts on this? Anyone? I've tried searching the forums, but that's like searching for a needle in a stack of needles.
     
  9. TheLastOne36

    TheLastOne36 Deity

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  10. GoodGame

    GoodGame Red, White, & Blue, baby!

    Joined:
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    I'd include combat engineers as regulary Infantry / Mech Infantry. Engineers are regular soldiers, most of the time. Just decrease their strength but give them worker functions like you suggest.

    I think if you want the improvement to be destructible, other than by bombardment, you need to make it a unit.
    Though I could see a trench as a kind of hybrid road-fort. Maybe only 10% to the defense, but otherwise operates as a road.

    Mines have been done as a unit in other mods. Basically stationary unless cargo carried.

     
  11. thrallgor

    thrallgor Chieftain

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    Oct 9, 2007
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    Location:
    Texas
    Mons Meg
    A large Dutch cannon, sort of like bombard
    Gunpowder
    Artillery

    Partisan
    Guerilla units
    Communism
    Paratrooper

    Flamethrower
    Not exacatly sure of the name, but this was a Greek siege weapon, sort of like a battering ram
    with a pot that would shoot burning rags
    Bronze working
    Catapult
     

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