You know, there is something that's been bugging me since the beginning of your mod. Isn't there a limit on the number of units you can make in the editor? Perhaps I'm wrong, but it worries me that so much of your mod might be impossible. Or did you already build all the units in the editor?
I've done the French navy this week end, and started working on the air force.
When doing that, I'm wondering something.
I have perhaps put to many details in WWII, with several units (like 3 different aircraft carriers, battleships, several fighters...).
So I'm thinking it makes this part to complex.
Should I streamline it a bit, and keep only one unit of each type for WWII?
If you think the player or the AI will actually use all of your units, then keep them in. If you think the player will always build one type of unit, then streamlining might be better. I'm assuming you're talking about having several different aircraft carriers simultaneously. Like 3 different varieties.
Let me rephrase all that. If you will be having something like 3 different varieties of unit simultaneously available, only do this if you think the AI, and especially the player will make use of all of those units. If you're talking about the unit upgrade lines with more units, then, in my opinion, simplification is better. Keep in mind that for some nations, overly complex unit lines are fine. (More on this below.)
So, the lines would be:
- Armored ship or Ironclad --> WWI battleship --> WWII battleship
- Submarine --> Attack submarine (now I have two subs, one WWI, one WWII)
- Destroyer (WWI and WWII) --> Modern destroyer (and no more frigate)
- Cruiser --> Modern cruiser (only one type)
- WWII carrier --> Modern carrier --> Nuclear carrier
- Biplan --> Fighter -> Jet fighter -> Air superiority
Fighter bomber --> Jet fighter bomber --> Multirole fighter
- Same for naval
- Medium bomber
- Heavy bomber --> Jet bomber
For aircrafts, the countries will have what was historically available. For instance, Germany could have Me109 and Stuka in WWII (Fighter and fighter bomber), but at the end both upgrade to Eurofighter (no difference fighter/ fighter bomber)
Also, I may simplify a bit the ground unit lines, and for some civilization mix them.
Like for France, instead of having spearmen and swordsmen, just have "warriors".
What do you think about that?
In my opinion, I don't like the way most mod-writers make their units. That is, that all of the nations get the same types of units at the same time. It would be way cooler to have nations with totally different units at totally different times on the tech tree. Perhaps in a game that mirrors Earth history, it would be reasonable to have every nation getting similar units at the same time. However, let's say you have a fantasy game like some AD&D game. Let's say you have a nation of monsters vs. a nation of humans. The monster nation would get totally different units, at totally different times on the tech tree. THAT would be cool in my opinion.
So let's apply that to your game. Let's say France gets the generalized Warrior unit that you mentioned in your second to last sentence. Other nations would get two specialized units at different techs. So France would get Warrior, and Germany would get Swordsman and Spearman. Let's say Andes gets NO horse mounted units whatsoever, due to the fact that the Western Hemisphere had no horses until Europeans brought them. (I know you're immediately thinking of the Americans and their horse units. It's different with them because the American Indians weren't wiped out immediately or enslaved immediately like the Incas and Aztecs. Incan and Aztec civilizations died with the Spaniards, but the American Indians lived on a few more centuries.)
In Civ 3, Babylon has the Bowman unit, or whatever it's called. It has the firepower of an Archer (2) and the defense of a Spearman. It can't upgrade, I believe. That's something to wonder about. How do your mixed units upgrade? As defensive or offensive? Or should you have mixed-role ground units for a long time? For example, France has Warriors with 2a,2d,1m in the stone age, Heavy Footman in the Middle Ages with 4a,4d,1m and so on, until Gunpowder troops.
After you do your French units, I'd like to try them out in the first age. However, I think it's vital that you get the science screen working right for all ages after the first. I suppose the game is still playable without looking at the science screen past the first age, but it would help tremendously to be able to look at it.