Automatic Unit Upgrades

Teabeard

Prince
Joined
Oct 3, 2004
Messages
372
I know I for one am sick and tired of seeing Spearmen and even Warriors running around in the modern age. I think the answer is to have units be automatically upgraded once an appropriate new tech is discovered. I mean, you pay maintenance, right? I think maintenance costs per unit should be dramatically increased, but also that this maintenance costs should cover automatic upgrades.


OR alternatively, we can divide tech research into two categories: Theoretical and Applied. Theoretical research involves exploring new ideas and applied research involves integrating those ideas into your society. Once you have 'applied' a new tech to your society all units and so forth become upgraded automatically.
 
Disagree completely.

The reason upgrades exist at all is so that people have to spend money improving the military they already have. That is, it's in the game in order to keep things balanced so that once you build 80 Warriors you don't automatically get 80 Swordsmen with Iron Working, 80 MIs with Feudalism and 80 Guerillas with Replaceable Parts.

Plus that would make military techs even MORE important. Build fifty 10-shield Warriors and then see them all upgraded to shiny, new Swordsmen with a single tech! Can you say imbalancing?

Bad, bad bad... Warmongers need limits, not more tools to torment.
 
Trip said:
Disagree completely.

The reason upgrades exist at all is so that people have to spend money improving the military they already have. That is, it's in the game in order to keep things balanced so that once you build 80 Warriors you don't automatically get 80 Swordsmen with Iron Working, 80 MIs with Feudalism and 80 Guerillas with Replaceable Parts.

Plus that would make military techs even MORE important. Build fifty 10-shield Warriors and then see them all upgraded to shiny, new Swordsmen with a single tech! Can you say imbalancing?

Bad, bad bad... Warmongers need limits, not more tools to torment.


I don't see why you disagree with my alternative suggestion I posted where research has to be applied, in addition to being discovered theoretically. The difference between the two is, you can trade theoretical research, but you cannot trade applied research.. you have to do that on your own. Another civ can tell you about gunpowder, but it's up to you to apply that to your armies through applied research. See what I mean?

Something has to be done differently, because as it is now the AI doesn't upgrade, or if it does it does very rarely.
 
It still gives a massive increase with a single tech.

Think about it. Huge map, large civs left. Every team has 150 Tanks. First person to research "Applied Modern Armor" gets 150 M1A1s and they win the game. Is that really how you want things to be?

If what you're trying to solve is the AI not upgrading then that's not the right way to approach the situation. It's the same as having infinite movement so that there's less micromanagement later in the game. It's a bandaid, NOT a real fix. If you want to improve the game, fix the problems, do not cover them up with sloppy bandaids.

Adding this system would introduce more game balance problems than what currently exists now (AI not upgrading).
 
As it applies now the player has a huge advantage because he knows to upgrade and he can store up cash to mass upgrade all his warriors to swordsmen. I would go so far as to call this an exploit, and I think having units automatically upgraded will put the AI on more equal footing, but I could be wrong. But I am not suggesting this be without cost. Unit maintenance costs should be drastically increased from what it is now (1 gold).

We do agree that the AI not upgrading it's units is a problem, so how would you suggest fixing that?
 
Teabeard said:
As it applies now the player has a huge advantage because he knows to upgrade and he can store up cash to mass upgrade all his warriors to swordsmen. I would go so far as to call this an exploit, and I think having units automatically upgraded will put the AI on more equal footing, but I could be wrong. But I am not suggesting this be without cost. Unit maintenance costs should be drastically increased from what it is now (1 gold).
Upgrade costs were increased in Conquests to make this harder to do. And you know what? It worked. Whereas before I would almost always use the "save gold and upgrade" model, now that it costs more to upgrade and you research techs at min cost in 50 turns instead of 40 it's a much less useful tactic. Building units is now USUALLY a better idea than upgrading to them.

We do agree that the AI not upgrading it's units is a problem, so how would you suggest fixing that?
Program the AI better.
 
Alright, well how about this: If a unit falls too far behind technologically and is not upgraded, then it is automatically disbanded? If you have discovered gunpowder you get an option to upgrade your spearman/pikemen or disband them. Because it is extremely stupid and unrealistic to have spearmen around after the discovery of gunpowder. If units cannot be automatically upgraded then they should be automatically disbanded.
 
Teabeard said:
Alright, well how about this: If a unit falls too far behind technologically and is not upgraded, then it is automatically disbanded? If you have discovered gunpowder you get an option to upgrade your spearman/pikemen or disband them. Because it is extremely stupid and unrealistic to have spearmen around after the discovery of gunpowder. If units cannot be automatically upgraded then they should be automatically disbanded.
Units are just stats. Muskets had a whopping attack of TWO in Civ 3. Take a 2-attack Musket against a 2-defense Spearman... who wins?

Does hvaing units that are "out of place" really bug you that much? If you implimented that system in Civ 3 then the AI would lose half of its units, making it even weaker.
 
Trip said:
Units are just stats. Muskets had a whopping attack of TWO in Civ 3. Take a 2-attack Musket against a 2-defense Spearman... who wins?

Does hvaing units that are "out of place" really bug you that much? If you implimented that system in Civ 3 then the AI would lose half of its units, making it even weaker.


Yeah, it kinda does bother me to see spearmen and even warriors defending against tanks...

How about units auto upgrade, but not with every tech, just with every other tech? What I mean is this: Spearmen do not get upgraded to Pikemen when the pikemen tech is discovered, but when gunpowder is discovered then they get auto-upgraded to pikemen? And then when military tradition is discovered they get upgraded to musketeers (but not riflemen). So you see, they'd get auto-upgraded but they'd always stay one tech behind. If you wanted to upgrade them to the current tech you'd have to do that the old-fashioned way.

What do you think of that?
 
Simply Put NO
This feature adds realism and Empire Managment. If you cant do something this easy you thats just sad
 
Trip said:
Teabeard, I really think that the solution is just to make the AI smarter.

That should be done too, but that's beside the point. The point is spearmen and warriors have no place in the modern age. They either need to be auto-upgraded or auto-disbanded. Yes I know it sucks to lose half your army, but if it's obsolete what good is it? Spearmen can't defeat Tanks (or at least realistically they shouldn't).

I've thought about this more and I still see automatic upgrades as a good thing. Maintenance costs should pay for armies to be well armed and supplied.
 
What good is a spearman in the modern age? Police duty for keeping the cities happy.
 
The equivalent of spearmen and warriors in the industrial and even modern age do exist. The native americans fought muskets, rifles and cavalry, with warriors and archers. The Zulu fought the rifles, cavalry, and infantry of the British or Boer or whoever with spears.
What is a police force armed with just billy clubs, like the bobbys of london, but a warrior being used for MP effect. What about ceremonial units like the pikemen of the vatican or the chariots of ancient rome? During vietnam, the vietcong often used very primitive weapons against the US, such as bungi sticks. Guerillas in latin america often use machetes as weapons. Private sailing ships (basically caravels) still exist, and are sometimes used as transports (dunkirk). And of course, there is the molotov cocktail and tank trap combination that often allowed partisans to fight german tanks with almost nothing. Recently the Northern Alliance used cavalry in Afghanistan.

It might be nice to have obolete units morph into flavor units in appearance, but I for one can imagine.
 
Tholish, the only reason people use obsolete weapons in modern times is because they don't have any better. If the Native Americans had Ak-47s you can be sure they wouldn't be using spears or arrows or whatever.

Yes, there are ceremonial units in countries like the Vatican, but what's the point of representing that in CIV IV? Even Police carry guns.
 
Teabeard said:
Tholish, the only reason people use obsolete weapons in modern times is because they don't have any better. If the Native Americans had Ak-47s you can be sure they wouldn't be using spears or arrows or whatever.

Yes, there are ceremonial units in countries like the Vatican, but what's the point of representing that in CIV IV? Even Police carry guns.

So are you saying that guns aren't available in the UK for government use, or are you saying that the British bobby isn't a real policeman?
 
Tholish said:
The equivalent of spearmen and warriors in the industrial and even modern age do exist. The native americans fought muskets, rifles and cavalry, with warriors and archers. The Zulu fought the rifles, cavalry, and infantry of the British or Boer or whoever with spears.
What is a police force armed with just billy clubs, like the bobbys of london, but a warrior being used for MP effect. What about ceremonial units like the pikemen of the vatican or the chariots of ancient rome? During vietnam, the vietcong often used very primitive weapons against the US, such as bungi sticks. Guerillas in latin america often use machetes as weapons. Private sailing ships (basically caravels) still exist, and are sometimes used as transports (dunkirk). And of course, there is the molotov cocktail and tank trap combination that often allowed partisans to fight german tanks with almost nothing. Recently the Northern Alliance used cavalry in Afghanistan.

Thank you - I was itching to say that, and you came up with some brilliant examples.

The fact is that a spearman CAN defeat a tank, by using uncharacteristic weapons and tactics. His spear might be his only assigned weapon, but if he sees a jerry can of petrol he's gonna use it to blow things up...

That said, I don't think the original suggestion is so bad - you would be paying for their upgrades, but you'd be doing it over a period rather than in one lump sum. And it would reduce the use of the "build 50 horsemen before discovering Cavalry" exploit, in cases where the horsemen were built far in advance (I tend to start building my will-be cavalry from very near the beginning of the game, and never bother with chivalry). But in the cases where people build them the turn before discovering the new tech, it would indeed be much more imbalanced - even if you pay five times the support cost, you would still save a fortune.

What I think is really wrong with the current system is that you end up producing units for gold instead of shields. Take the horsemen to cavalry example again. You build your horseman for 30 shields, don't pay any gold for upkeep if you keep below your support limit, then pay 60 gold, I think, to upgrade it. I would much rather pay 60 gold that an extra 40-odd shields... If you've got Leonardo's Workshop, it goes down to 30 gold each... It would seem appropriate to me if the cost was in shields, or a combination of shields and gold, than in gold alone.

But of course, this doesn't fit in so well due with the current system as shields cannot be stored into a central fund. Hell, that's exactly what money is for! I can see arguments for allowing central pots of resources (useful for wonders), but those same arguments are probably equally good reasons against using them...

But yes, I can see why they needed to make the cost greater than it was in Vanilla / PTW...
 
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