A personal note
I've been keeping very busy with school, but between semesters (every four months or so) I have a few weeks of break in which I devote a lot of my time to modding, including city graphics and this project. As my long absences might suggest, I'm still trying to find that balance between work and play during the rest of the year. I know a lot of you were and perhaps are still anticipating the completion of this mod, so I wanted to let you know that work does continue and progress has been made (however modest). Having said that, I'd like, at the moment, to share the solution I came up with recently for a problem I have been stuck on for some time: how to best incorporate units into the mod.
Representing mesoamerican armies
The problem
There are two distinct (though by no means unique) features of mesoamerican armies which I hope to represent, for reasons both of historical accuracy and for the potential to provide a unique gameplay experience. These are features of:
- Composition: mesoamerican armies were made up largely of peasant and common soldiers; only a relatively small portion were the elaborately dressed higher ranking or noble soldiers with whom we are more familiar.
- Rank: many mesoamerican armies, most famously the aztecs, had systems of promotion in which victorious soldiers who took enemy captives would receive systematic promotion to a different unit 'type' of higher rank.
Accurately representing the composition of mesoamerican armies would entail limiting the player's (and the ai's) ability to create higher-ranking or noble units in favour of regular or peasant soldiers. One potential solution which I was never happy with was having the former auto-produced by certain buildings, while allowing the latter to be directly buildable.
The implementation of a rank system has been similarly problematic given the inadequacy of two of the possible options. One being, of course, the combat experience system, but a simple gain in hitpoints doesn't achieve the full change in unit abilities or appearance which would more accurately reflect mesoamerican unit promotion. The second, the standard upgrade function, is ruled out because of the potential to conflict with era-to-era upgrading, but also because a unit need not have engaged in combat at all to receive the promotion for which victory in combat was supposedly prerequisite!
The solution
What I had not considered before was that both of these important features could be fully represented using the enslave function. I have taken inspiration from scenarios such as
The Rood and the Dragon and
Escape From Zombie Island which have, if I remember correctly, both made innovate use of the enslave function. My current plan is as follows:
- All civs will only* be able to build peasant/common (level 1) soldiers directly.
- Each type (e.g. atlatl, spear) of level one soldier will have the enslave ability, with the 'enslave results in' option set to the level 2 soldier (higher-ranking/noble) of the same type.
- In some cases, the level 2 soldier will be able to 'promote to' (enslave) a level 3 soldier (possibly elite troops of some sort).
In consequence, the two features listed above can (if I am correct) be represented, making for more historically accurate, and just as importantly, unique gameplay.
- Peasant/common troops should make up the bulk of most armies (particularly of those civs who have engaged in little combat), while higher-ranking/noble/elite troops will be comparatively less common (though their numbers may grow in reflection of success in warfare.)
- Individual units which have been successful in combat will be able to 'promote to' (that is, enslave) units of higher rank, without having to resort to the regular combat experience or unit upgrade systems.
*with some exceptions, as I will explain below.
Further considerations on units
Unit specialization
It has often been my experience while playing civ (and I imagine others have had similar experiences) that one can get away with relying heavily on one, maybe two, unit types in combat, amassing stacks of units of all the same type can be a common tactic (it has been for me). I think it's the desire of a lot of modders to give the player incentive to use effectively and extensively the various types of units which they have bothered to put into the game, and this is my desire as well. I claim no unique or particularly clever solution to this problem, but I have put some thought into how to differentiate unit types such that every one fulfills a different role, and how to make using the right unit for the right situation an appealing and successful strategy. Their are several types of units planned, including priests and scouts, but the primary ones are as follows:
The four main unit types:
- Warriors: Close combat assault troops armed with mace, axe, or macana; they fulfill the main offensive role and have the most powerful 'promotions,' the top tier of which will enslave actual captives which can be used in sacrifice.
- Defenders: Close combat spear troops; as the lone defensive line, their use is to guard cities and, in the field, to protect vulnerable offensive troops.
- Skirmishers: Armed with a spearthrower, these ranged troops will act as the 'snipers,' with light bombard capability, stealth attack, and in some cases, lethal land bombard.
- Besiegers: Bow and sling armed soldiers act as siege units with light combat capability; they will have a powerful bombard, useful for taking and defending cities.
Unique units?
In some of my past musings, I've criticized the original system of providing 'unique units' as a relatively superficial way to differentiate civs while still operating on a common 'frame' of standard, shared unit lines. I've argued before that a more genuine approach to differences between civilizations would be to make more substantial alterations to the frame. Due in part to my inexperience, potential game limitations, and the fact that many of the civilizations of mesoamerica have more in common than not, I have nothing revolutionary planned in this regard; however, I want to implement something a little more complex than just giving a unique unit to each civ. As I see it, two of the main strategic effects of unique units are:
- They provide incentive for the player to rely more on a specific type of unit (the UU), perhaps as opposed to (an)other(s) during the era in which the UU is available.
- They give the player an era-specific advantage relative to other eras.
The system I have in mind will accomplish similar goals, but the changes will, hopefully, have a more substantial impact on gameplay. Specifically, I plan to give each civ particular unit advantages
and disadvantages which together will, I hope, make playing each civ a more unique experience. Some of my inspiration here comes from being an avid player of
Age of Empires II; If you're also a fan, what I have planned may be familiar to you.
- Advantages:
- Each civ will be given certain unit-advantages designed to emphasize their historical proficiencies with certain types of combat at certain times. This advantage may take the form of access to a 'beefed up' version of another unit (the same as standard UUs), the ability of a unit to 'promote' (enslave) to a unit which other civs lack, the ability to manually recruit units which other civs can only get through promotion, and so on.
- Each civ will be given corresponding disadvantages in other areas designed to counterbalance their advantages while augmenting their importance. This may take the form of the inability to build or 'promote' to a unit or type of unit which other civs have access to, or a limitation to only weaker versions or more costly versions of those units.
A civ's disadvantages will offset their advantages (1) within the same era, forcing an according adjustment in strategy by relying more on some units at the expense of others, and (2) between eras, giving a civ a powerful bonus during the era in which it was strong historically, but providing a handicap in another era in which it was not.
For example, the Aztecs weren't as big into using archers as were their neighbours, so they will have disadvantages in the 'siege' line. Rather, the Aztecs relied on the number and prowess of their soldiers in hand-to-hand combat, and will receive corresponding bonuses in the 'warrior' line. Hopefully, such a change will provide incentive to imitate the strategy and tactics of the Aztecs in gameplay. In addition, the Aztecs receive their advantages during the third era, but will have corresponding disadvantages earlier in the game.
Unit graphics?
Just a quick little note here. I'm no unit maker, but I'm not a bad at cut-n-paste and recolouring, so I've been working on a few makeshift mesoamerican unit-graphics to fill some of the gaps. While not perfect, I'm quite happy with the results so far, though I think it speaks more to the skill of our unit makers that something cobbled together à la Frankenstein's monster still looks pretty darn good.
Final note
A big reason for making this post now was just to help me organize my thoughts, but more importantly, if you have any comments, suggestions, or questions for me I would, of course, be glad to receive them and to discuss them with you.
