C2C: Promotions

@ls612

Also for what armor replaces what armor ...

Light Armor
Bark -> Bone -> Padded -> Cord -> Leather -> Bamboo/Rattan -> Studded Leather -> Silk -> Ringed Leather

Medium Armor
Hide -> Kappa Shell -> Copper Scale -> Rhino Hide -> Leather Lamellar -> Bronze Scale -> Bronze Lamellar -> Iron Scale -> Iron Chainmail -> Iron Lamellar -> Brigandine

Heavy Armor
Bronze Plated Mail -> Iron Plated Mail -> Iron Fullplate
 
And I would rather simplify the progression as that way there is less micro while still adding plenty of new and unique content. I think that my Alternate system along with splitting up the line into Melee and Ranged Armors will help considerably.

But Thunderbrd said that there would be 4 armor classes (plus probably no armor). Splitting them up into Melee and Ranged I think is much too simple. Having a range of armors allows you to fully customize your units. Such as getting a Medium Armor Proficiency promotion on an Archer unit would allow them to get more types of armors at the expense of their attack.

On the Melee side say most start out with Light and Medium Armor Proficiency but then if you give them Heavy Armor Proficiency they can get the big armors. Then units like Heavy Swordsman could already start out with Heavy Armor Proficiency.

Note that soem weaker armors could always have different weaknesses such as Bark or Bamboo armor could be very weak to fire damage. Since they would catch on fire.

Lamellar armor for instance take a long time to make and maintain, thus it would be a highly effective armor but a very costly armor in that it could cost you gold per turn to wear.
 
But Thunderbrd said that there would be 4 armor classes (plus probably no armor). Splitting them up into Melee and Ranged I think is much too simple. Having a range of armors allows you to fully customize your units. Such as getting a Medium Armor Proficiency promotion on an Archer unit would allow them to get more types of armors at the expense of their attack.

On the Melee side say most start out with Light and Medium Armor Proficiency but then if you give them Heavy Armor Proficiency they can get the big armors. Then units like Heavy Swordsman could already start out with Heavy Armor Proficiency.

I don't want equipment to become like D&D, and have that much micro. This is civ, the challenge should be more getting the infrastructure for the equipment than determining the proper equipment combination.
 
I'm going to put this simply. I'm not standing for this corruption of the intention of my programming. If you wish to work it out in this god aweful simplification, that's fine. But I'm developing this as a module that can, at player option, override all of it for those of us who want a nicely detailed set of equipments. 'nuff said.
 
Because we have bone resource we can add

Bone armor - prehistoric first armor
And than leather, copper, bronze, iron, steel

I dont want to add subtypes to that.

Note that when player discover better tech to make ex better leather armor we can add this as tech bonus to leather armor resource to represent that one nation makes better armor than other. Or we can make
Leather armor I,II,III (dont add exact names that means nothing to avarage player)
 
I don't want equipment to become like D&D, and have that much micro. This is civ, the challenge should be more getting the infrastructure for the equipment than determining the proper equipment combination.

Come on dude. :cooool: I thought the point of having the new system was so we could have a much more detailed system that takes in account of the full range of diversity in different types equipment.

In other words making it as diverse as the number of buildings, units, civcs and cultures we now have in C2C.

Personally I think we should go with all the details or not at all. Why have the system if we are going to have it super simplified? Your simplfied method could have already been done with just units. We would not even need promotions to do it like that.

I don't want to force you or make you want to leave or anything but I know that Thunderbrd feels the same way.

I am just really surprised you did not want to go along with this. Especially after Thunderbrd posted so many posts about the combat mod with so much detail. My ideas seem to fit perfectly with Thunderbrd detailed ideas.

I also would rather not have this become a modmod. Its really too big for a modmod.

So what you you say old buddy? Will you give my ideas a chance? Its not as much micromanagement as you think. Sure there will be more promotions to make, but when has there not been a lot of content to do in C2C? Please? :please:
 
@Hydro
Can you make only one graphic for one type of armor ex leather and than use stars to represet what leather armor type is better than another. It will make armir types easy to understand.
 
Ok, after some backroom discussions I'm a little less furious now. So let me try another approach here.

The equipment system, as I presented it, should not be a huge problem for players. The equipments so naturally self deliver to units that while a player will take a while to learn the various benefits and differences, it will be pretty obvious what is better for a unit in general. We aren't giving a LOT of choice, but at some junctures a bit of choice will be given. My point is, it won't be a massive headache for the player. If they could figure out all equipment promos overnight it wouldn't be any fun for them anyhow.

Yes, the AI does need some further refining, the ability to evaluate not just the current unit selections but also tacking on any automatic promos the unit will come out with that are available in the city its being built. It needs to make buildings that provide the best possible equipments an absolute priority in its military production center(s). It needs to move its units into the cities now and then to capture updates, and it needs to be given a way to select some of one, some of another when there are multiple options available along the same equipment line. So yeah, the ai isn't completely ready for equipments yet anyhow. But it will be.

And in the meantime, an oversimplified approach is not going to help to change the fact that there's still some coding to be done, nor is it going to create a sense of quality in our mod.
Stripping the equipment down like this removes our ability to:
  • Show complex interactions between weapon and armor styles - a big part of what was intended to deepen the unit design mechanism. So far this has always been roughly and crudely 'estimated' by mere combat modifiers vs combat class types. I wanted us to zoom in on this like we zoom in on the rest of the mod elements.
  • Work with numerous tags in the combat mod designed to promote a sense of reality in the equipments being employed (for example, heavier armor and weapons tiring out a unit over the length of a combat.)
  • Place numerous features of a unit on the weapon itself, subject to change on selection of a new weapon. THIS is a big one because it means that by simplifying the equipment side, you'll be planning to make those considerations a part of the unit design itself and if we do that and I do a modmod to turn that development around, it means that modmod would need to override and carry definitions for nearly every unit we have!
  • Design Culturally specific equipments. Too much generality here and we eliminate our ability to display a targeted culturally unique development. This is what National units are for? Sure, to an extent, but there's a lot of room for this kind of thinking here too that doesn't suggest we should try to make sure every culture is made equal.
  • Power Attacks? Although they haven't been fully expressed to everyone on the forum, their full intention is to reflect a nuance in the way some weapons are used over others, requiring a far greater level of detail than this proposition so that some few units can gain such benefits, so that those who do can have those benefits vary by the nuances of the weapons they wield, and so that they can be properly defined rather than shoved onto the design of the unit itself.
Look... there may be more problems I can't think of off the top of my head now but I think Hydro made the perfect argument: The entire Combat Mod was designed to help unit development to take on the same depth and detail that is expressed elsewhere in this mod like in buildings, techs, civics and properties processes.

Its a system that allows us to give a full disclosure on specific weapons, armors, tools and mounts that mankind has utilized to get us where we are today, a way for us to zoom in on historical details, show the step by step evolution of these things, perhaps even to teach a little by expressing some of that history in civopedia texts.

Pounding it down into something more simple is in short destroying the vision entirely, not just on equipments, but on the whole system the combat mod is giving us to work with. And if I take a little offense to that its simply because I've sacrificed much of this year to make it possible for the vision Hydro and I have long shared to become a reality.

I'm ready to sacrifice the rest of it, and much of next year too, to make it come around to fully manifest (correctly). So a quick and easy throw together approach that avoids challenging the player to work with a new set of complex combat variables simply flies in the face of everything this development is about and is highly contrary to the manner in which the rest of the mod has been designed as well.

Since combat is the heart of civ, it'd be a shame to see that end given little more than a paint job while the rest of the structure gets an entire renovation.
 
Ok, after some backroom discussions I'm a little less furious now. So let me try another approach here.

The equipment system, as I presented it, should not be a huge problem for players. The equipments so naturally self deliver to units that while a player will take a while to learn the various benefits and differences, it will be pretty obvious what is better for a unit in general. We aren't giving a LOT of choice, but at some junctures a bit of choice will be given. My point is, it won't be a massive headache for the player. If they could figure out all equipment promos overnight it wouldn't be any fun for them anyhow.

Yes, the AI does need some further refining, the ability to evaluate not just the current unit selections but also tacking on any automatic promos the unit will come out with that are available in the city its being built. It needs to make buildings that provide the best possible equipments an absolute priority in its military production center(s). It needs to move its units into the cities now and then to capture updates, and it needs to be given a way to select some of one, some of another when there are multiple options available along the same equipment line. So yeah, the ai isn't completely ready for equipments yet anyhow. But it will be.

And in the meantime, an oversimplified approach is not going to help to change the fact that there's still some coding to be done, nor is it going to create a sense of quality in our mod.
Stripping the equipment down like this removes our ability to:
  • Show complex interactions between weapon and armor styles - a big part of what was intended to deepen the unit design mechanism. So far this has always been roughly and crudely 'estimated' by mere combat modifiers vs combat class types. I wanted us to zoom in on this like we zoom in on the rest of the mod elements.
  • Work with numerous tags in the combat mod designed to promote a sense of reality in the equipments being employed (for example, heavier armor and weapons tiring out a unit over the length of a combat.)
  • Place numerous features of a unit on the weapon itself, subject to change on selection of a new weapon. THIS is a big one because it means that by simplifying the equipment side, you'll be planning to make those considerations a part of the unit design itself and if we do that and I do a modmod to turn that development around, it means that modmod would need to override and carry definitions for nearly every unit we have!
  • Design Culturally specific equipments. Too much generality here and we eliminate our ability to display a targeted culturally unique development. This is what National units are for? Sure, to an extent, but there's a lot of room for this kind of thinking here too that doesn't suggest we should try to make sure every culture is made equal.
  • Power Attacks? Although they haven't been fully expressed to everyone on the forum, their full intention is to reflect a nuance in the way some weapons are used over others, requiring a far greater level of detail than this proposition so that some few units can gain such benefits, so that those who do can have those benefits vary by the nuances of the weapons they wield, and so that they can be properly defined rather than shoved onto the design of the unit itself.
Look... there may be more problems I can't think of off the top of my head now but I think Hydro made the perfect argument: The entire Combat Mod was designed to help unit development to take on the same depth and detail that is expressed elsewhere in this mod like in buildings, techs, civics and properties processes.

Its a system that allows us to give a full disclosure on specific weapons, armors, tools and mounts that mankind has utilized to get us where we are today, a way for us to zoom in on historical details, show the step by step evolution of these things, perhaps even to teach a little by expressing some of that history in civopedia texts.

Pounding it down into something more simple is in short destroying the vision entirely, not just on equipments, but on the whole system the combat mod is giving us to work with. And if I take a little offense to that its simply because I've sacrificed much of this year to make it possible for the vision Hydro and I have long shared to become a reality.

I'm ready to sacrifice the rest of it, and much of next year too, to make it come around to fully manifest (correctly). So a quick and easy throw together approach that avoids challenging the player to work with a new set of complex combat variables simply flies in the face of everything this development is about and is highly contrary to the manner in which the rest of the mod has been designed as well.

Since combat is the heart of civ, it'd be a shame to see that end given little more than a paint job while the rest of the structure gets an entire renovation.

i fully agree
 
Design Culturally specific equipments. Too much generality here and we eliminate our ability to display a targeted culturally unique development. This is what National units are for? Sure, to an extent, but there's a lot of room for this kind of thinking here too that doesn't suggest we should try to make sure every culture is made equal.

This is what I have been looking forward to the most since we can actually make specific non-traditional weapons for units such as the ...

- Boomerang Thrower
- Tomahawk Thrower
- Samurai (Katana)
- Hwacha
- Carib Blowgunner
- Urumi Swordsman
- Koa (Sharktoothed Club)
- Jaguar Warrior (Obsidian Sword)
- Tiger Claw
- Flail Elephant

... and so on.

Also unique units can get their own armors. For instance the Nootka culture has the Nootka Clubman. Their unit was historically known to wear Bark Armor.

civs_nootka.jpg
 
OK, lets try it Thunderbrd's way first, then IF it doesn't work out, "WE" can change it, but at least we can "try" it out, infact thats how ALOT of stuff in C2C has been formed and re-formed.

Its just like that commercial of "Mickey" correct . . .
 
You see, this is what most concerned me about the Combat Mod, is that we'd get so far dragged into minutae that it would be to the detriment of the mod as a whole. Some parts of the Combat Mod were really good (Promotion Lines and Unit Subcombats come to mind), but others in my mind, even though we are a more is more mod, are bloat. I agree with Koshling about this, the new Combat stats and modifiers are a bit overboard, although there are a few gems (which I'll get to later), and I believe, that if all of these are implemented, that it will eventually cause C2C to collapse under it's own weight.

What do I mean by that? We have a great mod in C2C, but the fact is that we need to not get sucked into the black hole of minutiae and details, or else it won't be fun and things will stall out. I think to a certain extent this exists in buildings, but the thing there is that they make cities more interesting and unique. There are far fewer cities than units, so this is OK to a certain extent, so long as game balance is maintained. (more on that later) But, adding this much to units, while it sounds totally awesome, will inevitably lead to stagnation, bloat, and degeneration of the enjoyability of the mod. Who will want to have to individually customize the equipment for hundreds of units in nearly the depth of what Thunderbrd is proposing for equipment? Who will want to learn all of these new features (power attack, dig in, fortify defense, etc) and what they do, as well as spend so much more time reading info. All of these new combat modifiers will make unit selection an incredibly complicated and alienating process. I've been in on this for a long time and I still don't understand how this all works. That's a bad sign coming from the person nominally in charge of units and promotions.

The Equipment system is also to a certain extent flawed within the context of civilization 4. The Unit Upgrades have implicitly the concept that as you upgrade them the tools they are using will also be upgraded. This, combined with the resource requirement for many units, make Equipment really a redundant system, and nothing kills gameplay experience faster than redundancy. I've thought long and hard about this, and I feel now that the only equipment that is really needed are things like accessories, things that are not necessary but are nice to have and can make a difference. But, we already had a system for that, Promotions. Making a new system within Promotions for equipment is frankly a waste of code in my opinion. Koshling sounded the alarm about this in the PM he sent around a while ago about the Combat Mod, that it was all dropped on us suddenly without time for deliberation.

And that lack of deliberation has been in the past the cause of issues. We all remember what happened the last time someone added a load of new stuff without consulting the team in detail. I don't want that to happen again. The whole combat mod could have been discussed and pruned during the summer and molded into a streamlined and not overly-detailed system. But that didn't happen, as Thunderbrd kept everything under wraps until a week before this hit the SVN. Many of these points I and others are making could have and should have been brought up long ago during the development of this, and the code changes would have been less drastic had this been done in a staged approach. For instance, the Unit Subcombats and Promotion Lines systems are great and would have encountered little opposition. Those could have been added first, and implemented months ago, and the other stuff discussed later. This lack of consultation about the combat mod until the eve of it's release is one of the more concerning issues in my mind with this.

Such consultation would have been very valuable. As I mentioned above, there are some very good new mechanics in the Combat Mod. Specifically, the new SAD mechanics will be IMO very fun to use once the AI gets clued into how to use SAD. Those don't add too much new data and nitty details, but do make war a much more tactical affair, and were a very good idea. Such things could have been discussed and approved while other parts would have been staged for later, depending on what we thought about implementation and the timeline for Multi-Maps. That has been delayed now by a month due to the Combat Mod, which is a real shame. Multi-Maps will be the best feature ever added to Civ 4, and really should be a priority IMO, although I understand and agree with Koshling's desire to improve performance and AI for a couple releases.

So I think that there needs to be a serious discussion about what in the Combat mod is good and should stay and what in the Combat Mod is bad and should be removed or merged into other features. This should have happened earlier, but as they say, it's better late than never.
 
I'm going to put this simply. I'm not standing for this corruption of the intention of my programming. If you wish to work it out in this god awful simplification, that's fine. But I'm developing this as a module that can, at player option, override all of it for those of us who want a nicely detailed set of equipments. 'nuff said.

Do you still want to do the above this way?? Even if its as Hydro said "Too Huge of a Project?"

See i like what DH always does, puts everything in an experimental stage and see what happens, actually i prefer it that way, that way you can turn it on or off to your game play.

Now i would Like to see the Multi-Maps also, but right now, I as in Koshling is/are more concerned about the AI and its evaluation how things run "under the hood" so to speak, and i completely agree with him on that, the AI needs/needed that badly, actually real badly. I dont remember how long he said that would take?? My memory is vague on that.
But isn't there 2 ways to think about this, first, actual game-play, second, something that can wait for game-play ("just a little while longer.")

I just had a German with a little C++ ask to join (donschmiddy), and i have a really good C++ person working on a completely different project, he has discussed on this forum in his thread.

OK, my brain just said, take a nap, take a nap, so i am going to take a nap now, will proceed late "if" necessary. BUT pLS lets all get along, it makes it much better that way.
 
Who will want to learn all of these new features (power attack, dig in, fortify defense, etc) and what they do, as well as spend so much more time reading info.

Lets take armor for instance. Most of it is purely if you don't have X then you will get Y. When you get X then Y upgrades to X. Such as if you don't have Iron but you have Copper then you get copper. If you don't have copper or iron then you get leather. If you don't have iron, copper or leather then you get bone. And so on until if you have no resources then you don't get armor.

Its looks a lot more complex than it is. And logically one would assume that Iron Armor is better than Leather Armor. Thus its not really individual units but the state of your army. Sure they have to visit the city to get upgraded but that also means if a resource is lost then your existing units still keep the promotions they already have. Such as if you have Iron Armored units, they don't become Copper Armored units just because your Iron resources has been destroyed. However any new units would only get the copper armor until that resource was hooked back up.
 
Lets take armor for instance. Most of it is purely if you don't have X then you will get Y. When you get X then Y upgrades to X. Such as if you don't have Iron but you have Copper then you get copper. If you don't have copper or iron then you get leather. If you don't have iron, copper or leather then you get bone. And so on until if you have no resources then you don't get armor.

Its looks a lot more complex than it is. And logically one would assume that Iron Armor is better than Leather Armor. Thus its not really individual units but the state of your army. Sure they have to visit the city to get upgraded but that also means if a resource is lost then your existing units still keep the promotions they already have. Such as if you have Iron Armored units, they don't become Copper Armored units just because your Iron resources has been destroyed. However any new units would only get the copper armor until that resource was hooked back up.

But how is this different from upgrading units? You have old and outdated units in your army, you have to swing them by a city for refitting and upgrades, and pay gold for it. You also can only build the iron units with the Iron resource already, so why do you need Iron Equipment? Isn't the assumption that if you require iron for the units that they'll be using said iron?

At any rate, that earlier Wall of Text was more intended to state my broad concerns about the Combat Mod, of which Equipment is one. There are many other points I made that need to be discussed and addressed as well.
 
I like the idea of being able to build a spearman with just wood then upgrade him to an iron spearman just by going through a city. Since the tactics of the unit are the same just the equipment are different. However this does introduce some micromanagement which was removed from earlier versions of Civ for IV. IIRC in III a unit could only upgrade if it was in a city. Mind you you could upgrade units via the Military Adviser also.

I have not read the huge amount of text on the combat mod because combat is "just and extra" as far as I am concerned. A necessary evil needed at times.;) Something that just gets in the way of the game.:mischief:
 
But how is this different from upgrading units?

Within a unit you could have different levels of armor. Such as an archer with Studded Leather rather than normal Leather or an archer that got the Medium Armor Proficiency promotion could now get the best available Medium armor.

You have old and outdated units in your army, you have to swing them by a city for refitting and upgrades, and pay gold for it.

I am not sure on the specifics if equipment will cost gold but upgrading a unit to another unit would just like before. Its not any different than swinging by units to get Bamboo Armor currently. Except in this case if there was a better armor in the city it would upgrade you. If not then it wouldn't.

You also can only build the iron units with the Iron resource already, so why do you need Iron Equipment? Isn't the assumption that if you require iron for the units that they'll be using said iron?

Well there would be a few reasons.

1. You for whatever reason cannot upgrade the unit yet, but can still get iron based armor.

2. You have say Iron Scale Armor but recently unlocked Iron Chainmail Armor at Smithing.

3. You build a special Lamellar Armorur that costs a bit more but gets you better armor. Thus allowing better Iron Armor on both Iron requiring units and units that can wear iron armor but do not require iron armor.

At any rate, that earlier Wall of Text was more intended to state my broad concerns about the Combat Mod, of which Equipment is one. There are many other points I made that need to be discussed and addressed as well.

Fair enough, however don't throw the baby out with the bathwater. I don't want this to end up like with MrAzure where he had a lot of great ideas and then they get squelch.

I personally think that the equipment part alone is a wonderful addition to C2C which should allow for both diversity and the normal upgrade stuff. If you invest no effort into it then you should get the basic default equipment. If you build extra buildings or promote your unit to get access to better equipment then your units will be better equipped. Thus rewarding both the "builder" (for better promotion buildings) and the "warmonger" (for more equipment choices for a seasoned unit).

On a side note I would like to suggest that weapon follow the D&D system too with 3 types of weapons promotions ...

- Simple Weapon Proficiency
- Martial Weapon Proficiency
- Exotic Weapon Proficiency

Thus if someone took Exotic Weapon Proficiency promotion they could then get access to special weapons that not every type of unit could get. Such as using a Double Bladed Sword for the Swordsmen or a Double Sided Axe for the Axemen.

It would still keep them in their unit type but gives them a little boost.
 
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