C2C - Units

I agree with liveforms in space. But... how would you achieve near inpenetrable hide? Using some artifical material I guess. But then why base it on a biological thing in the first place? Why not build them from scratch?

If you want to put explosive stuff against a tank, why would you go the route of enhance dinosaurs and train them to stick bombs, instead of just using hypersonic missiles to deliver the explosive?

Having a combat triangle of some kind is good for the game for sure. I still personally think that stuff like in the picture above (lol^^) is comic-like to a level beyond C2C.

For sure the Military will try to exploid Biotech. But I think you are both unterestimating the developementspeed of AI and overestimate the speed of Biotech. Keep in mind that you need to grow your Velociraptors first, which even with hormon therapy etc might take you a year at least, possibly way longer. There will be much stronger public restiance against those experiments as well. Even without strong AI, have a look how easily our current level weapons, sensors and amour could deal with animals like bears, rhinos or lions.
Far too much concern with 'realism' here imo. We're talking the future and we will not really know how the future will be until it's upon us. So in the meantime, can we make a future that's just sick as hell and fun above all?

In the scenario where an interconnected web of AI entities becomes a threatening faction, biological units are great to at least fight that stuff with because they are strong but not AS tech-reliant. And sure it's a bit of future fantasy. I'm all for introducing that as the tech tree unfolds its potential.
 
Is there ANY chance we could get that as a model in the game??? That would be PERFECT!

Don't know. The guy who made this posted it on DeviantArt and goes by the name of hydrojin. I simply showed this to see if it was what you meant by what you mentioned in the posts before and apparently its spot on. You can check out with the creator here but he hasn't made anything since 2014. https://www.deviantart.com/hydrojin
 
From a twitter feed with a discussion with a pro-sci-fi/fantasy author and artist and good friend and avid player of C2C, asked about the honest legitimacy of gen-tech dinos and beyond in an arena of bots, cyborgs, clones and mechs:

That's tricky. I don't recall the actual math but there's a rule of thumb that as the distance from origin squares the cost of a military unit cubes, due to the support required. An advantage of cavalry units v. armored (back when) was that cav could feed their animals locally v. having to bring fuel, parts, etc., & their supply reqs were few enough that bio (mules etc) could do the same for their support. If you have infrastructure for mechanized units, though (IE, interstates as 1 example, to increase supplychain efficiency) it can be less expensive, but still, not cheap.

Also, there's the matter of granularity, not just mobility, which is why infantry is irreplacable. Cav can simultaneously be bio/mobile, infantry, & local-resourced on support. So the consideration, I reckon, is whether advanced-bio/gengineered units are cheaper in support v. their equivalent (most likely mechanized infantry).

Dinosaurs with miniguns & bear cavalry are still cool as hell, though.

All units have an element of energy density v. results. We've used ICE/gasoline for this long b/c inexpensive weight-per-joule from gas just hasn't been matched 'til recently (in acceptable ways: we could all have nuke-powered cars if the tech+cost+risk was worth it). So, if we assume that the t+c+r can be sorted out during the gengineering then battlefield bios are a possible thing, esp. if the units can "recharge" (feed) locally v. having to ship their fuel/feed/care needs in the supply chain.

HOWEVER (and there's always a however), the more complex a machine, the easier it is to break with a hammer. Nuke-throwing Skynet could be destroyed by one human w/a fire axe in the right place & time. Same w/biological units: your T-Rexes W/Miniguns For Hands can be taken out with a mix of household cleaners, just like main battle tanks can be immobilized by plain old barbed wire tangling the treads.

So, my call is, the advantage of a bio unit would be in combined-arms doctrine. Utahraptors w/light armor + gengineered chem resistance would mix well w/ armor, battlemechs, mechanized infantry & airpower, for example, since they'd fill a diversity gap. Slow-burn, common-food-source herbivorous dinos towing trailers could be cheaper than truck convoys, maybe. Since we're talking C2C/Civ4 here, it'll come down to the math, since the psychological aspects of "HOLY CRAP A THOUSAND VELOCIRAPTORS" doesn't figure in AFAIK. 1k of Vraptors are just meat to an A-10 or a battlemech; it's only on a personal level that terror is a factor.

Anyway. As @Owen_Stephens puts it, "Err on the side of cool."

I say bring'm on. After all, like a hammer can beat high-tech, biologicals may in particular cases, be the exact antidote for a seemingly-overwhelming hi-tech target. Even now, mega-$ laser weapon systems can be defeated by... clouds. So, a mega-tech mech might be defenseless against gengineered bio-units clogging their heat sinks, sensors & internals. Their sweet spot might be in asymmetric warfare, city garrisons, even espionage. Hi-tech might compliment the bios.

Just as importantly, a gengineered single bio can be the equivalent of a whole regular unit (like the gryphons in our books), so their support costs could ultimately be lower. That's where I'd put my money on them in C2C/Civ4. Then again, if you've made it that far in the game, money isn't likely even a concern for you. Maybe they could act as a force-multiplier, proportionately adding to the power of other units, but not wholly independent. Say, a bio unit + a MechInf would increase the power of the MechInf, but if the MechInf is destroyed, the bio unit vanishes.

Owen_Stephens said: In my Diesel Pulp 1947 hobby setting, the dinosaur-based German Wüstedrachen were being built as a way to have self-sustaining, self-replicating war forces for an eventual invasion of North America, built on being able to x20 the number of your toothy war-mounts every year.



The bolded bits are the exact points I'm trying to make. Scales can be bioengineered to be comprised of nearly any material, as the body can deposit whatever the genes tell it too. Might make for an interesting diet. The main thing is that you only need to tweak or adapt the existing biological code to make improvements here and there. Some tech can be included as well but you don't want them to be completely reliant on it or able to be taken control of through it because that's already the key weakness of cyborgs and robotics and even mechs and power armors can be shut down by an effective hack or emp pulse, though I think mechs would eventually be made more resistant to that.

Some aspects of the civ combat system don't perfectly equate this whole picture out and I haven't yet FULLY balanced things to look at all unit interactions but my point here is that I see where there would be a role for such creatures to play, particularly when mounted, and in the case of raptors, intelligent enough to be trained to apply a strong % of human thought complexity to their behaviors.
 
Just wanted to update everyone to let y'all know that a lot of progress is actually being made here. I've officially completed the combat, movement, and upgrade charts and have added quite a few units to the list of those to be developed. It's a gradual and long process but it's getting there. With every step, the need for one or more units to fill various roles have emerged. That introduction of new units is starting to slow a bit and more solid work is getting done on wrapping up the rest of the progression mapping on various other tags. AKA, it's going much faster now. There's still a lot to do before moving forward into making the new units and adjusting the ones we have but the planning stage is really hitting a nice point of development here. Thought it might help to know I'm not completely on my keester with the mod since I know I've been reluctant to distract myself with any coding projects of late.
 
A couple on small proposals (that probably require much coding ;) ).
  • As I suggested in the Hunting Review perhaps the Explorer set of units (Explorer, Recon and Hunter lines) should be treated differently to the other units.
    • all should be limited in how much exp they can get from killing enemy people
    • explorer and recon should not be limited on how much exp they get from barbarians or animals
    • hunters should be limited on exp from barbarians but not animals.
    • none should be able to get Combat III or above. This being replaced with a promotion line specific to the specialty of the unit line.

  • If you play with limited units (ie Unlimited Units off) it is very easy to get a hunter line unit with so many exp that when you upgrade them there is very little likelihood of them attaining the next level (with Unlimited XP off). I think a range of buildings that are only available under these options might be useful. These buildings would be extensions to existing buildings and would give one promotion that the retiring unit has.
 
A couple on small proposals (that probably require much coding ;) ).
  • As I suggested in the Hunting Review perhaps the Explorer set of units (Explorer, Recon and Hunter lines) should be treated differently to the other units.
    • all should be limited in how much exp they can get from killing enemy people
    • explorer and recon should not be limited on how much exp they get from barbarians or animals
    • hunters should be limited on exp from barbarians but not animals.
    • none should be able to get Combat III or above. This being replaced with a promotion line specific to the specialty of the unit line.
  • If you play with limited units (ie Unlimited Units off) it is very easy to get a hunter line unit with so many exp that when you upgrade them there is very little likelihood of them attaining the next level (with Unlimited XP off). I think a range of buildings that are only available under these options might be useful. These buildings would be extensions to existing buildings and would give one promotion that the retiring unit has.
I'll allow others to comment. I'd be interested to see what you'd say the design of those promos should be.
 
explorer and recon should not be limited on how much exp they get from barbarians or animals
This one is easy, I'll set up an hard coded exception in the dll for the explorer unit combat class for animals and for the recon unit combat type for barbs. Then I guess I should also remove their ability to get animal hunter and barb hunter promotions. Perhaps remove the animal hunter promo completely? Should we really allow military units the ability to become gods from fighting animals?

I'm also wondering how the infinite exp option should play into XP form barb/neander/animal kills.
I'm thinking it shouldn't affect XP from animals in any way whatsoever, and that it perhaps should remove the limit from barb/neander kills only. Infinite XP also has another effect on the game which is that units don't loose their accumulated XP when upgrading, e.g. slinger → archer. This upgrade change is imo the main point of that option, so perhaps one should even need the barb hunter promo to get xp from barbs over the limit with non-recons even when using this option.
none should be able to get Combat III or above. This being replaced with a promotion line specific to the specialty of the unit line.
In MtoS I added a survival promotion line that mirrors combat in a sorta opposite way. it could work well for this.
 
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This one is easy, I'll set up an hard coded exception in the dll for the explorer unit combat class for animals and for the recon unit combat type for barbs. Then I guess I should also remove their ability to get animal hunter and barb hunter promotions. Perhaps remove the animal hunter promo completely? Should we really allow military units the ability to become gods from fighting animals?

I'm also wondering how the infinite exp option should play into XP form barb/neander/animal kills.
I'm thinking it shouldn't affect XP from animals in any way whatsoever, and that it perhaps should remove the limit from barb/neander kills only. Infinite XP also has another effect on the game which is that units don't loose their accumulated XP when upgrading, e.g. slinger → archer. This upgrade change is imo the main point of that option, so perhaps one should even need the barb hunter promo to get xp from barbs over the limit with non-recons even when using this option.
In MtoS I added a survival promotion line that mirrors combat in a sorta opposite way. it could work well for this.
I was going to do it by having the animal hunter only available to hunters and free, ie it is a default promotion on the unit line.
 
I was going to do it by having the animal hunter only available to hunters and free, ie it is a default promotion on the unit line.
I was thinking something like this dll code with no python code to supplement this mechanic.
Code:
int CvUnit::maxXPValue(const CvUnit* pVictim) const
{
    int iMaxValue = MAX_INT;

    if (pVictim->isAnimal())
    {
        if (!isAnimal() && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_EXPLORER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("ANIMAL_MAX_XP_VALUE"));
        }
    }
    else if (pVictim->isHominid())
    {
        if (!isHominid()
        && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_RECON"))
        && !isHasPromotion((PromotionTypes)GC.getInfoTypeForString("PROMOTION_BARBARIAN_HUNTER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("BARBARIAN_MAX_XP_VALUE"));
        }
    }
    if (iMaxValue != MAX_INT && GC.getGameINLINE().isOption(GAMEOPTION_MORE_XP_TO_LEVEL))
    {
        iMaxValue *= GC.getDefineINT("MORE_XP_TO_LEVEL_MODIFIER");
        iMaxValue /= 100;
    }
    return iMaxValue;
}
I'm testing this change in game now.
 
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if (pVictim->isAnimal()) { if (!isAnimal() && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_EXPLORER"))) { iMaxValue = std::min(iMaxValue, GC.getDefineINT("ANIMAL_MAX_XP_VALUE")); } }
There is are 2 promotions that allow additional xp beyond the cap for hunters/ships i was expecting to see that one in this calculation
 
Should we really allow military units the ability to become gods from fighting animals?
Yes. One of my favorite aspects of the game. Do we really need another option to allow this division of opinions to share the same game?
I'm also wondering how the infinite exp option should play into XP form barb/neander/animal kills.
I'm thinking it shouldn't affect XP from animals in any way whatsoever, and that it perhaps should remove the limit from barb/neander kills only. Infinite XP also has another effect on the game which is that units don't loose their accumulated XP when upgrading, e.g. slinger → archer. This upgrade change is imo the main point of that option, so perhaps one should even need the barb hunter promo to get xp from barbs over the limit with non-recons even when using this option.
If you change this, then we WILL need another option because I find hunting is fun for spearmen and clubmen as well, particularly to give you the option to get generals rather than just great hunters. Now you're proposing 75% of early combat goes completely to waste with the way I approach things. Ugh. Not cool.

I was going to do it by having the animal hunter only available to hunters and free, ie it is a default promotion on the unit line.
Better if it's just a coded element. The more objects like these and free assignments, the more the game is slowed and mechanics obfuscated from the player through multiple sources. It should be something from a unit or unitcombat tag that gives the unit a line expressing the rule that applies to them in their unit description in the pedia and in the help hover in the city selection queue.
 
I find hunting is fun for spearmen and clubmen as well, particularly to give you the option to get generals rather than just great hunters. Now you're proposing 75% of early combat goes completely to waste with the way I approach things. Ugh. Not cool.
Military units will still be able to get 20 XP from animals (40 Xp with more xp to level option), and even when the unit doesn't get XP you will still get great general points for killing animals. So I don't get the assertion that there would be no point in using military units for early game animal hunting strategies.

But sure, I can add back the animal hunter promotion for non-explorer units.
 
But sure, I can add back the animal hunter promotion for non-explorer units.
Can we just leave it unlimited under the unlimited xp option? Outside of that option I don't care what y'all do. Even having to take a dead (no other effect) promotion to enable greater gains seems a huge waste (=annoyance) imo.
 
Can we just leave it unlimited under the unlimited xp option? Outside of that option I don't care what y'all do. Even having to take a dead (no other effect) promotion to enable greater gains seems a huge waste (=annoyance) imo.
Imo those promotions only makes sense when playing with unlimited XP. I would like to remove the XP limits alltogether actually, and just make it so that stepping on an ant only gives you 0.01 XP each time.
 
I'll change it to this then.
Code:
int CvUnit::maxXPValue(const CvUnit* pVictim) const
{
    if (GC.getGameINLINE().isOption(GAMEOPTION_INFINITE_XP))
    {
        return MAX_INT;
    }
    int iMaxValue = MAX_INT;

    if (pVictim->isAnimal())
    {
        if (!isNPC()
        && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_EXPLORER"))
        && !isHasPromotion((PromotionTypes)GC.getInfoTypeForString("PROMOTION_ANIMAL_HUNTER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("ANIMAL_MAX_XP_VALUE"));
        }
    }
    else if (pVictim->isHominid())
    {
        if (!isNPC()
        && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_RECON"))
        && !isHasPromotion((PromotionTypes)GC.getInfoTypeForString("PROMOTION_BARBARIAN_HUNTER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("BARBARIAN_MAX_XP_VALUE"));
        }
    }
    if (iMaxValue != MAX_INT && GC.getGameINLINE().isOption(GAMEOPTION_MORE_XP_TO_LEVEL))
    {
        iMaxValue *= GC.getDefineINT("MORE_XP_TO_LEVEL_MODIFIER");
        iMaxValue /= 100;
    }
    return iMaxValue;
}
 
I'll change it to this then.
Code:
int CvUnit::maxXPValue(const CvUnit* pVictim) const
{
    if (GC.getGameINLINE().isOption(GAMEOPTION_INFINITE_XP))
    {
        return MAX_INT;
    }
    int iMaxValue = MAX_INT;

    if (pVictim->isAnimal())
    {
        if (!isNPC()
        && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_EXPLORER"))
        && !isHasPromotion((PromotionTypes)GC.getInfoTypeForString("PROMOTION_ANIMAL_HUNTER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("ANIMAL_MAX_XP_VALUE"));
        }
    }
    else if (pVictim->isHominid())
    {
        if (!isNPC()
        && !isHasUnitCombat((UnitCombatTypes)GC.getInfoTypeForString("UNITCOMBAT_RECON"))
        && !isHasPromotion((PromotionTypes)GC.getInfoTypeForString("PROMOTION_BARBARIAN_HUNTER")))
        {
            iMaxValue = std::min(iMaxValue, GC.getDefineINT("BARBARIAN_MAX_XP_VALUE"));
        }
    }
    if (iMaxValue != MAX_INT && GC.getGameINLINE().isOption(GAMEOPTION_MORE_XP_TO_LEVEL))
    {
        iMaxValue *= GC.getDefineINT("MORE_XP_TO_LEVEL_MODIFIER");
        iMaxValue /= 100;
    }
    return iMaxValue;
}
What, and then all units get the animal hunter promotion on unlimited xp? It would be nice if the whole evaluation above for max values are simply skipped entirely, leaving MAX_INT only if on unlimited XP. If not, we'll just need another option.

Imo those promotions only makes sense when playing with unlimited XP. I would like to remove the XP limits alltogether actually, and just make it so that stepping on an ant only gives you 0.01 XP each time.
That's basically dynamic xp isn't it? That was kinda the point, that if you want those kinds of limits (organically rather than absolute), then it would be something you could have through the dynamic option. The point of unlimited XP was to remove annoying barriers to progression.
 
What, and then all units get the animal hunter promotion on unlimited xp?
No, the promotions won't be available on infinite XP if the last code I posted is what we want.
It would be nice if the whole evaluation above for max values are simply skipped entirely, leaving MAX_INT only if on unlimited XP. If not, we'll just need another option.
Huh, you lost me with that. What do you mean?
 
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No, the promotions won't be available on infinite XP if the last code I posted is what we want.Huh, you lost me with that. What do you mean?
Not really, dynamic XP without the unbalanced infinite XP option gives me those annoying promotions that I don't want as well as those annoying XP limits that I don't want.
I think you changed the coding from the last time I looked at the post a few posts back. I see.

As for the last point, if you feel we need yet another option so as to divide the unlimiting of xp from sources from the removal of the limit of XP remaining after upgrading, I'm ok with that, it just means another option to create and explain is all.
 
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