C2C - Units

Which new cavalry units are you talking about? I want to do the Dragoon and Lancer.

Oh, in that case go ahead. I thought I would get this sent to me and figured I could do them both while I'm mucking around with Airplanes. It would also give me an opportunity to work with the Cav upgrade tree, which I haven't really touched. But if you want to do it that's fine.
 
Oh, in that case go ahead. I thought I would get this sent to me and figured I could do them both while I'm mucking around with Airplanes. It would also give me an opportunity to work with the Cav upgrade tree, which I haven't really touched. But if you want to do it that's fine.

OK. Generally, I don't suggest things unless I have a pretty good idea of how to go about implementing the suggestion. I'll go ahead and create the units; do you want me to post a list of the Mounted upgrade tree?
 
1) The Healer unit should not be costing 2:gold: per turn (especially if we aren't going to get a golden age in the prehistoric era any more)

2) The Medic is an upgrade of the Surgeon but is a down grade in abilities and cost:crazyeye:
 
1) The Healer unit should not be costing 2:gold: per turn (especially if we aren't going to get a golden age in the prehistoric era any more)

2) The Medic is an upgrade of the Surgeon but is a down grade in abilities and cost:crazyeye:

1. Yes, agree.
2. Yes, agree

JosEPh
 
@ls612

Talking about gold per turn I think the Law Enforcement and Sniper line should cost more gold per turn. Especially with the late game units like the Hi-Tech Sniper and Police Mech.

I already bumped the later law enforcement units' costs (I did that back in the summer IIRC). The Snipers though may need some looking at.

@DH & JosEPh: How about cutting the costs in half? Remember that the medics reduce disease, which will also cut your costs in the long run. Also, I know that I forgot to add -disease to the later medic units, I'll be fixing that tomorrow.
 
I think we need to do some cleanup on technology prerequisites for units. I find the Civilopedia to be confusing when looking at technologies and finding units that won't be available for a while despite showing up on a given tech.

Here is what I think needs to be done:
  • Siege Warfare: The Ancient Rocketeer, Ballista, and Ballista Elephant require a Siege Weapons Workshop but don't require Siege Warfare technology. Since the building is required, the technology should be too (and should replace the Ancient Ballistics requirement on all three).
  • Ancient Hand Cannon: Since this unit requires Alchemy tech, the Ancient Ballistics requirement is redundant (Ancient Ballistics - Siege Warfare - Machinery - Paved Roads - Engineering - Alchemy).
  • Stirrup: Stirrup shows up as a tech requirement on a lot of Cavalry units when it's redundant. The tech path is Stirrup - Armored Cavalry - Chivalry - Cavalry Tactics. This applies to the Cavalry, the Camel Gunner, the Zebra Cavalry, the Trench Cavalry, and their Culture derivatives (Apache Cavalry, Boer Cavalry, Canadian Mountie, Cossack, Hussar, Llanero, Mambise, and Rurales)
  • U-Boat: I found this one showing up at Chemistry, which is really odd to see a mid-Renaissance prerequisite on a late-Industrial unit. The Chemistry prerequisite is actually completely redundant (Chemistry - Gas Lighting - Electricity - Industrialism - Automatic Weapons - Submarine Warfare). This is in Orion's Merchants and Pirates mod. Can I go ahead and fix this one?

I can change what's in the core, but I don't want to mess with any modules without permission.
 
I think we need to do some cleanup on technology prerequisites for units. I find the Civilopedia to be confusing when looking at technologies and finding units that won't be available for a while despite showing up on a given tech.

Here is what I think needs to be done:
  • Siege Warfare: The Ancient Rocketeer, Ballista, and Ballista Elephant require a Siege Weapons Workshop but don't require Siege Warfare technology. Since the building is required, the technology should be too (and should replace the Ancient Ballistics requirement on all three).
  • Ancient Hand Cannon: Since this unit requires Alchemy tech, the Ancient Ballistics requirement is redundant (Ancient Ballistics - Siege Warfare - Machinery - Paved Roads - Engineering - Alchemy).
  • Stirrup: Stirrup shows up as a tech requirement on a lot of Cavalry units when it's redundant. The tech path is Stirrup - Armored Cavalry - Chivalry - Cavalry Tactics. This applies to the Cavalry, the Camel Gunner, the Zebra Cavalry, the Trench Cavalry, and their Culture derivatives (Apache Cavalry, Boer Cavalry, Canadian Mountie, Cossack, Hussar, Llanero, Mambise, and Rurales)
  • U-Boat: I found this one showing up at Chemistry, which is really odd to see a mid-Renaissance prerequisite on a late-Industrial unit. The Chemistry prerequisite is actually completely redundant (Chemistry - Gas Lighting - Electricity - Industrialism - Automatic Weapons - Submarine Warfare). This is in Orion's Merchants and Pirates mod. Can I go ahead and fix this one?

I can change what's in the core, but I don't want to mess with any modules without permission.

I'll change the ones that are in my module.
 
Orion Veteran's mods and other non-team named mods are basically core. They are left in those named folders to ensure credit is given. I see no problems in any team member working on them.
 
Well, I got the Dragoon and Lancer done. These are not yet on the SVN; I will upload them tomorrow along with my changes to the Renaissance Tech Tree (I haven't quite figured out a couple of the techs that are getting moved to the Industrial Era). I also need to decide which units are going to upgrade to the Dragoon and Lancer. I think most of the Horse Archer class units should upgrade to Lancer, and the Knight can upgrade to Lancer as well.

One thing to know: I've moved Cavalry Tactics backwards 2 columns, so it's earlier than it was and creates a bigger gap between the Renaissance cavalry (Cuirassier and Lancer) and the true Cavalry (at Steam Power). It's in the same column as Flintlock, so I don't think the Cuirassier needs to come down in Strength at all (Cuirassier 21 vs. Musketman 20) but it could be changed if you feel it's necessary.

Here's the Dragoon.

View attachment 337520View attachment 337521

And here's the Lancer.

View attachment 337522View attachment 337523
 
Ok so in a unit timeline ....

Alchemy
- Ancient Hand Cannon (12)

Invention
- Heavy Calvary (13)

Armored Calvary
- Knight (11)

Chivalry
- Mailed Knight (14)

Matchlock
- Arquebusier (15)
- Cuirassier (21)

Flintlock
- Musketman (20)
- Dragoon (16)

Looks to me like Cuirassier should be 16 and Dragoon 21.

Calvary Tactics
- Lancer (18)

Riffling
- Rifleman (26)

Steam Power
- Calvary (27)

Why is Calvary at Steam Power anyways? Why not at just Riffling? Horses are not Steam Powered (unless they are Steampunk ;) ).

Trench Warfare
- Trench Infantry (30)
- Trench Calvary (33)
 
Hmm, does any unit have a 'Laser'? It might make it easier to put a laser on the shark's head :)
 
Ok so in a unit timeline ....
Matchlock
- Arquebusier (15)

Flintlock
- Musketman (20)
- Dragoon (16)

Calvary Tactics
- Cuirassier 21
- Lancer (18)

This is what I was thinking.

Since I'm moving Cavalry Tactics backward, I think we can keep Cuirassier at Cavalry Tactics. The three mounted units can coexist; Cuirassier is strong, Lancer is fast, Dragoon can defend. Then they all upgrade to Cavalry.

I really don't want Dragoon to be stronger than Musketman, or else the Dragoon will completely overshadow the Musketman. I'd rather give a reason to build both of them.

Steam Power
- Calvary (27)

Why is Calvary at Steam Power anyways? Why not at just Riffling? Horses are not Steam Powered (unless they are Steampunk ;) ).

I wondered about that too. Maybe Military Science would be better, now that it's an Industrial technology.
 
This is what I was thinking.

Since I'm moving Cavalry Tactics backward, I think we can keep Cuirassier at Cavalry Tactics. The three mounted units can coexist; Cuirassier is strong, Lancer is fast, Dragoon can defend. Then they all upgrade to Cavalry.

I really don't want Dragoon to be stronger than Musketman, or else the Dragoon will completely overshadow the Musketman. I'd rather give a reason to build both of them.

The problem is the Cuirassier (16th/17th Century) needs to come BEFORE the Dragoon (18th Century). That's why it was moved back to Matchlock, reduce its Strength and then gave it the new graphic.

If your not going to move them then I will have ls612 do it since he already offered to.

In addition on the "flavor units" there is a French Dragoon that replaces the Calvary units so if you are following that then the Dragoon still comes after the Cuirassier. However the unique names of flavor units have been removed (or should be) so not to confuse people on what type of unit they have (the graphics still remain).

On a side not in the game Empire Earth they have a Carabineer and a Royal Cuirassier which are around in the Renaissance and Imperial Eras. The Cuirassier however has a sword and no firearm. While the Carabineer has a firearm.

Later at the Industrial Era they have an Imperial Cuirassier and a Dragoon where as you guessed the Cuirassier has no firearm but the Dragoon has one. Thus I may suggest an alternative ...

Matchlock
- Arquebusier (15)
- Cuirassier (16) [Use the Heavy Cuirassier model]

Flintlock
- Musketman (20)
- Dragoon (16)

Calvary Tactics
- Lancer (18)
- Carabineer (21) [Use the normal Cuirassier model]

Riffling
- Rifleman (26)
- Calvary (27)

I really like this plan. What do you guys think?

I wondered about that too. Maybe Military Science would be better, now that it's an Industrial technology.

Hmm. Does it really need to be that far down the tree? I mean its basically a Riflemen on a Horse right?
 
The problem is the Cuirassier (16th/17th Century) needs to come BEFORE the Dragoon (18th Century). That's why it was moved back to Matchlock, reduce its Strength and then gave it the new graphic.

If your not going to move them then I will have ls612 do it since he already offered to.

In addition on the "flavor units" there is a French Dragoon that replaces the Calvary units so if you are following that then the Dragoon still comes after the Cuirassier. However the unique names of flavor units have been removed (or should be) so not to confuse people on what type of unit they have (the graphics still remain).

On a side not in the game Empire Earth they have a Carabineer and a Royal Cuirassier which are around in the Renaissance and Imperial Eras. The Cuirassier however has a sword and no firearm. While the Carabineer has a firearm.

Later at the Industrial Era they have an Imperial Cuirassier and a Dragoon where as you guessed the Cuirassier has no firearm but the Dragoon has one. Thus I may suggest an alternative ...

Matchlock
- Arquebusier (15)
- Cuirassier (16) [Use the Heavy Cuirassier model]

Flintlock
- Musketman (20)
- Dragoon (16)

Calvary Tactics
- Lancer (18)
- Carabineer (21) [Use the normal Cuirassier model]

Riffling
- Rifleman (26)
- Calvary (27)

I really like this plan. What do you guys think?

That will work for me. We would have three different Renaissance heavy mounted units (Cuirassier, Carabineer, Cavalry), but they would form a nice neat line.
 
There is one other option -- once I upload my tech changes to the SVN, I will have Cavalry Tactics as Dueling + Matchlock + Mounted Archery (Chivalry is redundant with Dueling.) I also have Dueling as a prerequisite for Flintlock because I couldn't find anything else good to separate Matchlock from Flintlock.

I could change Cavalry Tactics to Leadership + Matchlock + Mounted Archery and move it back a column. I'll explain in the Tech Tree thread. It's just a possibility that I thought of.

EDIT: Cuirassier strength would still need to come down, though.
 
Back
Top Bottom