Civ7 Unit Lists (1 UPT options)

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If 1 unit per tile 'Panzer General' gameplay system is to be used in Civ7. Here are unit lists
Premises (Much of these were ported from @Boris Gudenuf ideals)
1. More fluid unit class. with this promotions will not becomes 'compatible' as player enters newer era and new units were upgraded... WITHOUT creating 'Antitank spearman' situations :spear:
2. Eras will become less Eurocentric. while Boris himself disagree with Era concepts and proposed more 'fluid aging up' gameplay. Rightnow i can't really think of other alternatives beyond reverting to Civ2-3 'Era systems' but not discarding Civic developments
3. Standing Army / Professional Army and Amateurs unit. also ported from Boris. where
1. Amateurs were recruited by subtracting one city population
2. Professional armies have respective Popcap (related to city sizes and associated facilities)
3. Some units were professionals only. tightly associated to Warrior Castes.
4. Amateurs may become Professional units by earning promotions.
5. Amateurs can be disbanded by populate city. using against newly captured enemy city can 'dilute' enemy population resistances.
6. Amateurs didn't fight well outside their respective domains. for gameplay purpose it is Player civ's gameplay domain and not respective city administrative areas. Professionals didn't bound by this constrains.

3. Technical Upgrades & Ancillary Equipments
3.1 Tech upgrades (either wargear or trainings) grants specific benefits to units, available automatically with techs upgraded.
3.2 Ancillary Equipments. Maybe chosen, must be purchased separately. some equipments didn't grant benefits to units unless other options met *

4. Ranged retalliations, or counter battery
Some other TBS games have this features to represent actual warfare. In truth, no ranged units standstill if getting shot at. they return fire actually.


Antiquity (10,000 BC - 500 AD)
- Hunting Party
Earliest 'military unit', Amateurs.
Tech upgrades:
1. Metal tools

- Warrior
The first professional unit. Strong melee shock troops.
Begins with: club or mace or axes
Tech upgrades:
- Basic Shields (Defenses bonus)
- Leather Armor (Defense bonus)
- Iron weapons (Attack Bonus)
Prereq Tech: Bronze Working
Social Policy: Hierachy

- Slinger
Amateurs
Range: 1
Tech upgrades:
- Light armor (Defense bonus)
- Metal shots (Attack Bonus)

Scout
Abilities: Attack move, ignores difficult terrain.
Initial Equipment:
- Light hand weapons
Technical Upgrades:
- Light Throwing Weapons (RABM, again for 1UPT this is what Boris proposed)
- Light Shields
Requires:
- Population - no requirements
- Tech - none
- Social Policy - none
- Resources - no requirements
Upgrades to Rider

- Spearman (or Phalanx)
Begins with: Spears, and Coherents
Ability: Phalanx (Anticavalry, bonus strenght when attacking)
Amateurs
Prereq Civic: Formation
Resources: Coppoer or Iron

- Rider
Amateurs,Upgradeable from (Foot) scouts
Tech Upgrades
- Saddle (Attack bonus)
Tech: Animal Domestication
Becomes Horseman later on

- Archer
Professionals
Range: 2
Tech upgrades:
- Mail Armor (Defense bonus)
- Iron arrowhead (Attack Bonus)
- Composite bow (Attack Bonus)
Prereq Tech: Archery OR Carpentry
Social Policy: Warrior Caste

- Heavy Chariot
Professionals
Abilities: Wheeled unit (+1 speed in world map), Heavycavalry (Charger, strong when attack on enemy that stands on open ground), vulnerable to Phalanx units
Tech upgrades:
- Metal tires: (More HP)
- Hub blade: (Attack bonus)
- Armored platform: (Defense Bonus)
Prereq Tech: Draft animal carts.
Social Policy: Warrior Caste
Resources: Horse

- Light Chariot
Professionals
Abilities: Mounted Ranged (Attack and move), Wheeled
Range: 1
Tech upgrades:
- Metal tires: (More HP)
- Hub blade: (Attack bonus)
- Armored platform: (Defense Bonus)
Prereq Tech: Draft animal carts.
Social Policy: Warrior Caste
Resources: Horse

- Swordsman
Professionals
Abilities: Strong melee shock troops.
Tech Upgrades:
- Testudo (Strong ranged defense)
- Square Formation (negates vulnerability to cavalry charges)
- Throwing Weapons (RABM)

- Horseman
Professionals
Abilities: Charger, strong when attack on enemy that stands on open ground, vulnerable to Phalanx units, may have throwing javenin
Tech Upgrades
- Metal Body Armor
- Light Shields
- Heavy Spear/Lance

Prereq Tech: Horseback Riding.
Social Policy: Warrior Caste
Resources: Horse


- Cataphract
Professionals
Abilities: Heavycavalry (Charger, strong when attack on enemy that stands on open ground), vulnerable to Phalanx units (The most iconics were either Persian Aswarun (อัศวรุณ) or Chinese Three Kingdoms heroes like Guan Yu.
Tech Upgrades
- Horse Armor
- Heavy Shields
- Heavy Lance

Prereq Tech: Horseback Riding. Heavy Armor
Social Policy: Warrior Caste
Resources: Horse, Iron or Copper


- Horse Archer
Professionals
Abilities: Mounted Ranged (Attack move)
vulnerable to Phalanx units
Tech Upgrades
- Mail Armor (Defense bonus)
- Iron arrowhead (Attack Bonus)
- Composite bow (Attack Bonus)

Prereq Tech: Horseback Riding.
Social Policy: Warrior Caste
Resources: Horse

- Javelineer
Amateurs
Abilities: Throwing Weapons (No melee penalty), Phalanx (weaker than actual spearmen), attack move
Range: 1
Tech Upgrades
- Leather Armor
- Shield
- Pilum (Debuffs enemy defense as well as additional attack bonus, the debuff works only in ranged attack)

I'm not sure if you agree that Horseman should be BOTH light and heavy cavalry (fluid class) or bound to one of the two class completely?)

Ancillary and Equipment (none of these roam freely without infantry or cavalry accompanying one)
- Sieges (Only manifests when attacking city, actually none of these were used in field battle)
1. Ram
2. Siege Tower
Both of these are assault oriented and available earlier. While ram deals damage to walls. Siege tower bypasses completely. NONE OF THESE WORKS AGAINST Gunpowder-based city defenses like Bastion (Starforts when stand alone)
Siege towers can be used also by ranged units to deal damage against city itself.
3. Catapults. (Ranged attack (of 1) against city.
Tech Upgrades:
- Incendiaries (More damage against city and districts)
- Venom pot (Extra damage against defenders)+
- Counterweight (More attack strenght)
Technology: Mathematics OR Engineering (So often Archimedes is credited with the construction of the first catapults)
+ NOTE: Venom pot is a clay pot filled with a number of any venomous animals, usually venomous serpents (preferably cobras of any kind), scorpions, (maybe) spiders, and in some regions, bees or hornets were used. (where the whole hives were collected). Mediterraneans were known to throw these pots using catapults or mangonel (a name of traction trebuchet which were comparable siege engines, originated from China), once these pots hit a ground near target enemy troops densely packed, nasty content insides were immediately unleashed upon enemy troops, wreaking havoc (and can possibly do a kill by itself, particuarly if cobras or any similiar venomous serpents with a strong poison to kill a man quickly were filled inside. These pots were known to be used in naval warfare as well.

- Ballista. The first 'Field Artillery' that becomes available abit later in the Antiquity. has its own attack strenght and AP when attack (independently to the actual unit combat characteristics)
Tech Upgrades
- Specialized projectiles (Extra combat strenght)
- Incendiaries (Extra capability in siege combat)
- Steel Spring
Technology: Math OR Engineering OR Machinery

4. Apothecary: Basic healer actually.

To be continued.
 
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Ancillary and Equipment (none of these roam freely without infantry or cavalry accompanying one)
- Sieges (Only manifests when attacking city, actually none of these were used in field battle)
1. Ram
2. Siege Tower
Both of these are assault oriented and available earlier. While ram deals damage to walls. Siege tower bypasses completely. NONE OF THESE WORKS AGAINST Gunpowder-based city defenses like Bastion (Starforts when stand alone)
Siege towers can be used also by ranged units to deal damage against city itself.
3. Catapults. (Ranged attack (of 1) against city.
- Ballista. The first 'Field Artillery' that becomes available abit later in the Antiquity. has its own attack strenght and AP when attack (independently to the actual unit combat characteristics)
4. Apothecary: Basic healer actually.

To be continued.

I really would like to point out just how devastating the roman Ballista was on the battlefeild. It was used to shoot bolts, nets, or even shot, making it have a diverse range of uses. It also had a fear aspect when it was used against those who had never faced it before. (or even those who had).
 
^ I've forgot two antique units actually
- War Elephants
Abilities: Intimidation (debuffs enemy combat strenghts, Amateurs suffered mosts), Gate Ramming (Doubles as battering ram when doing melee attacks VS cities or forts) without needing to equip ones. War elephants of any kind can't buy battering rams. Vulnerable to any anticav units particularly the Phalanx type.
Movement: same as any footslogger.
Professionals
Tech Upgrades
- Howdah: Attack bonus
- Elephant armor platings: Defense bonus + strong battering ram attack
- Leg defenders: Retaliating strenghts (They accompany the very beasts all the way to protect elephants most vulnerable spots--ankles. They were the first to die of things went uttery wrong on an elephant they're assigned to defend--getting stomped if it goes rut, if they aren't stomped, they might be as well killed if an elephant in question went on rampange mid enemy ranks and accompanying ones means these guardians had a big time adrenaline rush to fight and try to kill as many enemy soldiers as they could before getting killed. or until other follow up elements came to rescue. If survived, he might as well subject to his overlord's wrath which often punishable by death, or a very very bad penance campaign that his unit will be less supported in exchange of total absolution.)

- Archer Elephants
Similiar to above, can ram enemy city gates, bypass enemy city walls when attacking (similiar to siege towers) but earns Ballista platform instead of armor plating. (This unit can't buy Siege Tower equipment nor ballista)

BOTH elephants require the same tech or civic to unlock.
Resources: Elephants (What else? ). Iron (Armor plating only)
Tech: Animal Domestication (??)
Civic: Magic / Mysticism (Elephants must be individually caught and then trained to make use of one)
Training Facility: Stable (Compulsory), acutally ones designed for elephants were often called 'Kraal' because of the uses of palisades that were built intentionally to withstand repetitive elephants immense collission impact forces.
https://www.khaosod.co.th/lifestyle/news_2646516

And also needs Warrior Caste social policy.

Méharistes
Similiar to Horseman, exists both as melee cavalry and mounted archers. shares respective tech upgrades with horse equivalents. Bonus VS horse cavalry, Vulnerable to anyone with Anticav ability.
Additional abilities: Desert Survival (less attritions in desert or similiarly dry terrain)
Professionals.

Requires the same tech and social policy as horse counterparts.
Resources: Camel (they ride camels instead of horses).
(In other games, the term 'Dromedary' is used instead)

Not every whitemen empires that try Camel cavs were successful. The US Army did experiment with camel cavalry because Top Brass (particularly Jefferson Davis. a man who later led the big rebellion known as the Confederacy) believed that camels work better in dry west wastelands than horses and mules. Too bad camels were very new to them, and they need to employ camel handlers from the Ottoman domain. while Americans were well familiar with horses and mules.. by the time Dromedaries came to the US of A, American horsebreeders already developed European Heavy Cavalry Warhorses but never use the same Heavycav themselves.
 
I really would like to point out just how devastating the roman Ballista was on the battlefeild. It was used to shoot bolts, nets, or even shot, making it have a diverse range of uses. It also had a fear aspect when it was used against those who had never faced it before. (or even those who had).

The Imperial Roman Army had a wide range of ballistae, onagers, or 'engines' ranging from very light carroballistae' mounted on carts that could be trundled along with the Legions but were more like Sniper Weapons, firing large bolts that could pick off individual Leaders at a (relatively) great distance, and all the larger pieces, many firing stone shot or bolts or more exotic missiles, but were much harder to move. By far the great majority of Roman Ballistae were, then, mounted in fortifications which made the Roman border forts and fortified cities very, very hard to attack or take by anyone not bringing their own catapults or engines with them (like the Sassanids).
The answer to the carroballistae and other 'engines' on the battlefield, by the way, was to charge as fast as you could so they didn't have time to 'pick you off' - making mounted troops all the more important to close with the catapults/ballistae as fast as possible.

Parenthetically, the game currently 'abstracts' a great many differences amongst city defenses by not more specifically showing the amount of 'artillery' mounted in them: in the century or so after the catapult was first invented (400 BCE) many city walls were rebuilt or reinforced with 'artillery towers' - solid platforms on which to mount the city's own catapults to counter the attackers, and city states went to great lengths to make sure they had a 'mechanic' available who knew how to build, maintain, and fire catapults and teach the rest of the defenders how to do so.
The same thing happened later - when cannon/Bombards appeared to demolish city walls, the cities started bulding 'artillery towers' - solid stone/earth platforms on which to mount their own cannon, culminating in the 'Vauban Forts' of France which by 1700 CE mounted several times more cannon than the entire French field army had, even including its siege train!
 
Back to the unit lists.
Feudal era (500 AD-1800)

- Marksman (Should I add any? this unit also included very heavy archers in Arabia. one that has to pull a bow not only with one hands but also a pair of feet pushing the bow center)
Professionals
Tech Upgrades
- Bodkin Arrow (Stronger attacks)
- Heavy Bow (Stronger attacks)
- Maile Armor (Better defenses and few more HP)
Requires:
Social Policy: Feudalism
Tech or Civic: Guilds or Apprenticeship (the two things are more civic and less tech)

EDIT: Personally i'm really tempted to add two units
1. Lancers
2. Horse Artillery
(Faster than fieldcannons but weaker attacks and defenses)

I'm not sure whether will the two units 'valid' with the concepts of tech upgrades implemented. what will @Boris Gudenuf says??



- Knight
Basically upgraded from Cataphracts. but strongly associated to Feudalism, earns bonus from religious agents attached to
Abilities: Heavy Cavalry Charger, Pious
Professionals
Tech Upgrades
- Couched Lance
- Barded Horses
- Articulated Plate Armor

Requires:
Social Policy: Feudalism
Resources: Horses, Iron
Requires improvements, Fort (Stands in for Castle) OR Chateau (Knight also has its own popcap as well as using generic Empire popcap, In a civ that can build Chateau or similiar luxurious resident improvements, such residents were added to maximum numbers of knights trainable. Strictly they're noblemen or landless servants groomed and trained in the same way to fight in his place (Serjean). (I might drop some of required improvements or max unit counts based on these)

- Man At Arms
Swordsman successor. Begins with maile armor and two handed 'great weapons' of swing type (either big axes, war hammer, bec de corbin, or greatswords).. actually Japanese Samurais are 'stand in Man At Arms'
Professionals
Tech upgrades
- 'Slayer' (Attack bonus, more of Civic and less of Tech, more combat strenghts VS any Phalanx units)
- Articulate Plate (Additional defense)
- Halberd (Attack bonus + Anticavalry capability)
Resources: Iron
Tech: Crucible Steel
Civic: Either Guilds or swordsmanship
Social Policy: Feudalism

- Pikeman
Came after the two units above. Basically upgraded spearman with a very long pikes
Amateurs
Abilities: Phalanx (stronger phalances actually)
Tech upgrades
- Articulated Plate Armor (extra defense)
- Mixed Formations (completely negates vulnerability against any professional anti-phalanx units, swordsmen can be upgraded to this INSTEAD of MAA and a pikemen made of former swordsmen automatically earned this tech upgrades.)
- Handguns (From simple handcannon to the first simple 'short barrel' serpentine arquebus. weak RABM, even the odds of enemy RABM attacks)
Civic: Guilds
Tech: Crucible Steel

- Crossbowman (Not what I wanted to add actually)
Amateurs
Tech Upgrades (earned when becomes Professional)
- Steel spring heavy crossbow
- Volley
- Articulated Plate Armor
Social Policy: Conscription/ Citizen Soldier/(other name) (they were heavily associated with empires that have penchants of using massive peasant levy army, they were not much successful nor existed with a society that has strong warrior culture like Japan)

- Bombard
The FIRST Gunpowder unit. that made any pre existing walls obsolete, an impetus towards fortification redesigns that became more earthened and made to meet with defensive cannon battery uses (enfilade fire, no deadspots for enemy attackers to hide). The first siege weapon that had to be manufactured and hauled to the siege site (I'm not sure if bombard should be a standalone unit or ancilary equipments), siege only attacks.
Professionals
Ability: Siege
Tech upgrades:
- Iron cannon balls
- Corned Powder
- Trunions
- Armed Crews :p
Technology: Gunpowder, Iron casting (cheaper and faster construction time)
Civic: Guilds
Resource: Iron or Copper + Sulphur OR Niter (BOTH of the two are gunpowder ingredients. I don't understand why Niter or Saltpeter is chosen instead of Sulphur, in Heroes of Might and Magic series, Sulphur is one of six resource type but there's no actual gunpowder unit in that setting AT ALL)

- Medieval Cannon (This unit might be chosen INSTEAD of Bombard or coexists with) Also precedding any troops with firearms, Refers to tiller cannons.*
Also Professionals
Ability: (weak) Siege and Field
- Corned Powder
- Trunion
- Scattershots (Reduced melee penalty when defending against any melee attacks)
Technology: Gunpowder, Iron casting (cheaper and faster construction time)
Resource: Iron or Copper + Sulphur OR Niter

- Field Cannon (Smoothbore cannon with trunnions and trailed carriage, upgrades from any ranged unit and medieval cannon)*
Professionals (Again!)
Tech Upgrades
- Precision bored barrels
- Elevation screw
- Percussion shells (Better siege damage)
Tech: Ballistics
Resource: Iron or Copper + Sulphur OR Niter, Horses (to tow guns)

*shared with respecive ancillary units below

- Pike and Shot
Upgrades from any foot soldiers. The first unit with Ranged Attack before Melee (RABM. there's gotta better name for this ability). backbone of gunpowder era army until flintlocks and bayonets came to exists. MELEE ANTICAV AND (short) RANGED in one unit. The first of the 'Gunpowder Infantry' class. (F'xis concepts of separate Melee and Anticavs became irrelevant at this point actually)
Begins with: Pikeman, Arquebusier, Halberdier or 'Swordsman' (Rodeleroes or others with similiar roundshield and sword)
Amateurs (Both pikes and arquebuses are easy to learn, troops can be trained within weeks or months rather than an entire youth like others of Professionals. Also 'Professionals' began to learn quicker than their knightly ancestors were)
Tech Upgrades
- Musketeers (Increased ranged attack)
- Linear Tactics (Better attacks and defenses)
- Flintlock Musketry (Better combat characteristics)
Technology: Firearms
Resources: Iron and (Sulphur OR Niter)
NOTE: Under 1UPT settings like this. Arquebusiers nor Musketeers RARELY fight wars as independent unit, they're always tagged with pikemen or other melee troops. F'xis classification them as 'melee unit' is UTTERLY WRONG. They're actually ranged unit if stand alone but with rather short range. Remember most of them are amateurs (volunteers or peasant levy), swordsmanships were not what they were trained. only a fraction of these (In Guard units) MIGHT get swordsmanship training (and maybe duelers!) but again. Guard units were either foreign or lesser noblemen (young sons who didn't earn rights to inherit his father's estates as per Primogenitor inheritence laws) and these were more preferablly becomes mounted troopers and less of footsloggers. even if they get one i'm not sure if they really use ones in heat of battle if locked in melee, actually they don't fight hand to hand AT ALL.

- Cuirassier
Heavy cavalry armed with pistols and swords. upgrades from preexisting heavycavs (Chariots, cataphracts and Knights or respective UU replacements).
Professionals.
Tech Upgrades
- Bulletproof Armor
- Advanced riding techniques (what to be chosen??) (more charging attacks)
- Repeating pistols: Less vulneralbe when fighting Firepower Infantry, negates maluses against preexisting Phalanx units.
Technology: Clockwork OR Firearms
Social Policy: Aristocracy
Resources: Iron, Horses, Sulphur OR Niter

- Dragoons/Carabinier/Harquebusier
Began as mounted infantry (Ain't no fightin' when mounted), eventually they too became actual cavalry. Initially sorely vulnerable to REAL cavalry
Amateurs (They were 'cheap' cavalry actually)
Upgradeable from either preexisting light cavalry or any mounted archers.
Ability: Mounted Infantry. Immune to Anticavalry attacks (they dismount to fight them on foot), vulnerable to real cavalry of any kind. Peacekeepers (More loyalty/stability in city, dragoons were preferred military unit tasked with these police and sherriffs jobs and sometimes crowd control units before dedicated policemen tasked with these jobs came to exists.)
Begins with: Carbine or fullsize musket, horses, light or no armor, with some sorta headwear.
Tech Upgrades
- Jousting drill (negates vulnerability VS real cavalry attack)
- Rifled carbine
- Squadron Formation
Technology: Firearms
Resources: Sulphor OR Niter, Horses

Howitzer (@Boris Gudenuf 's proposed Industrial Era siege weapon :p )
Upgrades from Bombard. Siege class. good against warships as well
Tech Upgrades.
- Ballistic Sights
- Graded charges
- Percussion Shells
Technology: Calculus
Resource: Iron, Sulphur/Niter, Horses

Fusilier (Began 1680 - Ended 1860s)
Mainstray infantry units armed with flintlock muskets (Fusil) and socket bayonets. upgrades from P&S
Tech Upgrades
Amateurs AND Professionals.
- Platoon Firing
- Mixed Formation
- Rifle Musket
Technology: Precision Engineering

Chasseur/Jager/Ranger (Light Infantry)
The return of Light Infantry, easy to recruit, began with smoothbore musket, hit at run tactics, can hide under certain terrains, ignores difficult terrain penalties.
Tech upgrades
- Hunting Rifle
- Target scope
- Sword Bayonet (better defense in melee combat including RABM)
Technology: Precision Engineering
Resources Sulphur/Niter
Social Policy: Humanism.

Ancillary and Equipment
- Trebuchet
Catapult upgrades, lasts until trunion guns came to exists

ANY PRE EXISTING SIEGE ENGINES BECAME SAPPERS IMMEDIATELY.
- Sapper
Can be purchased earlier. builds forts, sabotage walls particuarly with gunpowder tech

- Regimental Cannon
Ballista has to be manually upgraded to this equipment. shares Tech upgrades and ranges with field cannon but weaker
1. These were considerably lighter than actual field cannon, usually no larger than 6 pounds in caliber. so it can be easily moved around with existing men and horses of respective infantry or cavalry (I think Horse Artillery also falls into regimental guns as well. boths were basically same guns with same size but with different carriages and different units using ones)
https://en.wikipedia.org/wiki/Horse_artillery
2. Numbers. while fieldcannons were concentrated units in some tens, one regiment usually recieves as many as 3 but usually only has 1 or 2
https://en.wikipedia.org/wiki/Infantry_support_gun

- Grenades (referring to manually lit spherical bombs that can be thrown by a man)
Siege only equipments that permits any melee capable units to do more damage to city, forts and defenders (Well should preexisting siege engines 'upgrades' to these things later on?)
 
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More on Unit Lists (Still land units)
Industrial Era (1800 - 1950)
- Rifleman
A successor to Fusilier, Chasseurs can also be upgraded to this
Begins with: Black powder breechloading 'three band' rifle (with Prussian and Norwegians were the first two countries to use)
Tech Upgrades
- Brass cartridge ammunition: More combat strenghts and HP, faster training speed (safer to use breechloaders)
- Smokeless propellant (requires cotton)
- Repeating Rifles
Requires tech: Replaceable parts
History regarding to the reasons why this tech is chosen: Earliest 'Line infantry rifles' were actually converted smoothbores. Some of which (Either Brownbess, Charleville, and Potsdam fusils) began as flintlock a century ago and gradually upgraded to caplock (1820s), rifled barrels (1840-1850s) with slightly smaller caliber (and newly made gunbarrels made of better steels to accept riflings) which fires Minie ball (and have the same smoothbore 'rate of fire' like before), and later trapdoor breech loaders (1860s). By the time of American Civil War. there were severe shortages of infantry weapons because Big Army was never an American military policy (a young nation of that time focused more on economic developments particularly extensive industrializations to match with (and even with some investments from) Britain. Large standing army has always been budgetry sinkhole and thus the US Army and Navy by 1860 was small and so numbers of service firearms. The American Civil War saw the first massive mobilizations in a scale never before in American history, Armies (Both of US and CS of A) that had a manpower only a fraction of a Corps in Napoleon Bonaparte's Great Army now had a matching numbers, far exceeding numbers of muskets produced by Springfield Armory, Harpers Ferry and Harrisburg (??? I'm not sure, by then there were three Arsenals (Arms plant) ran by Federal Governments), and not even a growing private firearms industry could meet demands by any of the two factions so came massive arms imports from Europe. AFAIK Four European countries did sell a large number of muskets (smoothbore and rifled) to either factions in American Civil War. (Especially with some countries were at transition phase towards All-rifle army). Reasons for smoothbores to be imported was not only to arms men, but also to convert (it is actually faster and easier to convert existing weapons than to make a new ones) with riflings.
1. Britain. Enfield muskets (rifled and smoothbore), and maybe surplus Brownbess (flintlocks or percussions, made either in the Tower of London or Royal Small Arms Factory (Enfield) ) were bought as well.
2. France. Charleville muskets formerly equipped Napoleon's Grand Armee were sold to either sides.
3. Prussia. The Kingdom itself had just finished replacing Potsdam muskets produced in various points of time into Dreyse needle rifle. so many outdated weapons no longer needed in a respective country may be needful elsewhere on Earth. Federal Governments did buy these used weapons in large quantities, cleary purchased to convert into rifled muskets (a stage Prussia and Norway skipped entirely! because both respective countries had already decided to re equip their armed forces with breech loading rifles-- Norway in 1840s, and Prussia in 1850s (Jagers got Dreyse rifle first, Line Infantry got the same upgrades later) )
4. Austria: Augustin smoothbores and Lorenz rifled muskets were imported by both sides, through either private arms dealer or G2G sales. Austria didn't even consider any breechloaders by that time because at this point, breechloaders still have a nasty gas leakage problems yet to be solved, while its rival, Prussia totally put a big gambit in breechloading Dreyse, a gambit that proven correct in 1866 at Koniggratz. where Prussian troops put an advantage of breechloaders to use (ability to shoot and load in prone positions, faster ROF).

- Cavalry
'All rounder' cavalry armed with rifled carbines, revolvers, and sabers. (usually) armorless (except 'legacy' units like 'Cuirassiers' or similiar Elite Guards).
All previous mounted units are upgraded to this. Also immune to Anticavalry.
Shares the same tech upgrades and prerequisite techs as Rifleman.
Resources: Horses.

- Rifled Field Gun
Iron field artillery piece with rifled barrels and associated shots that ride the riflings inside and wrought iron reinforcing band by its breech
Tech Upgrades:
- Breech Loading: Stronger attacks
- Cast steel barrel: (Bessemer steel barrel), more hitpoints (More reliable barrels that won't bust out)
- Recoil dampener: Range and and more attacks
Tech: machine tools
Resources: Iron, horses (draft animals)

- Siege Rifles
Bigger barrel rifled artillery capable of sinking ships and doing siege
Shares the same tech upgrades, tech requiremens and resources as Rifled field gun, more expensive

- Infantry
Standard infantry armed with magazine bolt action rifles.
Tech upgrades
- Heavy Support Weapons (including machineguns This thing deserves no place as separate unit, sure they began as separate unit but eventually converged to be a part of very unit itself), strong ranged attack, RABM and anti-RABM
- Steel helmet: Hitpoints
- Assault weapons: Stronger RABM and melee.
- All terrain armored transport.
Tech: Magazine rifles

- Modern Cavalry
Shares the same tech upgrades and tech prereqs as Infantry
Resources: Horses.

- Modern Artillery
TWO IN ONE artillery system. separate RANGED and SIEGE damage no longer applies (As per @Boris Gudenuf discussions regarding to Modern Artillery that begins with French 75 (with recoil dampener)
Tech Upgrades.
Technical Upgrades:
- HEAT Rounds (More damage VS tank class)
- Motorizations (This included Self Propelled Artillery)
- Terminal Guidance
Requires:
Technology: Hydraulics
Resources: Iron, Horse, Oil (with mechanical traction)

- Armored Train
Strong combat unit that rides the rail (The first came to exists by American Civil War)
Constrains: Rail only. (Can only be moved by rails, can only embark and disembark with Harbor districts built)
Tech Upgrades
- Quick firing gun
- Steel armor
- Oil-burners (This counted BOTH Oil fired steam locomotives AND Diesel locomotives of any kind (either Diesel Hydraulics or Diesel Electrics)
Technology: Railroad, Steel
Resources: Iron, Coal / Oil


- Supergun (Railway artillery)
Originally large barrel rifled guns designed for naval warfare. either to equip warships (Cruisers and Battleships), or to equip coastal fortresses. (or even inland 'Palmerston-Edicott' fortresses as in Liege. Belgium). The German Empire was the first to purpose built Railway Artillery to use against these Fortresses to the great effect (Krupp and Skoda were the first to do so, these are the pride of Steel Industry, these were not really exportable weapons). Shortly later many other nations and empires were compelled to dismantle these big guns mounted on those forts (usually unused forts that sat idle without any significant actions or without significant enemy threats neccessary to mount these) into railroad carriages of various designs and use them--particularly in the Western Fronts. Because these guns usually have significantly more ranges than ordinary artillery, they were used against strategic targets like Forts or City or anything else that needed these giants.
Mounting big guns on the railcars ain't no new things however. 'Railway Artillery' made a debut in American Civil War, these however were nothing special beyond generic big guns mounted on improvised or converted railcars made as gun platforms (these guns weren't THAT big anyway). The purpose built Supergun like that were the creations of 20th Century. These were once proven a trump card weapons for 40 years until strategic bombers proven themselves more cost-efficient alternatives to do the same job (As Boris described)
Range: 3+
Constrains: Rail only. (Can only be moved by rails, can only embark and disembark with Harbor districts built), requires observers.

Tech Upgrades:
- Defensive armored train
- Traversible carriage.
- Oil-burners (This counted BOTH Oil fired steam locomotives AND Diesel locomotives of any kind (either Diesel Hydraulics or Diesel Electrics)
- Tracked Self propelled (Negates Rail only constrains)

Technology: Hydraulics (All of these guns have recoil mechanism, and (maybe) hydraulic ammo cranes)
Resources: Iron, Coal OR Oil (if oil burners were installed)
Infrastructures: Steel mill AND Rail transportations.

Can be upgraded to Strategic SSM launcher.


- Tank
This refers to any tracked AFVs with cannon turrets, powerful combustion engines, specially built tracks, and bulletproof armor platings. Actually 'Tanks' as combat vehicles began in 1917, but these were designed as Helepoises of 20th Century--only as fast as a man's walking pace, utterly unreliable, these were designed for siege combat which proven a useful siege breakers (better than much more sinister weapons like poison gases and flamethrowers)--utterly useless in open field battles. However by 1930s the 'true' tanks were first came to exists. with Vickers 6-ton Mark E being the first to be 'field battle tank', soon 'Medium tanks' designs were made largely based on this one.
vickers_E_thaitanks.jpg

^The first tank that outpaces infantry in the field. Before that, Vickers had conducted 'experiment designs' to make tanks a 'field capable weapon' using 'Wheel and Track' combinations.
https://en.wikipedia.org/wiki/Vickers_Medium_Mark_II

Tech upgrades
- Powered Turret
- Applique Armor
- Range Finder
Technology: Automotive Engineering (Combustions DIDN'T make these tanks available, but Automotive Engineerings of the 1920s and 30s were when automobiles as we known today began to take shapes, these were when drive train transmissions and more efficient engines came to exists. Before that drive chains (Still used in motorcycles) were the only power transmission systems. Also around this time. Walter Christie had made experiments with fast automobiles.
Facilities: Autoplants, Steel Mills (May be built in different cities but both must be connected either by rail or waterways)
Resources: Oil, Iron

Technology: Automotive Engineering
Facilities: Autoplants, Steel Mills (May be built in different cities but both must be connected either by rail or waterways)
Resources: Oil




Ancillary and Equipment
1. Regimental Gun (Rifled), combines the tech upgrades of BOTH Rifled field guns and modern artillery. Plus
- Mountain modules

2. Medic
3. Supply convoy: Trucks that adjusts movement speeds depending on base unit movements.
- Foot units +3
- Horse units + 2
- Motorized units + 1
4. Anti Aircraft (FlaK)
Tech upgrades
- Proximity Fuses
- Motorizations.
- Computerizations.
Can also add combat bonus against land units.

5. Siege Tank (From landships to WW2 Heavytanks), Infantry only
Better attack VS fortified units or cities, better defense VS any ranged attack
Tech upgrades:
- Turret mounts
- Diesel engines and transmissions
- HEAT Shell
Technology: Combustion


6. Antitank gun
Began as lightweight QF cannon with elongated barrels
Tech upgrades
- Bottleneck cartridge
- Shaped Charge
- Infrared or Night Sights
- Tank chassis.

Ideological Units (Can only recruited with 'Consent' resources (Ideology exists only with public consent, early members were loyal party members who joined on their own will without any form of authority to force upon them,) the resource are generated with surplus Loyalty)
Guards: 'generic units' purchased with Consent. disbanded if a supporting regime falls.
Democracy
- Freedom Fighter volunteers/ Freebooters.
Shares the same tech upgrades with infantry, a combat unit on its own
Began as respective Infantry class units
- can recruit more members on enemy or foreign grounds.

Communism
- Commissars
(Actually i've yet to think what should Communist Ideological units be but Commissars were prominents particuarly in Stralingrad)

Fascists
- Blackshirts
Also infantry class that has policing ability.
Inquisitors can be upgraded to this unit. Also this unit can 'remove heresy' as well. (potentially actually. I'm not sure if there's a modern 'Blackshirts' that did the functions of Inquisitors too? I'm not sure if Franco's Phalanx or Mussolini's Camisa Nera did hunt down non-cathoics, drag them to the square and shoot' em out in front of anyone to intimidate anyone who wish to shift away from 'THE MOST HOLY CHURCH'. I'm very sure that countries like Iran and Taliban Afghanistan did have these dudes.

Using ideological units have repurcussions in the World Stage particularly if the Wold Congress doesn't approve your ideology. Abuses will likely to incur Ideological wars, which peace deals will results in disbandments of such units and other constrains if you sue for peace as loser.
 
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Ideological Units (Can only recruited with 'Consent' resources (Ideology exists only with public consent, early members were loyal party members who joined on their own will without any form of authority to force upon them,) the resource are generated with surplus Loyalty)
Guards: 'generic units' purchased with Consent. disbanded if a supporting regime falls.
Democracy
- Freedom Fighter volunteers/ Freebooters.
Shares the same tech upgrades with infantry, a combat unit on its own
Began as respective Infantry class units
- can recruit more members on enemy or foreign grounds.

Communism
- Commissars
(Actually i've yet to think what should Communist Ideological units be but Commissars were prominents particuarly in Stralingrad)

Commissars would be a non-Unit Upgrade - added to a Unit they theoretically make it fight harder and perhaps would negate any Mandatory Retreat (Winged Hussars eat your hearts out!).

The iconic Communist Unit would be the Red Guards, a title given in various forms (Revolutionary Guards, Latvian Guards, Petrograd Guards, etc) to units ranging from Company-sized to Army-sized formations and later adopted as an Honorary title for regular units that distinguished themselves in combat. That makes it a very useful term, because it can be used for units formed as Red Guards and also for units you want to Promote to Red Guards, perhaps the way units are 'named' in the game now - only after 1 - 2 other Promotions.
 
^ 'Mandatory retreat'. I've forgot this rule for 1UPT settings which very proment in Panzer General setting.
This would leave Commies without specific Ideological units of their own. mmmm but Fascist counterparts (The Blackshirts, the likes of Waffen SS and the Falanges) did have both Infantry and Armored 'Blackshirts' units too. (The Nazis had BOTH Infantry SS and Armored SS, which I THINK the unit belonged to the Party and not the respective Army (or Navy if they want their 'Land' units, something Kriegsmarine did have--i think they did have Panzer units with their tank crews dressed in sailor uniform :P ).

Did Red Guards a proper name for Communist ideological unit? did they have 'Armored' Red Guard units as well as 'Infantry' Red Guards? (are you sure that this name is to be used? the Chinese 'Red Guards' were NOT really frontline units but rather something modelled after Hitlerjugend but molded for Maoism, they were active in China during last days of Mao Zedong himself purging anything deemed 'heresy' to Mao's 'teachings' and so often attacked fellow Communist party members whom The Four disapproves, Deng Xiaoping had to 'play death' in Labor Camp during their rage because he's a target)

For Democracy: Did you agree with 'Freedom Fighters' or 'Freebooters'? (American volunteers who went to Spanish domains in Continental Americas to either stir up, or assist rebellions, and thus one of many reasons why Spain lost all of Continental Americas holdings in 19th Century) or any kind of volunteers who 'allied with Player, but Not so much controllable'? (the Lincoln Brigade in Spanish Civil War to assist Republicans against Franquists in 1930s)

What do you think about 'Ancillary and Eqiupment' concepts as addition to Tech Upgrades? did I list these properly or not?
 
I think in answer to the Roman Legions vs Phalanx and Roman Legion vs Pikemen it comes down to training. A Roman Legion was heavily trained while a Phalanx for most empires was units where people might only be in one or two battles. Hence when push comes to shove, a phalanx was likely to break and flee at a certain point. Pikemen in Medieval Times drilled and for the most part were more professional thus less likely to break in combat. I think if you could model it a higher chance of sticking together is appropriate.

For Civilization 7, I would like to see the idea of Forts having more utility specially for land choke points. A unit tree with some specialist units for fortress destruction, Zones of control would be good. Also in a city with certain improvements you can equip specialist traits, like a bomber squadron could be turned into a torpedo squadron or vice versa. It would be done at half the build time from scratch and certain traits would require certain technologies, ie. Greek Fire could be a side-line tech that Byzantine would have inactive until prerequisites Required appear or are discovered. Also the return of the Barbarian Diplomat to capture in some form, would be nice. The return of the unit stack would be interesting, especially if some attackers have a stealth role when in range of the stack...
 
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