Lonecat Nekophrodite
Deity
- Joined
- Jan 10, 2019
- Messages
- 2,839
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
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.
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

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.
Last edited: