Combat Mod - Buildings

Hydromancerx

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So this is more of a question/ideas for TB.

In this document we have been designing how the sub-combats and stuff should go. I want to go over specifically equipment and how it could work.

Lets take for example Chainmail Armor. According to the chart it has the following flavors ...

- Crude Copper Chainmail
- Standard Copper Chainmail
- Masterwork Copper Chainmail
- Crude Bronze Chainmail
- Standard Bronze Chainmail
- Masterwork Bronze Chainmail
- Crude Iron Chainmail
- Standard Iron Chainmail
- Masterwork Iron Chainmail

I imagine it could work like this; you have a building called "Chainmail Armorer" it had similar stats to the smithing building but gives no direct promotions. But produces Chainmail resource.

Then we have a set of pseudo-buildings that are auto-built when it has the right requirements. Such as ...

Armor (Standard Bronze Chainmail)
Req Resources: Bronze Wares AND Chainmail
Replaces: Armor (Crude Copper Chainmail), Armor (Standard Copper Chainmail), Armor (Crude Bronze Chainmail)
Replaced By: Armor (Masterwork Bronze Chainmail), Armor (Standard Iron Chainmail), Armor (Masterwork Iron Chainmail)

  • Gives a FREE Standard Bronze Chainmail promotion.

---

As you can see its the pseudo-building that gives the promotion and lesser armor pseud-buildings are replaced by better ones. I am just on the fence when it comes to say ...


Masterwork Copper Chainmail vs Standard Bronze Chainmail vs Crude Iron Chainmail

These all should be more or less the same quality should the material overwrite it to where Crude Iron Chainmail replaces Masterwork Copper Chainmail? If not what promotions would exist?

---

And the quality factor I am thinking that another Masterwork building could be made for chainmail that gives the Masterwork Chainmail pseudo-buildings and promotion. We could either have it as a special wonder or maybe only possible with Great Generals.

However I am not sure how "Crude" armor would work. When would it be made and by what? Is this like Blackmarket armor? Or some sort of penalty? Or should it be that the 1st building gives crude, and 2nd building gives normal and a 3rd GG building gives Masterwork?

---

Also if you notice the psudo-buildings are triggered by resources and not buildings. Meaning you could sell Chainmail to another civ and they could get a promotion.

---

So what do you think?
 
I think it's strange to have a Chainmail resource that get's better if you had a special Ware, too. For example, if I import Chainmails from my friend and he had only Copper Wares but I have Iron Wares, why in the world would I have Iron Chainmails then?
 
I think it's strange to have a Chainmail resource that get's better if you had a special Ware, too. For example, if I import Chainmails from my friend and he had only Copper Wares but I have Iron Wares, why in the world would I have Iron Chainmails then?

Yeah that's one of the problems. The alternative is having a resource for every possible equipment promotion. Which seems even more excessive than what I proposed.

Another method would be have the building + the resource makes the pseudo-building that gives the promotion. The down side of this is equipment cannot be traded. Only components for equipment.
 
And the quality factor I am thinking that another Masterwork building could be made for chainmail that gives the Masterwork Chainmail pseudo-buildings and promotion. We could either have it as a special wonder or maybe only possible with Great Generals

Quality factor should be done by power up module integration. With each unit built armourer gets xp and after some xp builds better armor.
 
I don't think there should be seperate buildings for each type of armor/weapon. There was simply armorers who could build a variety of different armors. I suggest one building that can provide all the different promotions, or possible an upgrade chain of armorers/weapon smiths, but basically one active building per city.

Each specific unit would have a list of available armor types it would wear (e.g. no platemail for archers) and the Armorer would give the best unit-associated promotion based on available tech.

On a related note the bamboo armor promotion/building could be wrapped up in this as well.
 
I don't think there should be seperate buildings for each type of armor/weapon. There was simply armorers who could build a variety of different armors. I suggest one building that can provide all the different promotions, or possible an upgrade chain of armorers/weapon smiths, but basically one active building per city.

Each specific unit would have a list of available armor types it would wear (e.g. no platemail for archers) and the Armorer would give the best unit-associated promotion based on available tech.

On a related note the bamboo armor promotion/building could be wrapped up in this as well.

Hmm. But then how would the armors be triggered? For instance how would the promotion know if you had iron or not?
 
Well you could have a check when the unit moved into the city... or probably better:

Build an <era>_armorer;
Upgrade/build <next_era>_armorer; and so on, etc...
Within each 'era' there could be auto built sub buildings (wings?) based on resource availability.

For example:
Build Ancient armorer;
When Bamboo becomes available then a Bamboo Armorer auto builds. All it does is provide the bamboo armor promotion; When leather becomes available a Leather Armorer auto builds;
Build Classic armorer;
When Copper, Bronze, etc... become available... <rinse & repeat>

Note older armor buildings would not be removed until futher down the line (say Bamboo at medievel, Copper, Bronze at Iron (if available), Iron at Steel...)
 
Obviously, I have a lot I can say here but I'm going out to dinner... will come back with an explanation of the method I've already planned out and programmed in preparation for this, which will be pretty optimal I think. There's a few extra things to develop though here and we'll discuss that too.
 
Ok, took me longer than I thought - social engagements wiped out any modding/forum time really last night. But here goes:

RE resources: We have a few options here.

One option is to not involve resources any further than what we already have.

Pro to this option is that it keeps the resource count down - and I agree with what was said before that if we are to use the resource option, each type of equipment would need its own thus could be individually traded. If a resource is possessed as a grouping, such as generically: Chain Mail, then we lose a lot of the purpose of doing them as a resource at all.

Con to this option - we wouldn't have the ability to deliver an arms trade mechanism as rich and deep as possible that could add a neat dimension to the game.


Then we could go ahead and base equipments entirely on resources.

Aside from what is already inferrable from the above comments, some Pros to this would be that we could give ourselves a bit more control over access, it could deepen building structures, and would probably be a little easier on help hover displays.

Cons, to put it clearly, would be that we'd end up with a truly overwhelming amount of manufactured resources, AI would probably be a little lacking at first in the trading department (may not realize there's no value in trading for an equipment that would be all but obsolete by the equipments it already has access to), could be pretty tough to manage as players, and would simply add a LOT of data to the xml volume

So perhaps I'd have to suggest it as an optional modular download if we want to do it this way but others do not.


Ok, but that really only prefaces what I think you're looking for me to explain here. And that's HOW equipments are delivered.

As it currently stands, the following rules apply:

1) Buildings marked by the bApplyFreePromotionOnMove tag, give all promos designated under the tag FreePromoTypes (this is a different tag to but the effect also applies to the singular FreePromotion, FreePromotion2, FreePromotion3 tags) to any qualifying unit that spends the turn in the city. One of the prequalifications is that the city is either yours or a true (not alliances but as established at the beginning of the game) team mate's city. There is no limit to how many promotions may be designated under 'FreePromoTypes'.

2) A qualifying unit is one that can have that promotion. However, multiple rules as to whether this is true or not obviously apply. I'll go over those:
  • Equipment handouts are guided largely by the Combat Class the equipment is valid for. If the unit does not possess the combat class required by the promotion, the unit won't get the promotion. Thus, Medium Armor equipments will only be given to Medium Armor combat class units.

    Promotions can give and take away a combat class to a unit so if you have a unit that's normally a Light Armor CC, and it takes a promotion that gives it the Medium Armor CC (and it should also then take away the Light Armor CC at the same time) then your unit would immediately lose any Light Armor equipment promotions but become valid to receive a Medium Armor equipment promotion.

  • Only one type of equipment along the same Promotionline may be possessed by a unit at any given time. Thus, if there is a Bronze Chain Mail an Iron Chain Mail and a Masterwork Chain Mail being offered by a given building really only the Masterwork Chain Mail will be given out if the Masterwork Chain Mail is actually available.

  • Further availability controls exist. One of those is in fact resources. So if I have an Armorer, and that Armorer offers the three examples just given (among I'm sure many more) and the Masterwork Chain Mail requires a Masterwork Chain Mail resources and my city doesn't have access to that resource, but does have access to Iron, the prereq for Iron Chain Mail, then even though the Masterwork Chain Mail is being offered by the building, the Chain Mail wearing unit picks up the Iron Chain Mail instead.

  • There's tech prerequisites as well. So although the nation has access to Iron, perhaps it doesn't have access to the right tech, thus now the Chain Mail wearing unit is still picking up the Bronze Chain Mail (thankfully in this scenario, your nation still has access to Bronze eh? lol)

  • In summary of the above, any prerequisites you can place on a promotion can be a prerequisite for an equipment to be valid to a unit. Therefore, one building can really be able to hand out a huge amount of Equipment promos with the 'FreePromoTypes' tag but it won't do so willy nilly. It'll do so according to the nation's ability to provide tech access, the city's ability to provide the resources, and the unit's ability to receive the equipment.

  • The iLinePriority on the equipment rates the equipment's quality. A unit will (with an exception or two) always grab the highest quality of a given equipment type (remember equipment type is defined by the PromotionLine itself). Again, this is 'default' behavior.

    To help explain this, We currently have in the design plan the following Light Armor types (along with corresponding iLinePriority):
    • Crude Bark Armor: 1
    • Standard Bark Armor: 2
    • Masterwork Bark Armor: 3
    • Crude Bamboo: 2
    • Standard Bamboo: 3
    • Masterwork Bamboo: 4
    • Crude Rattan: 3
    • Standard Rattan: 4
    • Masterwork Rattan: 5
    • Crude Padded: 1
    • Standard Padded: 2
    • Masterwork Padded: 3
    • Crude Silk Armor: 3
    • Standard Silk Armor: 4
    • Masterwork Silk Armor: 5
    • Crude Leather: 2
    • Standard Leather: 3
    • Masterwork Leather: 4
    • Crude Studded Leather: 2
    • Standard Studded Leather: 3
    • Masterwork Studded Leather: 4
    • Crude Copper Chain Shirt: 1
    • Standard Copper Chain Shirt: 2
    • Masterwork Copper Chain Shirt: 3
    • Crude Bronze Chain Shirt: 2
    • Standard Bronze Chain Shirt: 3
    • Masterwork Bronze Chain Shirt: 4
    • Crude Iron Chain Shirt: 3
    • Standard Iron Chain Shirt: 4
    • Masterwork Iron Chain Shirt: 5
    • Crude Cord Armor: 3
    • Standard Cord Armor: 4
    • Masterwork Cord Armor: 5
    • Crude Bone Armor: 1
    • Standard Bone Armor: 2
    • Masterwork Bone Armor: 3
    • Crude Ashigaru Armor: 3
    • Standard Ashigaru Armor: 4
    • Masterwork Ashigaru Armor: 5
    • Crude Leather Scale: 3
    • Standard Leather Scale: 4
    • Masterwork Leather Scale: 5
    Now, if a Light Armor Combat Class was currently wearing Crude Leather Scale (iLinePriority 3) and walked into a city offering Standard Ashiguru Armor (iLinePriority 4) (perhaps thanks to a special local building that develops Ashiguru Armor - not the standard Armorer) then the standard default behavior would be that the unit would pick up the Standard Ashiguru Armor.

  • In general, any Equipment of the same PromotionLine and iLinePriority will be equal - but differences may abound that allow for many play style and role specialization preferences for your units. Thus a Masterwork Copper Chain shirt compares and is directly balanced to a Standard Bronze Chain shirt. Perhaps, however, the Standard Bronze Shirt, being of a tougher material, provides better protection (iArmor) while the Masterwork Copper Chain shirt is more cleverly crafted thus impedes agility less and has a lesser penalty to the unit's ability to dodge blows entirely (iDodge). Simple example, but effective.

  • So the default behavior of the 'handout' as detailed so far begins to deviate to allow for choices. When a unit has the highest iLinePriority available equipment it currently has access to and the city it is in offers other equipment options of the same PromotionLine and iLinePriority ratings, such as a city that's currently offering Standard Ashigaru Armor and Standard Leather Scale (both Light Armors of iLinePriority 4) and no iLinePriority 5 Light Armors are available and the unit already wears Standard Cord Armor (Same: Light and iLinePriority 4), it may freely select to change out its Standard Cord Armor with either the Ashigaru or the Leather Scale. This comes up as a non-flashing promotion selection when the unit is in the city. To help avoid confusion, Equipment promos will be graphically developed quite differently to the Skill based ones.

  • Generally, another exception to the 'standard behavior' may now apply as well. Once you've determined the preference of a particular type of equipment for that unit, we can program these promotions to not automatically be overridden by a higher quality selection.

    So for example, if my unit is one that I've focused on being more agile, I probably re-equipped that unit to have Crude Leather Armor, even though it may have defaulted to having selected Crude Studded Leather Armor. Again, normal default behavior would be that if Standard Studded Leather Armor became available to the unit, it would automatically pick up the Standard Studded Leather because its a higher iLinePriority in the same Light Armor category.

    BUT I added a tag, NoAutoEquiptoCombatClassTypes on PromotionInfos which enables us to specify combat classes that don't automatically pick up this promotion just because it's a higher iLinePriority and is available.

    Therefore, say the unit in question is a Criminal and we assume that Criminals want to enhance their Dodge as a priority over their Armor values. Most of our Criminals would be given the Light Armor Combat Class. So we put a designation of Criminal on the NoAutoEquiptoCombatClassTypes tag for Studded Leather Armors and this forces that the default behavior of picking up a greater iLinePriority Studded Leather than what he already has is ignored because it's considered an armor the player would want to CHOOSE to select rather than it's normal higher Dodge value armors.

  • More importantly, this mechanism can be used in conjunction with the ability of a promo to add a combat class. Thus if you wanted to, you could add an Ashiguru Armor Combat Class and once a unit takes a suit of Ashiguru armor at any level, part of that equipment promotion ability is to add the Ashiguru Armor CC to the unit, then have all of these light armors designate the Ashiguru Armor CC under NoAutoEquiptoCombatClassTypes and it would then take a conscious act of selection by the player to have the unit swap out an Ashiguru Armor with any other Light Armor type.

    Armors make for a semi poor example of the need for this sort of utility... Arrow types were the revelation that enforced this programming. Swapping between Flaming arrows, poisoned arrows etc when those would then enable other skill promotions that would only be held onto as long as the same arrow type was maintained made this a critical factor.

In summary, we have a number of ways we can craft access, but for the most part, core buildings that provide a lot of equipments are intended. So it's along the right line of thinking to say, a Leather Worker provides all the Leather Armor types, an Armorer provides most metal Armor types etc... All of the above then further shapes what the unit can/will receive.

Special Equipments, like all Masterwork Light Armors might be best handled by making a special building that only a Great Engineer can construct: a Masterwork Light Armorer, that hands out all the Masterwork Light Armors in that city (or generates the Masterwork Light Armor resources if you want to go to the resources for that as discussed above, then provides these to the whole nation through the normal Building sources for those armor types.) This also works along the lines of the Bamboo Armorer, can either be giving access to Bamboo Armor types only within the city its built in or normal Armorer buildings can give Bamboo Armors anywhere in the nation when the Bamboo Armorer building is generating the manufactured resource of Bamboo Armor thus giving the nation access.

How we work the resources bit is something I'm quite happy to leave to team design preferences. I kinda lean towards 'overwhelming detail' being my preference but I can see how others might wanna pull back on that and keep the equipments to requiring more basic 'wares' and such and have specialty buildings provide those special equipments in extremely localized fashions.



Footnote: A recent discussion placed another design consideration on the table here. The plan is now also to make it so a unit can hold a 'stock' or 'inventory' of promotions, particularly equipment promos, without actually being affected by those promos. This then gives friendly units on the same stack the same access to those promotions as if they were available in a city - if selected or auto-granted to another unit on the same tile, the volume of that stock then depletes by one (and maybe the old equipment, if there is one, should be given back in trade.)

This will allow for a 'supply train' style of updating units in the field with Merchant type units. It'll also lead into a mechanism that allows for the picking up and distributing of equipments discarded by dead enemies in the field etc...

Anyhow... I think that pretty much covers it. Any questions?
 
It sounds like the micromanaging is going be staggering
 
I was under the impression that bronze chainmail was not possible in the time frame it was viable for armour because bronze can only be cast not shaped and particularly not drawn into wire for making into chain.
 
You'd have bronze scale mail. Chainmail didn't show up until much later.
 
Only one type of equipment along the same Promotionline may be possessed by a unit at any given time. Thus, if there is a Bronze Chain Mail an Iron Chain Mail and a Masterwork Chain Mail being offered by a given building really only the Masterwork Chain Mail will be given out if the Masterwork Chain Mail is actually available.

What resource is the Masterwork? For instance if you have ...

A. Masterwork Copper Chain Mail
B. Standard Bronze Chain Mail
C. Crude Iron Chain Mail

Which replaces which?
 
What resource is the Masterwork? For instance if you have ...

A. Masterwork Copper Chain Mail
B. Standard Bronze Chain Mail
C. Crude Iron Chain Mail

Which replaces which?

None replaces the other. They would all be at the same iLinePriority (3) thus would interchangeable but none would automatically supersede another. When a unit that qualifies for all three exists in a city that qualifies to give out all three, whichever one is possessed is going to be retained by the unit unless the player (or AI) chooses to swap one of them out for another, which is possible to do with an action button that doesn't cost anything in terms of unit action or gold. Since all are game effect balanced - equal but different, it's purely a matter of playstyle preferences (and perhaps a keen eye for strategy) which is actually better for the unit. (Also... though my examples were misstated, perhaps I should make it clear we're talking about chain shirts not chain mail ;) )

I'm not sure what you mean by 'What resource is the Masterwork?' The Masterwork quality access would probably be coming from an advanced form of the usual Armorer building in this case that is only constructable by a Great Engineer. Either the normal Armorer building gives out all three quality levels and only gives out the Masterwork version if the Masterwork Light Armorer has been built thus providing a special Masterwork Light Armor resource to the nation OR we simply have the Masterwork Light Armorer building directly give out the masterwork light armor equipments. The difference is whether we want one Masterwork Light Armorer building to provide the Masterwork Light Armors throughout the nation (and tradeable to other nations if you've been able to build more than one perhaps) or if we want only a local specialty Armor shop to give out Masterwork Light Armors from the ONE specific city its built in. In this case, to reduce the 'micromanagement angle' and enhance the trading mechanism (can be used to greatly benefit your allies), I'm a little leaning towards the first example that relies on the special building providing the resource (or maybe even two or three of that resource so that you can play with it as a powerful tradeable resource).

And the difference between Crude and Standard access would be a matter of tech prereqs. The Standard comes a few techs later as the artisans gain a bit more familiarity and expertise with creating the new invention and tweaks and improvements begin to become the norm. But Masterwork level is where a truly genius mind has been applied to this type of equipment design to the point that this Civilization's versions of this equipment has become legendary. Surely events will open up Masterwork level stuff too, as many of our current events already attempt to address this sort of thing. (Such as Wootz Steel and Enlarged Shields and such.)

Additionally, to respond to an earlier comment, while one can embrace the micromanagement angle of equipment, one can also allow defaults to reign, which, in all reality, should not mean the unit would suffer. All it would mean is that if you're going to rely on pure defaults, you'll simply need to understand the unit for what it's capabilities are.

My point is, you'll be enabled to push a unit to play to its strengths while deepening its weaknesses or compensate for its weaknesses while not enhancing its strengths as deeply (really, a number of parallel blends of this basic duality applied in various ways). Either way is really a good strategy so long as you take a moment to understand what the strategy being used is. Defaults will vary each game as it will depend on what your nation accesses in resources and where your techs are at. Units will self upgrade then allow you to micromanage if you wish. This is pretty classic Civ style... if you want to micromanage what tiles your citizens are working and what specialists each city has every round you surely can, but if you want to leave it all to default AI choices, you can do that too and you don't miss out on much in doing so. If you want to spend a lot of analysis time as a player to figure out some master strategy among the complexity, you may, or you can simply react to situations as they come. It's always been that way and this certainly won't be any different.

Honestly, if it becomes too frustrating, I'll end up giving an option to automatically apply what will need to be more advanced coding to help the AI anyhow. The problem with doing this is you tend to create situations like what Koshling just had to solve - the AI starts arguing with the player unless you're very careful about how it all gets implemented.

Comments on whether a particular type of armor is historically or technologically valid are certainly worth consideration and appreciated, but should probably hold off until we're actually giving full proposals on what the equipments are to be. These are just example shells at the moment. The plans are pretty loose right now and not anywhere near a deep evaluation stage. This discussion is more about the mechanism than the details of the items to be employed in that mechanism.

However, to reply to those: Scale Mail is on the list as a Medium Armor - I suppose that comment made earlier suggests we should have Scale and Ring Mail Shirts along side the Chain Shirts for light armors. And no Bronze Chain? Makes sense from a technical perspective. Nevertheless we'd need to develop it as a stage placeholder then remove it or refrain from actually including it after developing it so as to keep things on a proper progression gradient, then by taking it out we allow for a unique gap in that gradient. Such a gap would be cool... would give some character to the system where those exist.
 
1. Ah ok thanks for clearing up.

2. Well in your sentence you had "Masterwork Chain Mail" which I was confused since it did not have a material type such as Copper or Iron in the name.

3a. Ah ok that makes sense. So each armor would have 3 tech requirements ; a crude, normal and masterwork. But only Great Engineers can make the masterwork. Correct?

3b. If we had some sort of "punk" armor would that be considered Masterwork or just require the "punk" resource such as Clockpunk or Steampunk.

4. Yeah I was thinking the same thing. The AI still needs a base to work with. Though I suppose code could be made based on traits what choices they would make. Such a Protective leader might pick more defensive armors while an Aggressive civ might pick more deadly weapons.
 
2. Well in your sentence you had "Masterwork Chain Mail" which I was confused since it did not have a material type such as Copper or Iron in the name.
Ah... yeah, so there would be a Masterwork version of each material/equipment type yes.

3a. Ah ok that makes sense. So each armor would have 3 tech requirements ; a crude, normal and masterwork. But only Great Engineers can make the masterwork. Correct?
The Masterwork would probably have the same tech prereq as the second level, along with the prereq you mentioned of the Masterwork Craft building of the equipment category. I suppose other types of GPs could have their own Masterwork Craft buildings too - I just see our Engineers as needing some further use at the moment so I lean towards them here.

3b. If we had some sort of "punk" armor would that be considered Masterwork or just require the "punk" resource such as Clockpunk or Steampunk.
Absolutely, once our basics are covered we should definitely get more creative as well and Masterwork may only be one type of Overdrive Level... we could have Punk Equipments that are somewhat equivalent to the Masterwork side but have alternative effects of course.

4. Yeah I was thinking the same thing. The AI still needs a base to work with. Though I suppose code could be made based on traits what choices they would make. Such a Protective leader might pick more defensive armors while an Aggressive civ might pick more deadly weapons.
Trait determinations, in the Developing Leaders method, are derivatives of Personality considerations. The player tends to see a leader's personality as a result of his traits but its the other way around. I could certainly use personalities to influence ai equipping considerations. That would make for a little more complexity but it could be cool, yes. This would really mean that it would be very helpful to have the Leaderhead Archtype project completed before I get to designing the equipping ai.

I also want to work in the equipment delivery via supply units method out before working out the ai as well since it would be a second way to consider how to get equipment upgrades onto your troops, which in some ways would enable an interesting crutch for the AI that will keep it from constantly wanting to return its armies back to its cities for upgrades (since equipment upgrades will be rather frequent this could be a problematic issue for the AI coding.)

And another thing I need to do here is update the re-equiping missions... I don't think they are OOS safe the way they are done at the moment (they ARE done though and the whole equipping thing does work without AI and safely on single player) but I could be wrong since I programmed them through a fairly prebuilt method that may inherrantly compensate for keeping it all in sync. I'm not so good with terminology on missions/actions so I'm probably confusing the other programmers here... lol.
 
Yeah I had not considered the fact that if promotions are enabled in cities that it would become a problem where to get the best armor you would have to return to the city. Or as like you said somehow make a supply line that can get the new equipment to the units.

This bring a whole other level to combat that I had not even thought of. This is both amazing and intimidating at the same time. If the AI got good at this I could see this as a factor human players might forget about.

And its funny since the AI sometimes has trouble with stuff we take for granted, yet can also process a lot more information. So much so we has humans can sometimes forget or get overwhelmed when trying to keep track of everything. I find this both amazing and humbling.
 
Equipment promotions as resources

I say strong no for two reasons

1 we have enought resources and enought planned
2 more important. Adding equipments to resource system in current version simply means: build one Iron Armourer and your entire 100 city empire will get iron armor promotion via trade network.

units will be able to take equipment from city

It would be annoying to take your entire army to one city to get ex iron armor and than go to another to take iron weapons.

Also in reality one armourer cant produce enought rmor for ex 100 stack of units in one turn.

I am in opinion that equipment promos shoud be added on unit build like free promos and if unit dont have equipment that current city offers you should be able to buy it (like in standard unit upgrade system)
 
TB did you look at Master of Mana and the mechanism they used for equipments?, ie resources produced in volume at a resource, ie lumber produces wood, simple/recrurved Lbow etc, camp produces leather, mines produce metals and so on, each require different amount of wood( or whatever resource) that goes into a pool, to unpgrade a unit requires x amount of leather/chain, and is upgraded anywhere in a civ culture range.

Maybe they have some ideas you can use?. Btw look at how they went with cutting, pircieng, crushing weapon types against different armour types.
 
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