Spatzimaus
Mad Scientist
What you've described for the various levels of Former are basically the same as the worker units I already have in the game, just with less interesting names. Let me illustrate:
That's basically the Worker already; all you've done is remove the maintenance cost, and unit maintenance is NOTHING in the later eras as it is.
Combat Engineer. Also more mobile and improves things more quickly, mainly because planting forests and jungles isn't quite as awesome as it sounds and isn't worth an upgrade in its own right.
Labor Mech. (Yes, it hovers. Not because it actually flies, but because "hover" means "move through mountains and lakes".)
Nothing does this, and it's too weak of an effect, really. If I'm going to have players altering terrain, it needs to be a clear improvement (like Desert -> Plains and Tundra -> Grassland. Plains and Grassland are basically interchangeable.
That's the "Raise/Lower Hills" action at Advanced Ecological Engineering, which is given to Labor Mechs and Formers. It actually comes BEFORE the terraforming options; it's easier to flatten a hill than it is to turn a desert into a prairie.
And that's the Former, the only unit with the Terraform action. That's basically how terraforming already works; snow turns into tundra, which turns into plains. Desert turns into grassland. At that point, you're done.
(Also, Hills aren't a terrain type, they're a plot type. The only reason they have an entry in the Terrains.xml file is for graphical reasons, but they're not stored in the terrain table. That's why the Raise/Lower Hills action works.)
For some mechanical reasons, I just can't have units terraforming at an early era; the game doesn't update the graphics, which very quickly causes screwy things to happen if you do it too much. Also, it causes a huge balance issue, since the determination of whether it's worth terraforming a hex is fuzzy enough that I'm not confident the AI will do it often enough. So the terraforming HAD to be moved later on, into the endgame, and if I'm doing that, I'm not going to put a unit named the "Former" early on.
In SMAC, you needed the ability to terraform early on, because Planet was inherently inhospitable; cleaning the fungus was a full-time job. That just doesn't apply to a game set on Earth without fungus. (Also note that SMAC had no equivalent to the Terraform action; you couldn't just flat-out make a tile inherently better, beyond the choice of what improvement to put on it, which Civ5 already allows.)
But this whole thing ties back to one of the key places where this mod will continue to deviate from SMAC. In SMAC, you have a very small pool of general unit types (Former, Skimmer, Rover, Infantry, Needlejet, Gravship), and you continually improve them. In Civ5, you'd need to make a significant number of separate units to represent these sorts of increases. Even at a single tech level, you'd need a few variants; I always loved putting Drop Pods on some of my Rovers and armor on others, and I'd have half my Needlejets using the anti-air upgrade while the other half went Clean to save money. So that'd require adding more units, which explains many of the units I've added.
Bottom line, I do NOT want to have "Former I", "Former II", "Former III" as the unit names; if I'm going to have separate names, they're going to be more distinctive. That's how all of the units in this mod have worked; very few have analogues in SMAC, and the few non-Psi ones that do are often so heavily modified from the original concepts that the name is often ALL they share with their forerunners.
(Also, the SMAC former was just an ugly yellow box, so I'm not exactly motivated to make it be a central part of the mod. My view of the Former is more like the huge thing in the opening scene of Serenity, hence the picture I used for its icon.) So I wanted a progression of worker units with distinct names and images, and that's basically what the Worker/Engineer/Labor Mech chain is. (The Former is a separate unit, because it's a Titan.)
As for the Golem, well, call it a "Supply Crawler" and it starts to make more sense; one of its key abilities is that it can be sacrificed in a city for approximately its construction cost, making it a good way for cities to transfer/pool their production; the fact that the unit can do a little improvement and a little combat while you wait for an opportunity to use it was just meant to make it useful for the AI, since the player could otherwise just build ten, stockpile them in cities, and then sacrifice them all at once to rush a wonder. The AI would never know to do this, and would have them wandering around doing nothing, so I gave it something else to do. And if it fights and does work, I can't really call it a Supply Crawler any more...
Not well. The biggest problem is graphical, but there's also a huge balance headache; SMAC was all about creating tiles with massive yields in a single category, while Civ5 is more about a general increases, so the sort of lopsided yields the borehole gave wouldn't fit too well.
Basically, I could handle it sort of like the Monolith, where it'd create a new Feature. But there'd be no way to stop an AI from just building tons of them, which'd either be overpowered or crippling depending on the final stats.
Former Level 1: Can do all regular worker stuff but no maintenance cost. I would make this a new unit and do not let a worker upgrade.
That's basically the Worker already; all you've done is remove the maintenance cost, and unit maintenance is NOTHING in the later eras as it is.
Former Level 2: As above but can plant Forests and Jungles.
Combat Engineer. Also more mobile and improves things more quickly, mainly because planting forests and jungles isn't quite as awesome as it sounds and isn't worth an upgrade in its own right.
Former Level 3: As Level 1 and 2. Gains hover. No movement penalties.
Labor Mech. (Yes, it hovers. Not because it actually flies, but because "hover" means "move through mountains and lakes".)
Former Level 4: As 1, 2 and 3. Can turn Plains into Grasslands and Vice versa.
Nothing does this, and it's too weak of an effect, really. If I'm going to have players altering terrain, it needs to be a clear improvement (like Desert -> Plains and Tundra -> Grassland. Plains and Grassland are basically interchangeable.
Former Level 5: As 1, 2 , 3 and 4. Can turn Hills into Plains or Grasslands and Vice versa.
That's the "Raise/Lower Hills" action at Advanced Ecological Engineering, which is given to Labor Mechs and Formers. It actually comes BEFORE the terraforming options; it's easier to flatten a hill than it is to turn a desert into a prairie.
You can make this option go through the terrain steps. I think its Tundra, Plains, Grasslands, Hills... something like that.
And that's the Former, the only unit with the Terraform action. That's basically how terraforming already works; snow turns into tundra, which turns into plains. Desert turns into grassland. At that point, you're done.
(Also, Hills aren't a terrain type, they're a plot type. The only reason they have an entry in the Terrains.xml file is for graphical reasons, but they're not stored in the terrain table. That's why the Raise/Lower Hills action works.)
Anyway, you get the idea. I feel that way as in SMAC you can get the former early but it wont be all powerful.
For some mechanical reasons, I just can't have units terraforming at an early era; the game doesn't update the graphics, which very quickly causes screwy things to happen if you do it too much. Also, it causes a huge balance issue, since the determination of whether it's worth terraforming a hex is fuzzy enough that I'm not confident the AI will do it often enough. So the terraforming HAD to be moved later on, into the endgame, and if I'm doing that, I'm not going to put a unit named the "Former" early on.
In SMAC, you needed the ability to terraform early on, because Planet was inherently inhospitable; cleaning the fungus was a full-time job. That just doesn't apply to a game set on Earth without fungus. (Also note that SMAC had no equivalent to the Terraform action; you couldn't just flat-out make a tile inherently better, beyond the choice of what improvement to put on it, which Civ5 already allows.)
But this whole thing ties back to one of the key places where this mod will continue to deviate from SMAC. In SMAC, you have a very small pool of general unit types (Former, Skimmer, Rover, Infantry, Needlejet, Gravship), and you continually improve them. In Civ5, you'd need to make a significant number of separate units to represent these sorts of increases. Even at a single tech level, you'd need a few variants; I always loved putting Drop Pods on some of my Rovers and armor on others, and I'd have half my Needlejets using the anti-air upgrade while the other half went Clean to save money. So that'd require adding more units, which explains many of the units I've added.
Bottom line, I do NOT want to have "Former I", "Former II", "Former III" as the unit names; if I'm going to have separate names, they're going to be more distinctive. That's how all of the units in this mod have worked; very few have analogues in SMAC, and the few non-Psi ones that do are often so heavily modified from the original concepts that the name is often ALL they share with their forerunners.
(Also, the SMAC former was just an ugly yellow box, so I'm not exactly motivated to make it be a central part of the mod. My view of the Former is more like the huge thing in the opening scene of Serenity, hence the picture I used for its icon.) So I wanted a progression of worker units with distinct names and images, and that's basically what the Worker/Engineer/Labor Mech chain is. (The Former is a separate unit, because it's a Titan.)
As for the Golem, well, call it a "Supply Crawler" and it starts to make more sense; one of its key abilities is that it can be sacrificed in a city for approximately its construction cost, making it a good way for cities to transfer/pool their production; the fact that the unit can do a little improvement and a little combat while you wait for an opportunity to use it was just meant to make it useful for the AI, since the player could otherwise just build ten, stockpile them in cities, and then sacrifice them all at once to rush a wonder. The AI would never know to do this, and would have them wandering around doing nothing, so I gave it something else to do. And if it fights and does work, I can't really call it a Supply Crawler any more...
Hey will you be able to do boreholes?
Not well. The biggest problem is graphical, but there's also a huge balance headache; SMAC was all about creating tiles with massive yields in a single category, while Civ5 is more about a general increases, so the sort of lopsided yields the borehole gave wouldn't fit too well.
Basically, I could handle it sort of like the Monolith, where it'd create a new Feature. But there'd be no way to stop an AI from just building tons of them, which'd either be overpowered or crippling depending on the final stats.