MethanalCHO
Chieftain
One of my newest ideas is based upon Sid Meier's Alpha Centauri: the idea of custom-creating your own custom units. Explanation follows.
A player starts out with only one weapon: the Hatchet
strength: 1), and only one mean of transportation: Foot
move: 1). They are allowed to create any units out of the weapons and transportation methods they know. In the beginning of the game, this means only one potential unit: a sort of "slow scout" or "weak warrior", which will be referred to as Militia, at
1 and
1.
As a player discovers new technologies, they learn new Weaponry, Transports (transportation), and Special Abilities. For instance, when a player discovers Hunting, they learn the Club weapon, at
2, allowing the player to build a CIV Warrior for the normal
2 and
1. Likewise, when a player discovers the Wheel, they reveal the transport Horse
move: 2) and can build units such as the Chariot, provided they have access to the resource Horses. The two "weapons" of Supplies and Tools are available at the beginning of the game, but have no strength. They are used to build the Settler and Worker units, respectively.
Special Abilities work slightly differently. Such abilities include Enslavement or Amphibious. A unit can have only one special ability, which gives it, well, a special ability: some sort of feature only units with the SA have. The Enslavement SA, for instance, would work in which a unit defeated by a unit with Enslavement has a 1-in-3 chance of not dying, but instead switching sides to the victor's civ. The Amphibious SA allows the unit to attack naval units if it is a land unit.
I'll probably expand on this idea more soon. Until then, comment on it!
A player starts out with only one weapon: the Hatchet




As a player discovers new technologies, they learn new Weaponry, Transports (transportation), and Special Abilities. For instance, when a player discovers Hunting, they learn the Club weapon, at




Special Abilities work slightly differently. Such abilities include Enslavement or Amphibious. A unit can have only one special ability, which gives it, well, a special ability: some sort of feature only units with the SA have. The Enslavement SA, for instance, would work in which a unit defeated by a unit with Enslavement has a 1-in-3 chance of not dying, but instead switching sides to the victor's civ. The Amphibious SA allows the unit to attack naval units if it is a land unit.
I'll probably expand on this idea more soon. Until then, comment on it!