Cool! Am playing around with the camel composite units at the moment. I think I'm initially going to make them very weak combat strength, move = 2 but flat move costs, and double in desert and free pillage. And cheap. They may meet the hit and run requirement you mentioned earlier. Once they're built you can experiment with them and see if you think that's a good approach.
Here's my current gig list (things I need to do to the mod in its current version, before expanding more capabilities) - none of these are time-consuming, but not sure if I'll get them done tomorrow or not:
1. Add overrides for civs with existing elephant units so they can't build some/all of the new ones
2. Add special promotions to Siam/India/Carthage: double move in forest/jungle
3. Finish Civilopedia entries
4. Add SV files for all new units
5. Run 3-5 LiveTuner automated games (500+ turns) to test stability and monitor to see if the AI is using the new units and using them properly
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Potential Future Work Areas
Have been looking through the available models, and here are some potential units you may or may not find worthy of adding to the mod:
https://forums.civfanatics.com/resources/arabian-rifleman.19407/
https://forums.civfanatics.com/resources/arabian-rifleman.19407/
https://forums.civfanatics.com/resources/persian-riflemen.17248/
https://forums.civfanatics.com/resources/egyptian-riflemen.17230/
https://forums.civfanatics.com/resources/ottoman-rifelmen.17042/
Have also been thinking about how far to push the concept behind the mod - "exotic" - true it's probably only exotic for westerners, but I do like the way we might be able to add another layer of units - throughout the tech tree - to give the military part of the game more depth and frankly make it a bit more fun.
- How do you feel about a "Iman" kind of unit:
https://forums.civfanatics.com/resources/imam.25916/ or
https://forums.civfanatics.com/resources/guru.25919/
Was thinking the Imam would be a combination Great Prophet/General, and the Guru combination Great Prophet/Scientist. Not exactly the same functions, but a minor version of them.
- A "Dhow" civilian boat unit that can build naval improvements - like fishing boats do, but I'm researching another couple of aquatic improvements (e.g. Citadel on the sea, etc.).
- Other naval possibilities: War Junk (
https://forums.civfanatics.com/resources/civ5-war-junk.23153/), Fire ships (a slow, cheap, damaged caravel-type unit that sinks on impact, but does huge damage. Will eventually sink on its own if not used). Corsairs (special artwork, but similar to Privateers - but I'll need to come up with more capabilities or it's probably not worth it).
- Got to have a Turkish Bombard of sorts - a slow moving behemoth that takes forever to get in place, but once it does, deals extraordinary damage. Possible artwork here:
http://steamcommunity.com/sharedfiles/filedetails/?id=242272997&searchtext=india the Farsakh cannon. I also like their fighting Admiral (Thalai-Thirvai) to make the naval game more interesting, along with the Kadapadai boat artwork.
- Malmuks (medieval cav unit)? Ghurkas (WW1 unit)? Some Arab "Militias" (19th/early 20th century), etc.
OK. Probably enough for tonight. The ideas above are mostly based on available/usable artwork. I think I can see another 5-10 land units, 4-5 naval units, and a few civilian units that could be added to the mod and give it quite a rounded feel - and make the game more colorful, varied, and interesting. I don't have a ton of time available for this, as many of my other mods need some updating/fixing. OTOH, I don't think it will take weeks, either. We've already got 8 units working in just a couple of days, and much of that time was in setting up the work in the first place.
No need to comment on all or even any of this post - I'm mostly keeping it as a holding-place for me to come back to later. I think I'll be done with the gig list tomorrow, so will need some clarifications/priorities from you on what should be done next if anything.
Thanks!