Feedback: Units

Given it's just a simple toggle, how about we try disallowing city founding on ice tiles for 1.17 (very nearly finished) and see how it feels. I can look into the more effective sea ice solution for 1.18.

This sounds good to me! Hopefully doing to will expose some extra issues for future consideration.

All glories to Xyth for doing the implementational work! I'm keen to see HR1.17.
 
Copying inasnapp's Jet Fighter art list to here so we can locate it easier. Thanks for this btw, it's a big help.

Spoiler :
celts n/a

england (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(gr1)http://forums.civfanatics.com/downloads.php?do=file&id=18884
(eruotyphoon)http://forums.civfanatics.com/downloads.php?do=file&id=9627

france (mirage 2000)http://forums.civfanatics.com/downloads.php?do=file&id=7953

netherlands (f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520
(f16)http://forums.civfanatics.com/downloads.php?dads.php?do=file&id=14536
(f104)http://forums.civfanatics.com/downloads.php?do=file&id=9705

germany
(f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(east germany)(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=9542
(mig29)http://forums.civfanatics.com/downloads.php?do=file&id=9560
(gr1)http://forums.civfanatics.com/downloads.php?do=file&id=18884
(eruotyphoon)http://forums.civfanatics.com/downloads.php?do=file&id=9627
(f104)http://forums.civfanatics.com/downloads.php?do=file&id=9705

poland (f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

vikings (f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520

russia (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877

hungary (mig29)http://forums.civfanatics.com/downloads.php?do=file&id=9560

greece (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520
(corsair2)http://forums.civfanatics.com/downloads.php?do=file&id=9590
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

rome (gr1)http://forums.civfanatics.com/downloads.php?do=file&id=18884
(eruotyphoon)http://forums.civfanatics.com/downloads.php?do=file&id=9627
(f104)http://forums.civfanatics.com/downloads.php?do=file&id=9705

byzantium (f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

phoenicia n/a

spain (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520
(eruotyphoon)http://forums.civfanatics.com/downloads.php?do=file&id=9627

portugal (corsair2)http://forums.civfanatics.com/downloads.php?do=file&id=9590
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536
egypt:
(f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

nubia n/a

ethiopia (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877
(su30)http://forums.civfanatics.com/downloads.php?do=file&id=10104
(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=10120

berbers n/a

mali (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877
(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=10120

sawhili (mozambique)(mig21)http://forums.civfanatics.comdownloaads.php?do=file&id=10120

zulu n/a

sumer(iraq) (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877

amurru (lebanon)(hawker hunter)http://forums.civfanatics.com/downloads.php?do=file&id=18867

assyria (jordan)(hawker hunter)http://forums.civfanatics.com/downloads.php?do=file&id=18867

hatti n/a

israel (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f15)http://forums.civfanatics.com/downloads.php?do=file&id=9438
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

arabia (gr1)http://forums.civfanatics.com/downloads.php?do=file&id=18884
(f15)http://forums.civfanatics.com/downloads.php?do=file&id=9438
(eruotyphoon)http://forums.civfanatics.com/downloads.php?do=file&id=9627

persia (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520

kushan n/a

tibet n/a

turks (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

mongolia (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877

china (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877
(su30)http://forums.civfanatics.com/downloads.php?do=file&id=10104

korea (south)(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

japan (f4) http://forums.civfanatics.com/downloads.php?do=file&id=9490
(f15)http://forums.civfanatics.com/downloads.php?do=file&id=9438

india (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877

tamil (actually for belgium but works well as far as i can tell)(f16)
http://forums.civfanatics.com/downloads.php?do=file&id=14536

siam (f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

angkor (mig21)http://forums.civfanatics.com/downloads.php?do=file&id=18877

vietnam (su30)http://forums.civfanatics.com/downloads.php?do=file&id=10104
(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=10120

indonesia n/a

polynesia n/a

america (corsair2)http://forums.civfanatics.com/downloads.php?do=file&id=9590
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

iroquois n/a

sioux (f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

aztec (f5)http://forums.civfanatics.com/downloads.php?do=file&id=15211
(f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

maya (f16)http://forums.civfanatics.com/downloads.php?do=file&id=14536

inca (peru) (mig29)http://forums.civfanatics.com/downloads.php?do=file&id=9560
(venezuela-close enough)(f5)http://forums.civfanatics.com/downloads.php?do=file&id=9520

roundel/marking free
(mig21)http://forums.civfanatics.com/downloads.php?do=file&id=10120
(su30)http://forums.civfanatics.com/downloads.php?do=file&id=10104
(su34)http://forums.civfanatics.com/downloads.php?do=file&id=10132
(f86) US and generic http://forums.civfanatics.com/downloads.php?do=file&id=4544
(su t 50)Russia and generic http://forums.civfanatics.com/downloads.php?do=file&id=14661

I probably won't try to put these in until nearer the end of 1.18's development (I like to leave the unit art packed for as long as possible to keep loading time down) so if anyone has any additional suggestions in the meantime please post them here.

It would be great if we could construct a similar list for Fighters and Bombers. We'll do post-Industrial ships and vehicles eventually but lets focus on air units for the moment.
 
Built one in a game I am playing and it worked as advertised.

In most of the games I play (Giant Map Archipelago) almost all of the area of the map has been settled way, way before colonists are available. Sometimes an oversea area may be unsettled. I do not know if others are finding the same thing. Therefore, although it is an OK idea and does no harm, it does not seem to have much use in the game.

Maybe it can be made available earlier. Maybe something additional can be added. Perhaps for example the ability for colonists to settle some terrain that settlers can't.

Hopefully somebody can come up with some way to tweak colonists to make them more relevant.
 
Would be possible to have a new promotion for Naval Units?
+25% versus pirates and privateers.

Just a thought.
 
Built one in a game I am playing and it worked as advertised.

In most of the games I play (Giant Map Archipelago) almost all of the area of the map has been settled way, way before colonists are available. Sometimes an oversea area may be unsettled. I do not know if others are finding the same thing. Therefore, although it is an OK idea and does no harm, it does not seem to have much use in the game.

Maybe it can be made available earlier. Maybe something additional can be added. Perhaps for example the ability for colonists to settle some terrain that settlers can't.

Hopefully somebody can come up with some way to tweak colonists to make them more relevant.

How useful it is will depend a lot on your game settings. It's meant to become available around the time you get Galleons, in time for overseas colonization of uncharted lands. Of course, if you're playing on a game that doesn't have much or any unsettled territory then it isn't going to be much use. That's not really a problem though. I don't think we need to invent some new capability for the sake of it but if something comes up then sure.

Would be possible to have a new promotion for Naval Units?
+25% versus pirates and privateers.

The way promotions work would require splitting Pirates and Privateers into their own separate category (Melee/Archery/Naval/etc), which is a pain and probably has some side effects. Another oversight by Firaxis, though it could be achieved via the SDK with minimal effort. Great idea though, I'll keep it in mind in case another solution presents itself.
 
I would like to make a personal request, since I know nothing whatever of modding Civ and expect this would be very simple (I could do it trivially in Civ II).

Can someone create a variant version of the file describing the Roman Legionary, making it so that it does not upgrade to Heavy Footman, but instead upgrades directly to Rifleman? This is not because it would be a good idea- I don't know if it would be or not. It's... well, basically for personal reasons, so that I could use it for myself.

If no one cares about doing this that's fine, but I wanted to put it out there.
 
I would like to make a personal request, since I know nothing whatever of modding Civ and expect this would be very simple (I could do it trivially in Civ II).

Can someone create a variant version of the file describing the Roman Legionary, making it so that it does not upgrade to Heavy Footman, but instead upgrades directly to Rifleman? This is not because it would be a good idea- I don't know if it would be or not. It's... well, basically for personal reasons, so that I could use it for myself.

If no one cares about doing this that's fine, but I wanted to put it out there.

That can be achieved by just editing the XML in the mod. Simply change the CIV4UnitInfos.xml from Heavy Footman to whatever unit you desire for the upgrade.
 
The file you need to edit is /History Rewritten/Assets/Modules/Civilizations/Rome/Rome_CIV4UnitInfos.xml. Look for this section:

Code:
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>[COLOR="Red"]UNITCLASS_MACEMAN[/COLOR]</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>

And change it to:

Code:
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>[COLOR="Red"]UNITCLASS_RIFLEMAN[/COLOR]</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
 
Swordsmen get a nice 50% bonus versus War Elephants, which is well thought-out.

But ... when upgraded to Heavy Footman, the bonus disappears, and the upgraded unit actually becomes weaker against War Elephants. The result is that it becomes easier to withstand Elephants in the Classical Era than in the Medieval Era.

Without also using Elephants, the only way to confront a big Elephant-using enemy is to build many specific defensive Swordsmen (promoted as possible to counter Mounted units), do so before Heavy Footman becomes available, and then (hopefully!) not forget to not upgrade these Swordsmen until gunpowder becomes available. I like specific-purpose units, but this situation is gamey!

So, can Heavy Footman get a 25% bonus against War Elephants? That is better for Elephant-conservation than 50%, and Elephants deserve a chance.
 
Swordsmen get a nice 50% bonus versus War Elephants, which is well thought-out.

But ... when upgraded to Heavy Footman, the bonus disappears, and the upgraded unit actually becomes weaker against War Elephants. The result is that it becomes easier to withstand Elephants in the Classical Era than in the Medieval Era.

Without also using Elephants, the only way to confront a big Elephant-using enemy is to build many specific defensive Swordsmen (promoted as possible to counter Mounted units), do so before Heavy Footman becomes available, and then (hopefully!) not forget to not upgrade these Swordsmen until gunpowder becomes available. I like specific-purpose units, but this situation is gamey!

So, can Heavy Footman get a 25% bonus against War Elephants? That is better for Elephant-conservation than 50%, and Elephants deserve a chance.

I've removed the Swordsman's bonus against Elephants as it was given to them at a time when the War Elephant was available much earlier than it is now. I've not yet decided what the new War Elephant counter should be but I don't think Heavy Footman suit. Will depend on whether I manage to progress the Skirmisher line of units or not.
 
Heavy Footmen are a bad choice for a counter-Elephant. However, they are close enough to the Elephant in strength to fight them on roughly equal terms (8 vs. 8; promotions can be assumed to more or less cancel out). They're really only incrementally weaker than Swordsmen with a 50% bonus: 8 versus 9, when fighting a Strength 8 unit.

Also, Pikemen units work very well against Elephants, and as I recall become available not too much later in the tech tree. So the 'window of vulnerability' is relatively narrow: it isn't all that likely that a civilization will lack access to Swordsmen and Elephants and Pikemen for very long and thus find themselves totally naked and defenseless against Elephant attack.

For that matter, Spearmen are at least a vaguely acceptable defense against Elephants; they're just not a very good one.

Personally, I find it slightly annoying when people worry too much about one point. For example, does a one-point strength boost to the Roman 'Legion' unique unit justify removing the 10% attack bonus against cities? I say "no." Sure, a Strength 7 unit with no bonus is very slightly more effective in city assault than a Strength 6 unit with a bonus. But the difference is very marginal. And since a Strength 7 Legion is still not superior to an Axeman, and only a little superior in other fighting in open country, I don't like the idea that their advantage over normal Swordsmen in the traditional Swordsmen role is a narrow difference of 0.4 effective strength.

Likewise, the difference between "6 Strength, +50%" and "8 Strength" is not that large and won't matter in most conditions.


EDIT: Actually, with Elephants pushed so far along the tech tree, I'm not sure a dedicated counter-Elephant is really necessary. Spearmen can fight Elephants, after all, and by the time Elephants become available, Heavy Footmen (who are strong enough to put up a good fight) are not long coming, and Pikemen (who crush Elephants) are on the way.
 
Looking it over I think Simon is right. Positioned where they are, there's no need for a dedicated War Elephant counter unit.
 
Actually, with Elephants pushed so far along the tech tree, I'm not sure a dedicated counter-Elephant is really necessary. Spearmen can fight Elephants, after all, and by the time Elephants become available, Heavy Footmen (who are strong enough to put up a good fight) are not long coming, and Pikemen (who crush Elephants) are on the way.

I wasn't aware that Elephants had in the meantime time-travelled. My post can then be ignored for now.
 
They now become available with Nobility, in late classical/early medieval times. Which in some ways makes me sad as they were one of the iconic war-methods of the ancient world. But I see the argument for it; as noted, elephants tend to be very effective "tanks" in ancient times and are hard to counter.

Of course, the "unholy terror" slot in ancient times is now taken up by Horsemen, who attack at 9 against normal infantry units and can really only be stopped by spearmen standing on good defensive terrain...
 
How useful it is will depend a lot on your game settings. It's meant to become available around the time you get Galleons, in time for overseas colonization of uncharted lands. Of course, if you're playing on a game that doesn't have much or any unsettled territory then it isn't going to be much use. That's not really a problem though. I don't think we need to invent some new capability for the sake of it but if something comes up then sure.



I've been enjoying the Colonist, which does arrive with Galleons. New cities become almost immediately productive with positive cash flow. But this is assuming there are uncolonized lands still available.
 
Of course, the "unholy terror" slot in ancient times is now taken up by Horsemen, who attack at 9 against normal infantry units and can really only be stopped by spearmen standing on good defensive terrain...

I'd like some more feedback on this unit, especially in comparison to the Horse Archer. I suspect they still need some tweaking.
 
The revised horseman is very strong, if you have all of the requirements.

It would probably be good to find a way to reduce it just a bit.

I'd like some more feedback on this unit, especially in comparison to the Horse Archer. I suspect they still need some tweaking.
 
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