Ok, I've got some "free time" (at 4:15 am...) so I figured I'd write up a tentative unit list right now. But first a few 'ground rules':
1) There really isn't any true "defensive unit" in the game, but the whole point of the Knight class was to be the 'tank' of the battle party. This being said, the main defensive class is going to be the knight. The Lancer could also be a defensive unit, but they had a lot of power in the game as well. The Lancer's probably going to be a 'balance' unit, but the offensive power isn't going to be as much compared to the power of the "jump skill" which will be represented by bombard.
2) The "mage" class will have no attack/defense, and will act like the 'artillery' of the party. This does somewhat follow how the game is played though, because you usually accompanied your Wizards with Knights.
Ok, that being said, here's what I've been thinking of:
Code:
Unit ADM BRF Resources Upgrades to
Squire I 1.1.1 -- None Squire II
Squire II 2.1.1 -- None Squire III
Squire III 3.2.1 -- None Master Squire
Master Squire 6.3.1 -- None ---
Knight I 1.2.1 -- None Knight II
Knight II 2.4.1 -- Iron Knight III
Knight III 4.6.1 -- Iron Master Knight
Master Knight 5.9.2 -- Iron ---
Monk I 2.1.2 -- None Monk II
Monk II 4.2.2 -- None Monk III
Monk III 6.3.2 -- None Master Monk
Master Monk 10.5.2 -- None ---
Archer I 2.1.1 2.0.1 None Archer II
Archer II 4.1.1 3.2.1 None Archer III
Archer III 6.1.1 4.3.1 None Archer IV
Archer IV 9.2.1 7.5.2 None Master Archer
Master Archer 12.3.1 8.6.2 None ---
*Thief I 1.1.2 -- None Thief II
*Thief II 3.3.2 -- None Master Thief
*Master Thief 5.4.2 -- None Ninja I
Samurai I 5.2.1 -- Iron Samurai II
Samurai II 8.3.1 -- Iron Samurai III
Samurai III 12.5.1 -- Pure Iron Master Samurai
Master Samurai 16.6.1 -- Pure Iron ---
*Ninja I 8.5.2 -- None Ninja II
*Ninja II 10.6.2 -- None Master Ninja
*Master Ninja 12.8.2 -- None Enlightned Ninja
Enlight. Ninja 16.10.2 -- None ---
Lancer I 1.1.1 1.2.1 None Lancer II
Lancer II 2.1.1 3.2.1 Iron Lancer III
Lancer III 3.2.1 5.3.1 Iron Lancer IV
Lancer IV 5.4.1 8.4.1 Iron Lancer V
Lancer V 7.7.1 12.6.1 Pure Iron Master Lancer
Master Lancer 10.10.1 15.8.1 Pure Iron ---
Fire1 Wizard 0.0.1 4.2.1 Brimstone Fire2 Wizard
Fire2 Wizard 0.0.1 8.3.1 Brimstone Fire3 Wizard
Fire3 Wizard 0.0.1 14.4.1 Brimstone Fire4 Wizard
Fire4 Wizard 0.0.1 18.5.1 Brimstone ---
Ice1 Wizard 0.0.1 4.2.1 Glaciers Ice2 Wizard
Ice2 Wizard 0.0.1 8.3.1 Glaciers Ice3 Wizard
Ice3 Wizard 0.0.1 14.4.1 Glaciers Ice4 Wizard
Ice4 Wizard 0.0.1 18.5.1 Glaciers ---
Bolt1 Wizard 0.0.1 4.2.1 ??? Bolt2 Wizard
Bolt2 Wizard 0.0.1 8.3.1 ??? Bolt3 Wizard
Bolt3 Wizard 0.0.1 14.4.1 ??? Bolt4 Wizard
Bolt4 Wizard 0.0.1 18.5.1 ??? ---
Apprentice Wiz. 1.1.1 7.3.2 Scrolls Junior Wizard
Junior Wizard 2.2.1 15.4.2 Scrolls Senior Wizard
Senior Wizard 4.2.1 23.5.2 Scrolls Master Wizard
Master Wizard 5.2.1 35.6.3 Scrolls Ultima wizard
Ultima Wizard 8.4.1 50.10.5 Scrolls, Ultima Stone ---
Chocobo Units(all require chocobos):
**Wild Chocobo 2.1.3 -- None ---
Chocobo Squire 1.1.3 -- None ---
Chocobo Rider 3.2.3 -- None Chocobo Rider 2
Chocobo Rider 2 5.2.3 -- None Master Chocobo Rider
M.Choco.Rider 8.2.3 -- None ---
Chocobo Knight 5.1.3 -- None Chocobo Knight 2
Choco.Knight 2 8.3.3 -- Iron Chocobo Knight 3
Choco.Knight 3 12.5.3 -- Iron Master Chocobo Knight
M.Choco.Knight 18.8.3 -- Pure Iron ---
Chocobo Archer 1.1.3 2.2.1 None Chocobo Archer 2
Choco.Archer 2 3.1.3 5.3.1 None Chocobo Archer 3
Choco.Archer 3 6.1.3 8.4.1 None Master Chocobo Archer
M.Choco.Archer 8.2.3 12.6.2 None ---
Chocobo Guard 1.4.3 -- Iron Chocobo Guard 2
Choco.Guard 2 2.6.3 -- Iron Chocobo Guard 3
Choco.Guard 3 3.10.3 -- Iron Chocobo Guard 4
Choco.Guard 4 5.16.3 -- Pure Iron Master Chocobo Guard
M.Choco.Guard 7.20.3 -- Pure Iron ---
Choco.Fire Wiz. 1.1.4 6.4.2 Brimstone ---
Choco.Ice Wiz. 1.1.4 6.4.2 Glaciers ---
Choco.Bolt Wiz. 1.1.4 6.4.2 ??? ---
*Hidden Nationality Unit
**Barbarian-only unit
Ok, this doesn't include unique units. Note that the Ultima Wizard is
extremely powerful but also note that I haven't put in production costs yet. These are going to probably be in the "wonder" range of production cost. Also the "Ultima Stone" resource is probably going to be rare as well. But neither are available until the very last stages of the game(Ultima Stone is probably going to become available at the same time as Uranium). Might even require a wonder to use it as well(i.e. Manhattan Project).
The chocobo resource is going to replace horses. There are two types of iron, the second of which becomes available in the early 3rd era. This represents the purer forms of iron used to create better and stronger weapons and armor.
I also added in 3 magic resources. Brimstone is required to build Fire Mages, Glaciers are required for Ice units(although if anyone has a better idea for a name I'd love to hear it), and I need to come up with a resource for Lightning Mages.
Finally the Scroll resource is required to build the standard Wizard units. These units actually have an attack/defense(including the Ultima Wizard) so they can't be captured. Protecting these with lots of Chocobo Guards is important, since even the best one has a defense of only 4. (I sure hope it'll let me use a bombard range of 10).
Culture is probably going to be limited, with a border multiplier of 20 or 25. Governments, as I already said, are going to be limited to Monarchy, which you get very early in the second age. (It'll be behind a low-cost tech, however, so that it's not auto-learned on era change).
I also still have to come up with a tech tree, but there's a basic order to things. The 'standard' Wizard unit isn't available until mid-3rd age(Scrolls=Rubber). When the game first starts, you can only build Workers, Settlers, and Squires. I might keep the standard Scout unit as well, but I don't think I'm going to use the Civ Attributes too much so there won't be any 'expansionist' empires.
Actually, I haven't put too much thought into the individual Civs yet because I still need to do the in-game research required. I'm pretty sure there were 7 kingdoms but not exactly 7 castles. I'm also not sure about what Civ Attributes i should use, if I should use them at all(i.e. keep everyone Militaristic and Industrious).
Going back to culture again, I just remembered that one central church controlled the entire continent. This is going to mean that one local church isn't going to be too different from another, so Cathedrals(temple replacement) and Churches(cathedral replacement) are going to have 1 less culture point. Libraries are going to be available early however, by the middle of the 1st era, but Universities won't be around until late 3rd. This means a relatively slow tech pace, but I'll probably reduce the tech costs slightly.
The tech tree itself is going to be radically different from the original Civ tree, due to the fact that most of the units(if not all) are different. This is going to be a long process, creating and mapping out the required techs. Just about each unit is going to have a tech of its own, with a complex branching in the early 2nd era to represent the 'discovery' of magic, with the first set of Mages coming out. This will lead to a rush on resources. At the same time, on a seperate path, there will be a development of the Chocobo units and the intermediate classes.
Actually, I'm getting ahead of myself here already. Should start with the ancient age first. Several starting paths, which may or may not be interconnected. Some sort of "Training" tech will allow Barracks and the building of the Squire II units. After Training is researched, a "Defensive Tactics" tech is available, and this enables the standard 1.2.1 Knights.
On a seperate track, Archery starts out the Archer class(2.1.1/2.0.1) and is followed by whatever tech gives Cathedrals(1 cpt).
A third track would introduce Lancers(1.1.1/1.2.1) as a second-level tech.
A fourth and (possibly) final track starts out with "Farming" which allows irrigation(it won't be enabled by default) and is followed up with "Chocobo Herding". Chocobos now appear on the map but no units are available yet. The Chocobo resource gives 1 food and 3 commerce.
After that comes "Chocobo Farming" and allows the Chocobo Squire unit.
These all intermingle farther down the line until you get to the end of the 1st era.
In summary, 1st Era Units:
Worker, Settler, Squire(1.1.1), Build from start
Squire II(2.1.1): Requires "Training", allows Barracks.
Archer(2.1.1/2.0.1): Requires "Archery"
Lancer(1.1.1/1.2.1): Requires some tech that I don't have a name for yet.
The early second age starts with an explosion of units. (Saving thread now so that I don't lose this all.)