Guerilla should be changed.

CIVPhilzilla

Reagan Republican
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As we all know Guerilla Warfare is vastly different than regular combat as it relies heavily on stealth. In the game guerillas should be given some kind of special ability to go with this. For example the ability to attack a city without reaveling its identity or being hidden from sight by enemy forces. Does this sound like a good idea?
 
Depends on what you want them to be. If it is just an annoyance then hiding them from view might give them too much power. If you made the Guerillas too strong you could make conquering other civs too difficult.

You already have resistors in cities to slow down a rolling advance. If you have invisible units running around you might make warring with other civs a slow and boring pastime that would take all the fun out of it.

On the other hand it would slow down the people that take and raze cities so that they dont have to deal with resistors. Maybe guerillas should activate when a city is razed and that way you cant get away from resistance.
 
Maybe guerillas could be invisible, but only in dense environments like forests or jungles. Or, maybe not.
 
I made the Guerilla "treat all terrain like roads", and with "hidden nationality". And there, you'll get loads of fun and threat, as you'll see at a certain point of the game a true guerilla warfare, no knowing who's who! You walk into a non-hostile area, and bang! First thing you know is that your units were smashed by hords of guerillas. You leave a city weakly defended, next thing you know, it was seized by the guerilla (in which case, the city will fall to the AI, and you'll know who's behind this mess ;))

Edit: Besides, the AI does seem to know how to use them in this case. It raided a group of units i had, in my own territory. One defending unit generated a GL. But the guerillas kept coming until my whole stack was decimated, and the GL was killed :(
I had 5 units, and killed around 14 guerillas... But it was not enough to save my GL...

Edit2: Plus, the AI will send guerillas into your own territory to pillage some improvements on resources tiles... And you can't do sh** about it cause you are at peace with this AI... That adds a bit to the game... :crazyeye:
 
I agree, a movement bonus and Invisible or Hidden Nationality would be nice, but that would require to tone down the stats, and rename the resource-free 6/6/1 unit ;)
Surprisingly, the AI can handle those units quite superior

But: Never give a Hidden Nationality land unit the Pillage ability. Tested it in DyP, and found out it is a gamebreaking exploit for 2 reasons:

1) Once an AI gets a slight edge over its neighbor, it will pillage all terrain improvement. This totally shuts off all weaker AI Civs.

2) Sign a RoP, put a regular unit on top of a stack of HN units, and pillage opponents territory without anything the AI could do against it.
 
Originally posted by Doc Tsiolkovski
But: Never give a Hidden Nationality land unit the Pillage ability. Tested it in DyP, and found out it is a gamebreaking exploit for 2 reasons:

Lowering the stats of such a unit is obvious (in my case, i changed all the stats for all the units)

However, regarding the pillage ability, it's quite tricky, i agree.
The AI can be really tough in this case, and each civ would require more units to be allocated for internal security, preventing them from fighting on the front. But in real life, guerillas do pillage and destroy infrastructure, so that is why i have kept it.

And to counter that, in a bix file i am preparing, i have added the Mountie unit from the Units forum, whose main task will be to track down the guerillas and ensure internal peace... :D

I kind of love it when the civ-world enters into a guerilla warfare :)
 
I dont like the way the upgrade paths are setup. I dont want my Mediaval infantry and Longbowmen to end up as guerrillas in modern times. There should be another unit for them to upgrade into - even if it ends up as rifle/infantry. But maybe their should be some kind of machinegun/engineer/assault infantry unit added for them.

Guerrillas are a 'penalty' unit if you dont have rubber, which is OK. And I think they have their place in the game. I even support some of the ideas above; more movement or hidden nationality. But, they are a bad end for MI and Longbows.
 
I agree, budweiser. Why should conventional military units upgrade to what are essentially ragtag unconventional forces? Since we now have TOW infantry, perhaps these could upgrade to Balou's Modern Infantry or a similar unit, with a somewhat weaker attack than TOW infantry, and much weaker on defense. May need another unit in the upgrade path, as modern infantry will come rather late.

This would need some coding, but I would like to see perhaps 1 or 2 guerilla units generated when a city is conquered, ala civ2, though not in the numbers Partisans were seen, that was really too much, grabbing a city and having 8 or 10 of the pillaging little vermin pop up. Also, when you change governments, the revolution could spawn a few barbarian guerillas from your own cities (if your culture is strong or you change to Democracy they could flip to you after the revolution). I posted an idea like this in another thread about barbarians, where if you have a city go into disorder it will spawn barbarian units that may attack you or nearby civs.
 
Just go to the Units Creation Forum and download some of them.
If you are on PTW, then you must have the WW2 units (machine gunners, flamethrowers, antitanks... etc.) I used them for the upgrade path of my offensive units when replaceable parts is discovered, + i added an offensive rifleman unit for them, when Nationalism is discovered.

Hence, i left the Guerilla an independent unit.

One also could think of upgrading the middle age offensive units to Marines (especially that the berserker has the amphibious caracteristics)...
 
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