I'm in the process of building a very un-Civ-like scenario called After The Holocaust, which starts with gunpowder units and progresses incrementally rather than by huge leaps. In order to differentiate the units and make the combat somewhat more interesting, I've developed a brigade system like the one in HOI. Haven't tested it yet so I'm not sure if it works as advertised, but I've broken down the infantry in each 'era' so that you can do the following with it:
Types
=====
Foot - basic infantry, no modifications; 5 mp
Motorized - increases movement by 3 mp
Mechanized - increases movement by 5 mp (10 total), allows infantry to blitz
Amphibious - turns infantry into marines, can assault directly from transports
Brigades
======
Engineer - ignore river penalties, increased defense bonus in cities, forests, and jungles
Field Hospital - heals units in same and adjacent tiles
Artillery - allows infantry to first strike, unless the opposing unit also has artillery
Antitank - gives infantry a bonus against armor
Antiair - gives infantry a chance to intercept air units in the same or adjacent tile
I'm thinking about adding 'airmobile' to the type of infantry, then disallowing brigades for that type of unit (airmobile units don't have attached heavy brigades, for obvious reasons).
Infantry can only have one brigade at a time.
All brigades reduce the movement of the infantry by -2 and increase the cost of the unit by 50%. Motorization costs 25%, while mechanization costs 50%. That means that a mechanized infantry division with an attached artillery brigade would cost twice what a foot infantry division with no brigades does. This might be increased by 50%/100% if motorizing/mechanizing a division isn't expensive enough.
All changes are represented on the unit by promotion icons; most of the promotions were removed from the game. That way once you get used to the icon changes you can tell at a glance whether the unit is motorized, or has a field hospital, and so on.
I haven't gotten to armor yet, but I'm thinking that armor will be able to have brigades as well (except the field hospital). Unlike HOI I don't think I'm going to differentiate between self-propelled units and non-self-propelled units; too much detail for too little benefit.
Any thoughts on how to make the system more interesting, or problems that might crop up that I haven't thought of?
Max
Types
=====
Foot - basic infantry, no modifications; 5 mp
Motorized - increases movement by 3 mp
Mechanized - increases movement by 5 mp (10 total), allows infantry to blitz
Amphibious - turns infantry into marines, can assault directly from transports
Brigades
======
Engineer - ignore river penalties, increased defense bonus in cities, forests, and jungles
Field Hospital - heals units in same and adjacent tiles
Artillery - allows infantry to first strike, unless the opposing unit also has artillery
Antitank - gives infantry a bonus against armor
Antiair - gives infantry a chance to intercept air units in the same or adjacent tile
I'm thinking about adding 'airmobile' to the type of infantry, then disallowing brigades for that type of unit (airmobile units don't have attached heavy brigades, for obvious reasons).
Infantry can only have one brigade at a time.
All brigades reduce the movement of the infantry by -2 and increase the cost of the unit by 50%. Motorization costs 25%, while mechanization costs 50%. That means that a mechanized infantry division with an attached artillery brigade would cost twice what a foot infantry division with no brigades does. This might be increased by 50%/100% if motorizing/mechanizing a division isn't expensive enough.
All changes are represented on the unit by promotion icons; most of the promotions were removed from the game. That way once you get used to the icon changes you can tell at a glance whether the unit is motorized, or has a field hospital, and so on.
I haven't gotten to armor yet, but I'm thinking that armor will be able to have brigades as well (except the field hospital). Unlike HOI I don't think I'm going to differentiate between self-propelled units and non-self-propelled units; too much detail for too little benefit.
Any thoughts on how to make the system more interesting, or problems that might crop up that I haven't thought of?
Max