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Horses out of meteors

vanDietsland

Chieftain
Joined
Jun 29, 2011
Messages
36
So why does it happen, is there a historic moment behind it? In my eyes it just doesn't make sense.

It does make sense if it would give extra iron with science like finding a goodie hut or just iron to mine and maybe gives science or even faith in early games
 
The reference is to meteoric iron. Heavy cavalry is the unit class most reliant on iron, and they’re also among the most powerful units to get for free. Civ 6 knights don’t actually need horses, after all...

Admittedly a Swordsman would probably make more sense in the classical era, but presumably awarding a unit of a certain class was easier to implement.

It’s gamey but I don’t mind it. A free unit feels more impactful than an iron resource that probably isn’t anywhere near your territory anyway.
 
It should have been an offmap iron source, although i wouldn't mind a temporary unique buff to iron units (not permanent promotion since that would make it useless to take multiple craters)
 
Iron mines from meteorites sounds like a great way to ruin planned district placement.

And what's the point of randomising Iron mid-game? If that's all meteorites do, they are useless.

Awarding a free unit reliant on iron is a way to represent the likely uses the limited amounts of minerals a meteorite carries would be applied to.
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Anyway, here's an idea:

- Free Military Unit and Science boost when captured by a military unit;

- Relic and Civic boost when captured by a religious or civilian unit;

- Artifact with inherent science bonus when captured by Archeologist.
 
It’s just another type of a goody hut. Although you would sooner expect Martian tripods to emerge from them and give a shot at Earth domination.
 
It’s just another type of a goody hut. Although you would sooner expect Martian tripods to emerge from them and give a shot at Earth domination.
Surely that will be added in one of the next mode. You know, the one with Zombies invasions...

*And no, the fact that I would have loved to mod both those fantasy apocalypse mod before them is not the reason why they're not releasing the source code: it's something that could be modded in with the current tools.
 
Personally, I'm not offended by the extra unit.

Honestly, how often is extra iron useful anyway? Usually, even in the early game, the iron storage is maxed out soon enough. Not to speak about later eras, when iron is obsolet in addition to that.
Production times are always useful, though and being granted a free unit is way more valuable than a free (and probably surplus) resource that just might be sold for money if it isn't wasted anyway.

But if the additional unit is messing so badly with the immersion - maybe grant a production boost in the capital then? This would have almost the same effect as currently (and is also more flexible). The boost could even equal the production cost of the most recent heavy cavalry unit, resulting in exactly the same outcome, if such a unit is in production at the moment!

Later in the game, "harvesting" those meteorites could give a noticeable one-off science boost (for the sake of "realism").
 
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Makes the same sense as heavy cav. (Knights) not requiring horses... so, this is just the tip of the iceberg...

probably a lump sum of iron will not work (as commented bu deggial, you may have it soon maxed out and it becomes useless in latter eras), but some good ideas have been brought here: make it an special promotion (as natural wonder promotions) for an existing unit, or a relic/artifact type object.
 
What about using the already existing archeological digsite decision-making algorithm? (For "minimal" effort and maximal gain.)

When entering the tile, the player may decide to obtain ...
a) ... a unique promotion for this unit (I like this idea very much; individualizing units is fun. :) )
b) ... a production boost in the capital
c) ... a science boost.

Strait forward "goody hut" boosts would be a little bit bland, in my opinion. Goody huts are good for goody hut boosts. (Say this three times in a row.)
Meteroites should feel more special.
 
A better than giving iron the accurate solution would be to give Iron, aluminium and later Uranium (Uranium is much less frequent in meteorites than on earth surface though, but still would work). By the way there are already mods based on this ideas.

However while these ideas would be more accurate. They would be less interesting mechanically, the new unit actually plays very well. Here gameplay precedes to accuracy, as it should be!.

Also, is a cool node to exploration, exploring or racing to the site gives you a unit of high mobility that is always useful, it works and I like it.

It is true that is kind of a weird abstraction, but we are ruling a civilization with a stack of cards and batling our religion with magic. The meteor mechanic is also an abstraction, but actually works in game much better than many other abstractions of the game.
 
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I'm a fan of having meteorites in the game, but I'm not so sold on the free heavy-cav unit.

It makes sense that the meteor can provide iron that contributes to creating the unit. It just feels a little disjointed to me to have the unit appear out of no where without having to build anything.

There is a lot we are learning from meteorites now days, so it would be nice if it gave some science and that scaled by era. So in the early game meteorites are about the iron, and in the late game they are all about the science.
 
I'm a fan of having meteorites in the game, but I'm not so sold on the free heavy-cav unit.

It makes sense that the meteor can provide iron that contributes to creating the unit. It just feels a little disjointed to me to have the unit appear out of no where without having to build anything.

There is a lot we are learning from meteorites now days, so it would be nice if it gave some science and that scaled by era. So in the early game meteorites are about the iron, and in the late game they are all about the science.

Is a class that requires either aluminium late game ir iron early game. Both found in meteorites.

I think it actually works much better than other ideas. A source of metal? Good luck waiting for a meteorite to fall on your backyard early game to be able to use it. A flat ammount of metal? Ok, but if you already have metal why even care?. A free promotion? That is equally gamey and less fun in my opinion. Gold? No thanks, we already have the huts for that.

Fxs finally adding meaningful and fun mechanics to the game! I actually want to celebrate.
 
Personally, I'm not offended by the extra unit.

Honestly, how often is extra iron useful anyway? Usually, even in the early game, the iron storage is maxed out soon enough.

probably a lump sum of iron will not work (as commented bu deggial, you may have it soon maxed out and it becomes useless in latter eras)

you should never have your iron storage maxed out. ever. your only excuse is if there is not a single AI around willing to buy it, which rarely happens on standard maps. even very late in the game some AIs will still buy Iron because they produce units requiring iron.

if you have some iron, you sell that stuff. instantly. unless you're going to war in the next 5 turns. you never want to accumulate any strategic ressource and have it sitting there. trade it away, make use of it.

the early game iron/diplo favor/horse ruins are so strong because they give you a lot of lump gold, and lump gold is very strong early on. strategic ressources are strong not because they allow you to build those units, but because they are a reliable stream of gold!
 
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