How to create a new "army" unit ?? Is it possible ?

A few corrections.

If a transport has the "tactical missile only", it means it can transport a unit which has the "tactical missile".

So by giving the "carry foot only" AND "carry tactical missile only" to a unit, you make it unable to carry anything. Give it a transport of 1... and it cannot be loaded into anything... And you get land based aircraft, that cannot be based on aircraft carrier.

I think Tactical missile + foot allows a unit to load on transport with "tactical missile only" OR "foot only"
 
No, Steph. I've tested this somewhat (I use it a lot in my Greek scenario, among others). Both flags DEFINITELY mean it can be loaded onto transports with both flags, and transports with both flags can ONLY carry units with those two flags. I'm guessing you did not know that, because you have no units with both the "Tactical Missile" and "Foot Unit" flags :)

@Weasel: The Tactical Missile side effect looks very useful!
 
One question... If you autoproduce armies, are they still produced if you have reach your maximum ?
Like 4 cities / army, you have 12 cities, 3 armies. Does the autoproduce create a 4th army?

If you do the simple test I described with setting the palace to autoproduce an army every turn (to get a result in a short time), you will see, that -even if you have only one city (with the autoproducing palace), in turn 3 you have two armies , in turn four 3 armies and so on -so you have only one city.

And there are scenario settings, where such autoproduced armies are needed desperately, for example when you start a scenario with very strong units and than you can only produce a cornucopia of much weaker units, but with the army they have a chance to upgrade to such strong units as the starting units. In such kind of scenarios the autoproduced armies in higher numbers are needed for balancing reasons.
 
I set the "foot unit" flag to the infantry, and the "load foot unit only" to the infantry army.
So I'm not sure you can use the trick for classical/medieval Indian army.
If you are making an ancient/medieval mod only perhaps you can use the tactical missile flag?
It works because I can set Cav & Chariots as Wheeled, which I would anyway for the terrain restrictions & Infantry & Archers as foot. elephants can get the TM flag. This range would allow me to make "heroic" units of different types- The hero as the army & his retinue of similar type as the transported units.
IIRC the TM flag also allows the unit to bombard (not attack) directly from a transport, if applicable.
@Weasel: The Tactical Missile side effect looks very useful!
If I understand rightly, an army is a transport, so if I give an elephant archer, for example, a bombard, it could do so from an army.

In the situation where there are several types of armies how does a GL select the type of army to become?
 
If you do the simple test I described with setting the palace to autoproduce an army every turn (to get a result in a short time), you will see, that -even if you have only one city (with the autoproducing palace), in turn 3 you have two armies , in turn four 3 armies and so on -so you have only one city.

And there are scenario settings, where such autoproduced armies are needed desperately, for example when you start a scenario with very strong units and than you can only produce a cornucopia of much weaker units, but with the army they have a chance to upgrade to such strong units as the starting units. In such kind of scenarios the autoproduced armies in higher numbers are needed for balancing reasons.
Ok, then it's what I thought. I still think it is better to have a limitation of the total number of armies to keep it balanced in most cases.
But I agree it's better to have autoproduce in some cases.
 
So I guess any other army types must come from the build queue or be autoproduced.
That's right :)

It works because I can set Cav & Chariots as Wheeled, which I would anyway for the terrain restrictions & Infantry & Archers as foot. elephants can get the TM flag. This range would allow me to make "heroic" units of different types- The hero as the army & his retinue of similar type as the transported units.

No, "wheeled" does not affect which transports a unit can/can't enter, nor does it have any connection whatsoever with the "Foot Unit" flag. You can only have the four different unit "classes" discussed above.
 
No, "wheeled" does not affect which transports a unit can/can't enter, nor does it have any connection whatsoever with the "Foot Unit" flag. You can only have the four different unit "classes" discussed above.
Thanks for the clarification. I put too much information there. I was trying to say that I could create a situation where one type of army could have only infantry ("foot") & another for both cav. & chariot.

But it looks from Weasel Ops' chart above that once you start splitting things then there's no army that can carry all four classes.:sad:
 
If you want, that a unit with two HPs is boosted up to six HPs, do you have to set the army to four or to six HPs? So, are the unit HPs and the Army HPs cummulative, or are only the Army HPs counting ?
 
So in my example I would have to give 4 HPs to the army. Thanks for the answer Steph.
 
Back
Top Bottom