I'm trying to learn how to make custom units and civs, and I would like to know if this would even be possible before I try to pursue it.
I would like to develop a hybrid unit that would combine aspects of several units into one, and function similar to cities in some key ways.
The CORAL (Combat-ready Omnicapable Recon and Logistics unit) monolith is a large array of crystallized fossil that hovers across the landscape, acting as amplifier and foci for energy. [Unique model + animations are not a high priority]
The CORAL monolith belongs to a civilization that can only make one city and is incapable of expanding borders, producing workers or scouts, or building roads.
The basic form of the monolith would be around 100 production (about the cost of a scout and worker). It has extended line of sight and no terrain cost for movement (may hover above water). It can absorb a forest to produce the CHARGE resource (which can eventually be spent on many things, such as teleporting units). It can absorb a resource to gain a permanent bonus to the output of that particular monolith (less than would have been gained by permanently harvesting that resource though). It can produce units but not buildings.
The basic monolith has the capabilities of a worker in upgrading whatever tile it currently occupies.
It effectively has 1-3 citizens (depending on upgrades) that can work tiles currently in it's personal border (1 hex range, just like the starting city).
Upgrades improve population, defensive strength, resource output (sci, gold, culture, etc.), movement speed, and trade network range.
Upgrades can be built anywhere (either by purchase or production), stored in a resource pool (much like horses or iron), and spent at each monolith to upgrade it's effective power level. These become exponentially more expensive.
Trade routes are automatically made when the borders of the monoliths are adjacent to each other or the main hub city.
It can also upgrade a tile with a Microlith Beacon which extends trade routes over a certain range. This functions even if foreign territory envelops it, and can be built in foreign territory just like roads as long as open borders are in place. It will only cease function when pillaged (like other tile upgrades), or removed in the course of tile upgrade by the owner of the territory.
All monoliths within the effect of trade routes become part of a network which shares resources, and allows for transportation of units. The CHARGE resource can be spent to teleport a unit across this network.
All effects, networks, etc. extend across water tiles so ocean expansion is a possibility.
The idea is to combine cities and support units into a single (easy to keep track of) micro-city or macro-unit, depending on how you look at it.
I would like to develop a hybrid unit that would combine aspects of several units into one, and function similar to cities in some key ways.
The CORAL (Combat-ready Omnicapable Recon and Logistics unit) monolith is a large array of crystallized fossil that hovers across the landscape, acting as amplifier and foci for energy. [Unique model + animations are not a high priority]
The CORAL monolith belongs to a civilization that can only make one city and is incapable of expanding borders, producing workers or scouts, or building roads.
The basic form of the monolith would be around 100 production (about the cost of a scout and worker). It has extended line of sight and no terrain cost for movement (may hover above water). It can absorb a forest to produce the CHARGE resource (which can eventually be spent on many things, such as teleporting units). It can absorb a resource to gain a permanent bonus to the output of that particular monolith (less than would have been gained by permanently harvesting that resource though). It can produce units but not buildings.
The basic monolith has the capabilities of a worker in upgrading whatever tile it currently occupies.
It effectively has 1-3 citizens (depending on upgrades) that can work tiles currently in it's personal border (1 hex range, just like the starting city).
Upgrades improve population, defensive strength, resource output (sci, gold, culture, etc.), movement speed, and trade network range.
Upgrades can be built anywhere (either by purchase or production), stored in a resource pool (much like horses or iron), and spent at each monolith to upgrade it's effective power level. These become exponentially more expensive.
Trade routes are automatically made when the borders of the monoliths are adjacent to each other or the main hub city.
It can also upgrade a tile with a Microlith Beacon which extends trade routes over a certain range. This functions even if foreign territory envelops it, and can be built in foreign territory just like roads as long as open borders are in place. It will only cease function when pillaged (like other tile upgrades), or removed in the course of tile upgrade by the owner of the territory.
All monoliths within the effect of trade routes become part of a network which shares resources, and allows for transportation of units. The CHARGE resource can be spent to teleport a unit across this network.
All effects, networks, etc. extend across water tiles so ocean expansion is a possibility.
The idea is to combine cities and support units into a single (easy to keep track of) micro-city or macro-unit, depending on how you look at it.