Idea for military units

sqdtnz

Chieftain
Joined
Jun 29, 2008
Messages
53
Hey, I wrote some ideas here before, I don't know if those got any replies, but well.

I played Spore before, and some stuff they do there could be interesting for Civ5.

Imagine you could create your own military unit. Not having to choose a pre-made 1, you could create a unit, give it a weapon, armor, a horse or a vehicle... Depending of course on which resources you possess and the scientific level.

For example, you discovered Bronze working, and you are mining bronze, now you can edit your custom unit by giving it a bronze armor plate, a helmet and a spear.

If you want to also have a archery unit besides your bronze spear unit, you can create a new unit, and make one that's specialized in archery, maybe without armor plating for better movement.

The cost of building this unit for your cities depends on how much items, and which items this unit uses. An iron plating should costs more 'shields' to produce than bronze.

Also armor plating could limit a unit on manouverability. So you get to make choices, like defence vs offence vs movement vs health points vs ...

What do you think? Or is this idea already posted before ;z
 
It would be fun, but there needs to be pre-made units as well. Otherwise it will get very, very tedious having to make new units every game.
 
thats a really good idea, but i agree with Onionsoilder. you would also need to add in the cost of the unit, like bigger units need more money. another thing is the movement and special abilities, along with pop cost.
 
Maybe you can (like in Spore) have presets you can keep using (or even use other people's online shared presets) in other games aswel.

But the idea is that the design of your military unit becomes part of a tactic you prefer. You can create a huge amount of weak units, or a smaller amount of strong units. And you can create units specially designed for a specific task.

But for example, if you have gunpowder and your neighbor does not, it means your unit will simply have more firepower. Then you can go cheap on the armor etc... But your neighbor maybe will need to adjust his military just to you, so they do not have gunpowder, they will have to improvise on... something to counter that. So you basically will have to adjust your military to your neighbors, so each situation requires different choices.
 
Edit extra:
Spore 'stole' enough civ's ideas, for sid meyer to steal some of Spore's imo ;p
 
Well, I'd like to add biological and chemical weaponry. They would a regular missile, with a range of eight. The hammer cost would be similiar to the ICBM, however, the key difference is the effects spread.

There would be a couple of new techs and national wonders. After Medicine, you could learn Pharmaceuticals (spelled right?) which would enable the National Wonder Aspirin. Then you (and only you) could build Chemcial Weaponry.

After Pharmaceuticals, you could learn Vaccination, and build the Polio Vaccine, which enabled biological weapons.

Chemical weapons would kill anything in the initial attack, then, each turn, the effect hits all adjacent squares, and takes half the HP of any units in them. Each turn, the effect speads one square, and deals half as much damage.

Biological weapons wouldn't do any damage, but add a whole bunch of sickness to the city, like 100. Any units in the tile gets infected, and looses HP over time. If that unit moves, it infects any tiles it comes across. Units that cross those tiles get infected, and the cycle continues.

Of course, these have a lot danger to them, as the real weapons do.:nuke:
 
Well, I'd like to add biological and chemical weaponry. They would a regular missile, with a range of eight. The hammer cost would be similiar to the ICBM, however, the key difference is the effects spread.

There would be a couple of new techs and national wonders. After Medicine, you could learn Pharmaceuticals (spelled right?) which would enable the National Wonder Aspirin. Then you (and only you) could build Chemcial Weaponry.

After Pharmaceuticals, you could learn Vaccination, and build the Polio Vaccine, which enabled biological weapons.

Chemical weapons would kill anything in the initial attack, then, each turn, the effect hits all adjacent squares, and takes half the HP of any units in them. Each turn, the effect speads one square, and deals half as much damage.

Biological weapons wouldn't do any damage, but add a whole bunch of sickness to the city, like 100. Any units in the tile gets infected, and looses HP over time. If that unit moves, it infects any tiles it comes across. Units that cross those tiles get infected, and the cycle continues.

Of course, these have a lot danger to them, as the real weapons do.:nuke:

thats a good idea, but the chemical weapon sounds too much like a "god mode" weapon that has no setbacks. of course, it would probably still need to have a negative affect on other civs' attitudes towards you, like nukes.


:nuke::nuke:
:run::run:
 
Oh, no, it could have tons of setbacks, like your biological weapon could inadvertantly end up infecting your civ. A chemical attack that's too close to a bordering civ could kill one of their troops, and the end up declaring war on you. That could be a consequence, if a third civ gets infected or killed with one of these weapons, its an automatic act of war. Better make sure you're playing Settler Mode, and you're armed to the teeth.
 
T-virus! Nemesis and Tyrant 103 units! A city afflicted with T-virus would rapidly lose population and create barbarian zombie units which could infect other units and cities. Special anti-biohazard units could decontaminate an area.
 
It would take a long time to set up and you would need some pre-made units, but it is an awsome idea!
 
I was actually thinking about sqtdnz's idea today, and it would add realism to the game by giving different nations units different abilities, just like actually happens, and would allow you to further develop units, again, which actually happens
 
I was a very extended player of Alpha Centaury, and I can assure that "normally", there no weariness about making new units.

Also, Always is a premade that make you don't loss time if you simply want the "basic" unit, not more expensive and better.

Anyway, I think very possible included the perfect graphic representation in game: The units are a bit modular (they're body, weapons, shields...), and you only need to elect the combination you want. INCLUDING (like in Alpha Centaury) making new types of workers and settlers. You maybe want to make Cheap workers, but maybe want workers in a tank, for speed and defense (no attack).

1-> Type of unit: (Footmen, mountedmen, charriot, ship, 4wheled, tank, airship, misil...)

2-> Type of mount (not only for mountedmen): (Movement, +/- attributes)
Mountedmen:Horse, Elephant, Camel.... (this make the possibility that elephant/horses/camels have his own atributes to the "betterment" of the unit, and if any civ doesn't have horses, they can make the most of the speedy units with camels, as example. This will make a very more varied civ, based in the lands of the civs.

Charritos: Open charriot, Close charriot, type of locomotion...

Ships: Ship estructure (trireme, carrack, transport, destroyer, etc)

Etc.

3-> Type of weapons (Strength and attack): Wooden Clubs, Wooden spears, Stone axes, Stone spears, jabalins, bow, longbow, iron sword, iron axe, iron spear, crossbow.........
(and combinations like (longbow+iron sword, maybe) (make the unit more expensive, but more multi-efficient)

4->Type of deffense(Strength and deffense): (Shield in early times, armor and shield in later times, armor in modern times) broquel, wooden shield, iron shield, tower shield (reduce attack and incremenant deffense)...

5->All others special things, in special to modernity (Powersources, additions (like Chemical weapons), no-radar options, etc.



Isn't a bad system to implement, the major problem is too make it equilibrated, not allowing too much "winner formulas", and etc.

But with a good system graphic to see what unit are you creating, most players could have a great joy in he making.
 
I wrote this in another tread, but i think fits here better:

"What if units could be more diversified instead of a single type (rifleman, archer, machine gunner etc). Maybe you could produce weapons individually and standart units. Each unit produced you equip with an arbitrary number of weapons (maybe 5 or 6?). You then equip with the weapons you want, 1 longbow, 1 pike, 3 swords and a siege weapon -> the unit would have 1 first strike chance and would battle slightly better in cities and agains mounted, would be good agains melee and lil bombard habilty. This way you could emphasis in what you want for your units.
It's a combinations of armies and units and introduce the rpg element (promotions or the Ramesses idea) without much tactic."

Newer weapons would come from techs.
Creating units this way would be as fast as promoting new units.
 
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