Idea for "Privateer"-type units

skywalker

Waffle
Joined
Oct 3, 2001
Messages
317
Location
Virginia
To make land units created with the Privateer ability, such as the Bandit, more realistic, the unit could be given a zero attack and instead have the bombard ability. They could still have a non-zero defense. This would make it so that you couldn't use these types of units to capture cities, which is both unrealistic and unbalancing, but they could "raid" cities (through bombardment) and destroy city improvements or pop points.
 
That sounds like a good idea, skywalker. It wouldn't even be that hard (unless you want an entirely new animation), because all you would have to do is check the Hidden Nationality option for the unit in the editor. That would make it sneaky like the privateer. And no, it probably wouldn't be unbalancing- if you made it weak like the privateer is(2-1-3). Maybe it could be 0 attack, 2 or 3 defense and 1 or 2 movement with 2 or 3 bombard strength.
 
You're right, it probably would be, but the main thing is: if a hidden nationality unit captures a city, the city will go to the civ that used the hidden unit. Therefore, the other civ can tell who used the hidden nationality unit by looking at who owns the city. That defeats the purpose of "hidden nationality".
 
I mainly use hidden nationality much like the sea privateer. That is to attack and harrase the border. You can use them to pillage or even capture workers.

As long as you make them a little more expensive to produce and less powerful than the normal units the AI will build them but not in great numbers. ;)

And by making them weaker in attack you can hardly use them to capture city unless they attack together with other stronger regular units. If that is the case then it is a normal war anyway.

:king:
 
that is a TOP idea skywalker! ... making it impossable for em to capture citys ... also i think it makes em more realistic as it is basicly state sponsored crime bombarding/"raiding" citys and closing roads ...... but then they couldnt kill each other and that would be cool also
 
Well I tried using it for the assassin and special ops unit add ons and I found that the enemy would in fact use them heavily and take each other citys thereby avoiding war almost complelty. Worse then that, They would wander into my terriritory protecting the assassins with spearmen. My choices were to declare war which tarnishes my rep or hope my cities can stave off the assassin. Blah. I hate hidden nationality on land units.

Now on the flip side I felt that privateers were kind of a waste in the modern era. Sure with groups of 3 I can sink a carrier but its not very relaistic so what I did was take the submarine unit. Copy its graphic to a directory call Rogue Sub, rename the ini and add it as a unit with hidden nationality making it available when nuke subs were.

You keep seeing movies where "The russians" are selling off there old diesal clunkers. So I put them to use as a hidden nationality unit. It sure does change the dynamics of sea battles. Also good for clearing out some of those older galleys the enemy likes to throw at you. Diesal subs are fairly wimpy so making them hidden nationality doesnt truely change the game play and its better then droves of wooden privateers attacking my aegis cruisers.
 
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