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Landmines, Punji Pits and IEDs

Discussion in 'Civ3 - Creation & Customization' started by Oni Ryuu, Jan 8, 2018.

  1. Oni Ryuu

    Oni Ryuu King

    Sep 8, 2016
    Manchester UK
    Implementing Landmines, Punji Pits and IEDs

    Important information
    • Landmines won’t harm the units of allied or neutral nations.
    • Landmine units can’t kill a unit (despite Lethal Bombardment) but can damage multiple units passing through their tile.
    • Enemy landmine units can’t be destroyed and are only detectable by Detect Invisible units. Enemy mines will be removed if the owning civilisation is destroyed.
    • Only one mine unit is required for each tile. Placing any other unit (except another landmine type unit) on a landmine will make it vulnerable to being captured by the enemy if they attack and take the tile.
    • Tiles occupied by landmines of other nations will remove the movement advantage of a road unless you place a unit on that tile as a ‘minefield guide’. If there isn’t a road, your combat units pass as though there isn’t anything there.
    • None-combat units require an armed escort (or guide) to cross tiles with a landmine unit. (This doesn’t apply to the AI)
    • You can work the land occupied by enemy landmines in peace or wartime.
    • Airdropping onto a mine unit will result in the death of the paratrooper.
    Movement = 1
    Bombard Strength = X
    Rate of Fire = 1
    Shield Cost = X
    All Other Stats = 0
    Hidden Nationality, Immobile, Invisible, Zone of Control, Bombard Fx

    AI players shouldn’t be given Detect Invisible units; the AI will keep trying to attack the mines. Minesweeper units aren’t necessary for human players but it’s nice to know where your enemy’s mining.
    They will work exceptionally well (preplaced and unbuildable) in a scenario. They can’t be used as a Barbarian unit because they are destroyed after use.
    They can be made to go into the land transport of your choice, made to Airdrop or teleported to a mine-laying unit depending on your preference.

    The same setup applies to punji pits just with reduced stats.

    You can also use this method to include remote detonated explosives by adding the Cruise Missile ability and adjusting the bombardment stats to the desired levels.

    Units without HP or nationality like Landmines, Punji Pits and IEDs can occupy the same tile without making one another vulnerable to capture.
    Last edited: Jul 13, 2018
  2. Takhisis

    Takhisis is it fall yet

    Jul 11, 2005
    up yours!
    I think these would be best in a sci-fi scenario where you can have a unit that looks exactly like the underlying terrain except that suddenly it ‘opens’ and a unit above is zapped. If you give them a range of more than 1 then they can act as gun/rocket emplacements.

    (yes, this is inspired by a certain level in StarCraft)

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