civnoob13
King
aluminium is the most abundant metal in the world - it civ 5 is realistic then aluminium will easily be found
Just to throw this idea out there:
I wonder if it would be a good idea or not to have a standard land unit that does not require resources that is basically like the resourcesless upgrade to Infantry (Mechanized Infantry being the normal upgrade route).
Maybe something like 45 strength 2 movement or whatever stats are good. They would look a little bit more modern than Infantry.
Could possibly have a small resourceless upgrade unit to AT guns and maybe AA guns.
This would eliminate the oddity of having WW II style land units in the Modern Era.
The more proper fix would require a change to the Civ philosophy of building units. Building and training units shouldn't tie up your entire city production for years, or centuries in the case of ancient units. There should be a "manpower" concept, and you should be able to recruit however many divisions can be supported by that manpower with no effect on production, calling on manpower beyond that limit should have an impact on production - but in the form of a percentage penalty, not completely tying it up. And training a unit should take X time, not be dependent on the production of a particular city. Want to train 5 divisions of musketeers? Put the order in, and they'll pop out 2 months later. 20 divisions? As long as you have the manpower, they all should also pop out 2 months later. As long as you keep the unit active, it counts as a drain on available manpower. Strategic resources? Great - to build, say, a division of swordsmen, you need to have a unit of iron...or the monetary cost goes up to match whatever the global market rate of iron is. Either way, the division takes 6 months to train.
My two cents.
The more proper fix would require a change to the Civ philosophy of building units. Building and training units shouldn't tie up your entire city production for years, or centuries in the case of ancient units. There should be a "manpower" concept...
The trade-off between buildings and units is a large part of what makes a civilization game. They could change it, sure, but to what particular end. No matter what decisions they make if they retain the turn-based concept there is going to be a significant layer of abstraction to make the game playable in ones lifetime while trying to reflect the entire course of civilized human history.
You are not "Training" Musketeers with the production... you are Building Muskets.
Which also makes no sense. The overwhelming cost in raising a division of soldiers is the training and manpower, not the cost of the muskets - and it doesn't take 50 years to produce the muskets necessary for that division. But, again, I recognize that this model is entrenched in the Civ universe, and unlikely to change.
\Incidentally, something else I've never seen modeled well: the inherent advantage of firearms isn't that they are basically better at killing people, it's that *the monetary and time cost of training the soldiers is much lower*, thus allowing States to field larger armies.
Incidentally, something else I've never seen modeled well: the inherent advantage of firearms isn't that they are basically better at killing people, it's that *the monetary and time cost of training the soldiers is much lower*, thus allowing States to field larger armies.
If they were so prone to include futuristic tech they could have added the ITER project wonder instead of the Giant Death Robot, it is the first experimental cold fussion reactor and it is currently being built on France. Make its effect to make the builder of its civ do not depend on oil nor coal, and there you have an elegant solution to that problem
Cold fusion reactor? AFAIK, and according to the Wiki page on the project, it is a "normal" reactor from the Tokamak type. Nothing to do with cold fusion hypothesism.
The more proper fix would require a change to the Civ philosophy of building units. Building and training units shouldn't tie up your entire city production for years, or centuries in the case of ancient units. There should be a "manpower" concept, and you should be able to recruit however many divisions can be supported by that manpower with no effect on production, calling on manpower beyond that limit should have an impact on production - but in the form of a percentage penalty, not completely tying it up. And training a unit should take X time, not be dependent on the production of a particular city. Want to train 5 divisions of musketeers? Put the order in, and they'll pop out 2 months later. 20 divisions? As long as you have the manpower, they all should also pop out 2 months later. As long as you keep the unit active, it counts as a drain on available manpower. Strategic resources? Great - to build, say, a division of swordsmen, you need to have a unit of iron...or the monetary cost goes up to match whatever the global market rate of iron is. Either way, the division takes 6 months to train.
My two cents.
They DO have fusion power...
Which also makes no sense. The overwhelming cost in raising a division of soldiers is the training and manpower, not the cost of the muskets - and it doesn't take 50 years to produce the muskets necessary for that division. But, again, I recognize that this model is entrenched in the Civ universe, and unlikely to change.