Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 3,822
Let's assume that even early on, our warrior unit is supposed to represent an armed force and fight other humans, thus an army.
Armies are usually composed of heteroclite types of units, who have different purposes.
Alright. So let's say my first warrior is an army and that all I know of is melee strenght and ranged attack. (slingers)
So, my warrior should have the ability to shoot in range, within its aptitude to do melee.
If you consider that hunt is principally a question of range even early, it does not sound strange at all, even for very early "random" forces, it's the other way around that sounds strange. If any, our main starting unit should be a slinger in terms of Civ6, not a melee warrior. Melee should even be a powerful acquired ability in order to fight other humans, not animals. (promotions ?)
So my point is to assume that everything that looks like an army, like warriors, should have some sort of ranged attack too, and anything, when the technology is available, too, like mounted units. All these packed in a single unit.
[Digression]
Now, let's think in terms of specialization... for example, the slinger skills are not to be wasted against strong warriors ; that would be a massive loss for the tribe if they get killed. On the other hand, bows and even more crossbows need less training to be used, like not necessarily the work of a whole life (pro slingers : around 15 years of formation, versus say 1 year for pro archers, and a few days/weeks for a pro-crossbow). So they should be cheaper to produce right ? And more willing to fight against other humans, too. Now, bows and especially crossbows are more difficult to make than slings.
So, there is two types of specialization here : the one of the one who uses the weapon, and the one of the one who fabricates it. The Civilization games used to correlate intrically the ease of use (increased strenght, no specialization here) and the hardness of making. (more costy to produce, not much specialization here either)
I propose to include specialization in the way of building and using units.
Fistable, strongest units (I mean due to "better" equipment, and I will assume here that "better" is "easier to use", while I assume too that the "efficiency" of the weapon can be a little bit better too, but the curve of "efficiency" has a lot to do with ease of use), should maybe have a little bit better strenght, however not all the time : the major difference would be in the training required time : the "better" is the weapon, the shortest the training/building time.
Second, the specialization required in order to make the weapon : even in stone age, it required some good lump of training in order to make stone axes, spears or knives. This is especially true for melee weapons. As presented in Civ6, the ease of make was equal to the hardness of use for ranged weapons. (a sling is easy to make, a bow a lot less, and a crossbow yet another step in the difficulty, while those weapons went through a threshold in ease of use)
Basically, a sling would require no specialization to build, a bow a lot more and a crossbow would need a whole fabrik.
So either we go "building specialization is acquired" not matter what, and in that case the curve is a constant line affecting no building times, either we want to give the player to manage it, for additionnal challenge and realism, as to know "can his industry match the terrain needs", to see him fail or struggle some times.
Obviously, Civilization got some interest in taking it into account, other way the units would be cheaper and cheaper to build, while the production capacity constantly increasing... but wait, wouldn't it be preferable ? At the only condition that the production overflow takes into account a great amount of upcoming products, unlike it is in previous Civs, or at least Civ6. That way, one could build several units in the same city and in the same turn. How to balance it ? Easy : maintenance. Gold would be more of a decisive factor. Don't get me wrong, it is already the case in Civ6 if you paid attention, especially early and with civs like Scythia. (and especially in multiplayer) But it could become I don't know... more visible. After all, more than 50% of the revenues of most countries goes into army. So I suggest that the difference between having no trade routes and having just one to be more visible. Internal trade routes might be just tax collectors. You might need additionnal gold in order to "mount expeditions", whether they are scouting (exploration), settling or wars.
Now, we could also mitigate "ease of use" with "population loss". I mean, if you don't have to build equipment [acquire specialization] from scratch every single time, you certainly have to pick your warriors in the population, or its equivalent more or less (food). One could easily convert population points or food stocks into units. For example : you produce a modern infantry, it needs 10 food from your stock. If you have 10 food or more, you don't lose population but this city growth will take longer. If you have less than 10 food or build several modern infantries, you would lose one population or more. Note that due to how works population growth in Civ, the biggest the city, the less population you might lose. (for the same amount of units produced)
[Back to topic]
Now we see that a "military unit" would be in fact an "army", and that there would be only one type available at a given time, except for scouts maybe. (unless you want to make deliberately outdated units) Fact is, that it would be longer to train the more specializations you add to it. I would like specializations to be actual promotions, experience in battle not necessarily giving any. A military unit would have as many promotion slots as there is different types of units in previous Civs, +1 maybe for the logistic part (blacksmiths, mecanicians, cookers, etc., another layer of specialization, but the "makers" part of specialized people) Those specializations/promotions would give special abilities in the battlefield, like one or two ranged strikes before melee for ranged abilities, the ability to finish off another army if its health goes to red if you have light cavalry, better overall strenght if you have heavy cavalry, and so on.
I'm now a little bit torn about wether to give the player the ability to choose the specializations of his armies in a submenu a la Alpha Centauri, or if all his armies/military units should be given automatically what he has knowledge of, and, obviously, raw materials for. You to tell me. I would prefer the second, but it would prevent for epic battles like Napoleon ones when the main force is caught back by a cavalry force in the middle of a fight for example... but that's not like previous Civs was giving us this sort of feelings you know... but why not : I prefer the first now all of a sudden. Don't get me wrong, any army should have its logistics slot... might it even be deleted (killed or captured) by enemies ?
There, I think I got around pretty much. Considering the building specialization is acquired no matter what once the technology unlocked. Just keep in mind that every specialization slot would require money. I just want to inflate the numbers for a better sense of gold. (in expanses AND gains : there would be a major difference if you do the right things, like building a trade route, or not)
Armies are usually composed of heteroclite types of units, who have different purposes.
Alright. So let's say my first warrior is an army and that all I know of is melee strenght and ranged attack. (slingers)
So, my warrior should have the ability to shoot in range, within its aptitude to do melee.
If you consider that hunt is principally a question of range even early, it does not sound strange at all, even for very early "random" forces, it's the other way around that sounds strange. If any, our main starting unit should be a slinger in terms of Civ6, not a melee warrior. Melee should even be a powerful acquired ability in order to fight other humans, not animals. (promotions ?)
So my point is to assume that everything that looks like an army, like warriors, should have some sort of ranged attack too, and anything, when the technology is available, too, like mounted units. All these packed in a single unit.
[Digression]
Now, let's think in terms of specialization... for example, the slinger skills are not to be wasted against strong warriors ; that would be a massive loss for the tribe if they get killed. On the other hand, bows and even more crossbows need less training to be used, like not necessarily the work of a whole life (pro slingers : around 15 years of formation, versus say 1 year for pro archers, and a few days/weeks for a pro-crossbow). So they should be cheaper to produce right ? And more willing to fight against other humans, too. Now, bows and especially crossbows are more difficult to make than slings.
So, there is two types of specialization here : the one of the one who uses the weapon, and the one of the one who fabricates it. The Civilization games used to correlate intrically the ease of use (increased strenght, no specialization here) and the hardness of making. (more costy to produce, not much specialization here either)
I propose to include specialization in the way of building and using units.
Fistable, strongest units (I mean due to "better" equipment, and I will assume here that "better" is "easier to use", while I assume too that the "efficiency" of the weapon can be a little bit better too, but the curve of "efficiency" has a lot to do with ease of use), should maybe have a little bit better strenght, however not all the time : the major difference would be in the training required time : the "better" is the weapon, the shortest the training/building time.
Second, the specialization required in order to make the weapon : even in stone age, it required some good lump of training in order to make stone axes, spears or knives. This is especially true for melee weapons. As presented in Civ6, the ease of make was equal to the hardness of use for ranged weapons. (a sling is easy to make, a bow a lot less, and a crossbow yet another step in the difficulty, while those weapons went through a threshold in ease of use)
Basically, a sling would require no specialization to build, a bow a lot more and a crossbow would need a whole fabrik.
So either we go "building specialization is acquired" not matter what, and in that case the curve is a constant line affecting no building times, either we want to give the player to manage it, for additionnal challenge and realism, as to know "can his industry match the terrain needs", to see him fail or struggle some times.
Obviously, Civilization got some interest in taking it into account, other way the units would be cheaper and cheaper to build, while the production capacity constantly increasing... but wait, wouldn't it be preferable ? At the only condition that the production overflow takes into account a great amount of upcoming products, unlike it is in previous Civs, or at least Civ6. That way, one could build several units in the same city and in the same turn. How to balance it ? Easy : maintenance. Gold would be more of a decisive factor. Don't get me wrong, it is already the case in Civ6 if you paid attention, especially early and with civs like Scythia. (and especially in multiplayer) But it could become I don't know... more visible. After all, more than 50% of the revenues of most countries goes into army. So I suggest that the difference between having no trade routes and having just one to be more visible. Internal trade routes might be just tax collectors. You might need additionnal gold in order to "mount expeditions", whether they are scouting (exploration), settling or wars.
Now, we could also mitigate "ease of use" with "population loss". I mean, if you don't have to build equipment [acquire specialization] from scratch every single time, you certainly have to pick your warriors in the population, or its equivalent more or less (food). One could easily convert population points or food stocks into units. For example : you produce a modern infantry, it needs 10 food from your stock. If you have 10 food or more, you don't lose population but this city growth will take longer. If you have less than 10 food or build several modern infantries, you would lose one population or more. Note that due to how works population growth in Civ, the biggest the city, the less population you might lose. (for the same amount of units produced)
[Back to topic]
Now we see that a "military unit" would be in fact an "army", and that there would be only one type available at a given time, except for scouts maybe. (unless you want to make deliberately outdated units) Fact is, that it would be longer to train the more specializations you add to it. I would like specializations to be actual promotions, experience in battle not necessarily giving any. A military unit would have as many promotion slots as there is different types of units in previous Civs, +1 maybe for the logistic part (blacksmiths, mecanicians, cookers, etc., another layer of specialization, but the "makers" part of specialized people) Those specializations/promotions would give special abilities in the battlefield, like one or two ranged strikes before melee for ranged abilities, the ability to finish off another army if its health goes to red if you have light cavalry, better overall strenght if you have heavy cavalry, and so on.
I'm now a little bit torn about wether to give the player the ability to choose the specializations of his armies in a submenu a la Alpha Centauri, or if all his armies/military units should be given automatically what he has knowledge of, and, obviously, raw materials for. You to tell me. I would prefer the second, but it would prevent for epic battles like Napoleon ones when the main force is caught back by a cavalry force in the middle of a fight for example... but that's not like previous Civs was giving us this sort of feelings you know... but why not : I prefer the first now all of a sudden. Don't get me wrong, any army should have its logistics slot... might it even be deleted (killed or captured) by enemies ?
There, I think I got around pretty much. Considering the building specialization is acquired no matter what once the technology unlocked. Just keep in mind that every specialization slot would require money. I just want to inflate the numbers for a better sense of gold. (in expanses AND gains : there would be a major difference if you do the right things, like building a trade route, or not)