ls612's C2C Units

Dropping the strength of the recon units will mean that they will not survive long enough to do recon. The thieves etc. will have destroyed them.
 
Dropping the strength of the recon units will mean that they will not survive long enough to do recon. The thieves etc. will have destroyed them.

Don't they already have a city attack penalty? If not, then that would be a good place to start.
 
While we are the issue of Strength. Ever since the Archery, Javelin and Spearmen units got their strength pushed up the first mounted units have been much too weak in comparison. I think we should change the following.

Horseman = 5 -> 6
Mounted Infantry = 6 -> 7
Camel Rider = 4 -> 5
Llama Rider = 4 -> 5
Elephant Rider = 6 -> 7
Mammoth Rider = 7 -> 8
Deer Rider = 5 -> 6
Bison Rider = 6 -> 7
Bear Rider = 6 -> 7

This might actually make them useful.

Actually to tell you the truth I (personally) dont use ANY of the Vanilla/BtS normal units in C2C except the Explorer, because of the str 8, thats the only reason.
 
Actually to tell you the truth I (personally) dont use ANY of the Vanilla/BtS normal units in C2C except the Explorer, because of the str 8, thats the only reason.

That really needs nerfing, it goes directly from Hunters (str 3) to Explorers (str 8). Explorers need to be pushed back into the Medieval Era, and a new unit needs to come in between those two. I'll see if I can find graphics for that new unit.
 
Str 3 Ambushers with the ungodly amount (overboard amount) of Promos available to them now can destroy anything that is fortified on a forested hill with less than Str 7. It took several Rangers with 7+ promos to get rid of them! Mean lil' buggers now. :p

JosEPh
 
Fresh from the presses:
Armored / scout car line -
All vehicles in this line should have flank attack against all Movement 1 artillery/rams (log ram, battering ram, siege ram, catapult, trebuchet, great bombard, bombard, mortar, culverin, falconet, early artillery, artillery) and also against Railway artillery (it can’t really move away and hide on short notice).
Currently, the early units (Motorcycle, War Wheel), are a continuation of the scout line. IMO Adventurer should upgrade into Hot Air Balloon. Motorcycles were used for reconnaissance, but they had other uses as well. Balloons were used pretty much for nothing else but recon.
Right now it is:
Adventurer -> Motorcycle
War Wheel + Motorcycle -> Jeep -> Humvee
Cavalry -> Armored Car -> Humvee
I proposed:
Adventurer / War Wheel / Cavalry-> Motorcycle -> Jeep -> Armored Car -> Humvee Hydromancer didn’t like this though and in retrospect it’s not very good
So right now I’m proposing:
Adventurer -> Hot Air Balloon (recon units)
War Wheel / Cavalry -> Motorcycle -> Scout Car (Armored cavalry)
Armored Car (continuation of the Chariot/War Wagon line) -> Scout Car (merging of lines)
With the APC line replacing the Chariot line.
Originally I wanted to have the M8 Greyhound as a Heavy Armored Car, but the role overlaps with Light Tank too much :(.
Anyway, I’m considering this line an extension of the cavalry line (hence the completely reworked Stats), that serves as a flanking force for Tanks, which are the main attackers.

War wheel
An early steam powered precursor to Motorcycle.
Suggestion: upgrades into Motorcycle
Stats: Strength 30, Movement 2, unit type Wheeled, starts with Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 15%, -25% attack in Jungle and Forest, +25% vs Mounted units

Motorcycle
Motorcycles were used for many things during WW2, Germans weren’t the only ones to use them offensively, but they did it most often, since bikes could keep up with tanks better than trucks of that era. http://worldwar42.blogspot.com/2011/12/best-bikes-of-world-war-2.html
Suggestion: upgrades into Scout Car
Stats: Strength 34, Movement 3, unit type Wheeled, starts with Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 15%, upgrades into Motorcycle, -25% attack in Jungle and Forest, +25% vs Mounted units

Armored car
While Motorcycles are a continuation of the Cavalry line, Armored Cars are one continuation of the Chariot Line (the other one being Tanks). This unit represents relatively primitive armoured cars used in WW1.
Suggestion: upgrades into Scout Car and Transport Halftrack
Stats: Strength 34, Movement 3, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 10%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle
Note: Does NOT start with Commando

Scout Car (Jeep)
This unit merges the Cavalry and Chariot lines, offering mobility superior to either one, while retaining relatively few of their weaknesses.
The unit itself represents light armored (and sometimes unarmored) cars used during WW2.
Suggestions: Change name to Scout car (Jeep was originally a term used to refer to any untested vehicle be it car, tank, or plane. Later it was trademarked and is now a brand name), try reducing the size of the model (compare it with Humvee to see the difference), upgrades into Modern Scout Car (Humvee)
Stats: Strength 36, Movement 4, unit type Wheeled, starts Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

Modern Scout Car (Humvee)
Cold war and modern armored cars, such as BRDM-2, HMMWV (armored variants), Dingo, etc.
Suggestions: Change name to Modern Scout car (Humvee is a slang pronunciation of HMMWV, a military designation of one vehicle family), upgrades into ACV
Stats: Strength 55, Movement 4, unit type Wheeled, starts with Amphibious and Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

ACV
Futuristic armored cars.
Suggestion: Upgrades into Scout mech and Grav scout (new unit)
Stats: Strength 100, Movement 5, unit type Wheeled, starts with Amphibious and Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

Transport Halftrack (new unit)
A predecessor of the APC, to better wage Blitzkrieg with. In a way APCs replace chariots.
Suggestion: Upgrades into APC, uses M3A1 halftrack graphics from http://forums.civfanatics.com/showthread.php?t=192679
Stats: Strength 38, Movement 3, carries 2 Troops, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 10%, -50% attack in Jungle and Forest,
Note: Does NOT start with Commando

APC
Stats: Strength 50, Movement 4, carries 2 Troops, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, -50% attack in Jungle and Forest, upgrades into Modern APC.

Modern APC (new unit)
Uses these graphics http://forums.civfanatics.com/downloads.php?do=file&id=11381
Stats: Strength 70, Movement 4, carries 2 Troops, unit type Wheeled, starts with Amphibious and Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, -50% attack in Jungle and Forest, upgrades into Hi-tech APC.

Hi-tech APC
Suggestions: Lower carry capacity to 2 (unless it’s markedly bigger than its predecessors), increase Movement to 4 or 5, upgrades into Grav Transport

******TRANSHUMAN ERA UNITS, SKIP THIS PART IT UNTIL IS612 IS DONE WITH THEM******
Grav transport
Grav scout

******END OF TRANSHUMAN ERA UNITS******
UNIT TREE
*War wheel / Cavalry -> Motorcycle -> Scout Car -> Modern Scout Car -> ACV -> Grav Scout / Scout Mech
*Armored car -> Scout Car / Transport halftrack
*Transport Halftrack -> APC -> Modern APC -> Hi-Tech APC -> Grav Transport
 
Moving on...
City guard units

Police Squad
Suggestions: Increase speed to 2 (just like Sheriff), change unit model to display 2 cops, instead of cop and dog (easy to confuse with police dog unit)

Early Police Car/ Police Bike (new unit)
Takes place of current Police Car unit in the tech tree.
Suggestion: Sadly I couldn’t find any appropriate graphics for it :(
Stats: Strength 35, Movement 3, rest like Police Car

Police Car
Suggestions: Increase Strength to 45, increase Movement to 4, available a bit later (say with Manufacturing, Logistics or some other appropriate tech representing better cars)

SWAT (new unit)
Something to put between the Police Car and Police Mech. The models don’t show it, but it’s assumed that they also have vans to get them wherever they need to be.
Suggestion: Use graphics from http://forums.civfanatics.com/downloads.php?do=file&id=9080 (the first one seems the best choice). Though an actual SWAT van would be better (or perhaps even a SWAT helicopter).
Stats: Strength 60, Movement 4, rest like Police Car

******TRANSHUMAN ERA UNITS, SKIP THIS PART IT UNTIL IS612 IS DONE WITH THEM******
Police Mech
Suggestions: Upgrades into Sentinel
Sentinel
Added here from the mech line.
Suggestions: Make the model bigger, right now it is very small and easily missed.
******END OF TRANSHUMAN ERA UNITS******

Missiles
All missiles should have an option to attack buildings (like bombers). Since they only have one chance to attack, I propose buffing them a bit.

Buzz Bomb (V1 Missile)
A bit of a pickle here. While IRL these weren’t very effective, early long range missiles were very scary. And then there’s the need to make the unit worth building. So the stats are closer to what Germans expected of these early missiles, rather than their actual performance.
Suggestion: Change name to Buzz Bomb (V1 is a military designation, Buzz Bomb was its nickname, but the term would apply to all such devices, had someone else used them)
Stats: Strength 40, Range 6, 10% chance to evade intercept, 15% damage to city defenses, +50% city attack, cost 100

Guided Missile
Stats: Strength 80, Range 10, 40% chance to evade intercept, 20% damage to city defenses, cost 200, +50% city attack

Precision Attack Missile
Stats: Strength 120, Range 12, 70% chance to evade intercept, 25% damage to city defenses, cost 300, +50% city attack
UNIT TREE
Buzz bomb -> Guided Missile -> Precision Attack Missile
 
Doomsday units

Atomic Bomb (A-Bomb)
Suggestions: Change model to http://forums.civfanatics.com/downloads.php?do=file&id=3691 (the current one works, but B-24s were never used to deliver atomics, Hiroshima and Nagasaki were bombed by B-29s), increase Range to 12, remove Air Strike option, upgrades into ICBM
Note: Splash 0 - strikes only the targeted square

Nuclear ICBM (ICBM)
Suggestions: Upgrades into Fusion ICBM
Note: Splash 1 - strikes the target square and its neighbors

Fusion ICBM (Fusion Nova)
The special effects in its description don’t work (there is a bug in event handler). But this is fine, since there is another use for these units: clean nukes. A pure fusion bomb would produce the effect of a thermonuclear bomb without all the environmental (and hopefully political) fallout, making it considerably more useful. Had the original worked as intended, it would have been a horribly overpowered game-breaking unit (especially with that 75% chance to avoid Interception).
Suggestions: Set chance to remove interception to 0%, does not create Fallout (not sure if this is possible), no other special effects
Note: Splash 1 - strikes the target square and its neighbors

Hydrogen Bomb
A copy of the ICBM, but with splash 2. Since all other weapons in this category, except the Atomic Bomb, are Hydrogen bombs, this one’s name is redundant. It is also overpowered.
Suggestion: Remove it

Tactical Nuke
Early nuclear missiles. Pretty much a V2 with a nuclear warhead.
Stats: Available with Rocketry and Fission, Range 6, chance to avoid interception to 25%, upgrades into Advanced Tactical Nuke, Splash 1

Advanced Tactical Nuke (MRBM)
More advanced Cold War era designs.
Stats: Available with Jet Propulsion and Fission, Range 8, chance to avoid interception 50%, upgrades into Stealth Tactical Nuke, Splash 1

Stealth Tactical Nuke (IRBM)
Latest designs, such as the Topol-M.
Stats: Available with Stealth and Fission, Range 10, chance to avoid interception 75%, upgrades into Tactical Fusion Missile, Splash 1

Tactical Fusion Missile (Tactical Fusi)
Futuristic weapon of clean mass destruction.
Stats: Available with Fuel Cells and Fusion, Range 12, chance to avoid interception 75%, does not create Fallout, Splash 1, no other special effects

Tsar Bomb (new Atompunk unit)
Something to scratch that itch of people who want a really big boom. Based on a suitably insane real world project - http://en.wikipedia.org/wiki/Tsar_Bomba.
Suggestion: Ideally it should use Tu-95 graphics, but since those are already being used by the Atomic Powered Bomber, it will have to use graphics of something else (say these
http://forums.civfanatics.com/downloads.php?do=file&id=11031)
Stats: Available with Nuclear Power, Range 8, requires Atompunk, Splash 2, costs 4000 hammers (at the minimum)

Biological Warfare Missile, BBM, Plague Bringer
A combination of IRL Biological and Chemical weapons. IRL biological weapons are difficult to represent and have a nasty habit of infecting whoever they damn well please and traveling all around the world (think of the SARS/Bird-flu/Pig-flu and how fast they spread all over). Whereas chemical weapons will cause an area to be uninhabitable, but the poisonous agents will eventually break down, making the area habitable again. The Infectious/Plagued Smog combines nastiest attributes of both, since it will make an area very nasty to be in and stays forever, potentially even spreading.
Suggestions: I’d prefer the two types of smoke to be combined into one (that does around 35% damage per turn), since it’s not possible to tell them apart visually and the Plagued Smog is somewhat overpowered (killing most units in 2 turns and whatnot). It is also bugged (Infected/Plagued water is impossible to clean up, no matter the technologies available). Change Biological Warfare Missile to an ICBM type unit that spreads Smog on targeted square only (Splash 0) and lower Splash of Plague Bringer to 2 (5 is way too much). Change name of BBM to Plague Missile.

On a related note I noticed the Promotion Anti-Biological Warfare. It seems kinda pointless.
Suggestion: Change name to NBC-Proof, change effect to “No damage from environment” (especially Smog and Fallout), Robots and maybe some other units would start with this ability.

UNIT TREE
Atomic Bomb -> Nuclear ICBM -> Fusion ICBM
Tactical Nuke -> Advanced Tactical Nuke -> Stealth Tactical Nuke -> Fusion Tactical Missile
Biological Warfare Missile -> Plague Missile (BBM) -> Plague Bringer
 
All vehicles in this line should have flank attack against all Movement 1 artillery/rams (log ram, battering ram, siege ram, catapult, trebuchet, great bombard, bombard, mortar, culverin, falconet, early artillery, artillery) and also against Railway artillery (it can’t really move away and hide on short notice).

Agree.

Currently, the early units (Motorcycle, War Wheel), are a continuation of the scout line. IMO Adventurer should upgrade into Hot Air Balloon. Motorcycles were used for reconnaissance, but they had other uses as well. Balloons were used pretty much for nothing else but recon.

Disagree.

Right now it is:
Adventurer -> Motorcycle
War Wheel + Motorcycle -> Jeep -> Humvee
Cavalry -> Armored Car -> Humvee
I proposed:
Adventurer / War Wheel / Cavalry-> Motorcycle -> Jeep -> Armored Car -> Humvee Hydromancer didn’t like this though and in retrospect it’s not very good
So right now I’m proposing:
Adventurer -> Hot Air Balloon (recon units)
War Wheel / Cavalry -> Motorcycle -> Scout Car (Armored cavalry)
Armored Car (continuation of the Chariot/War Wagon line) -> Scout Car (merging of lines)
With the APC line replacing the Chariot line.
Originally I wanted to have the M8 Greyhound as a Heavy Armored Car, but the role overlaps with Light Tank too much .
Anyway, I’m considering this line an extension of the cavalry line (hence the completely reworked Stats), that serves as a flanking force for Tanks, which are the main attackers.

I think the War Wheel and Motorcycle should be at the same level and the War Wheel should not upgrade into the Motorcycle.

War Wheel
An early steam powered precursor to Motorcycle.
Suggestion: upgrades into Motorcycle
Stats: Strength 30, Movement 2, unit type Wheeled, starts with Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 15%, -25% attack in Jungle and Forest, +25% vs Mounted units

Again I do not think it should upgrade into the Motorcycle.

Motorcycle
Motorcycles were used for many things during WW2, Germans weren’t the only ones to use them offensively, but they did it most often, since bikes could keep up with tanks better than trucks of that era. http://worldwar42.blogspot.com/2011/...rld-war-2.html
Suggestion: upgrades into Scout Car
Stats: Strength 34, Movement 3, unit type Wheeled, starts with Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 15%, upgrades into Motorcycle, -25% attack in Jungle and Forest, +25% vs Mounted units

Wait how can a Motorcycle upgrade into a Motorcycle?

Armored car
While Motorcycles are a continuation of the Cavalry line, Armored Cars are one continuation of the Chariot Line (the other one being Tanks). This unit represents relatively primitive armoured cars used in WW1.
Suggestion: upgrades into Scout Car and Transport Halftrack
Stats: Strength 34, Movement 3, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 10%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle
Note: Does NOT start with Commando

Sounds fine but why not Commando?

Scout Car (Jeep)
This unit merges the Cavalry and Chariot lines, offering mobility superior to either one, while retaining relatively few of their weaknesses.
The unit itself represents light armored (and sometimes unarmored) cars used during WW2.
Suggestions: Change name to Scout car (Jeep was originally a term used to refer to any untested vehicle be it car, tank, or plane. Later it was trademarked and is now a brand name), try reducing the size of the model (compare it with Humvee to see the difference), upgrades into Modern Scout Car (Humvee)
Stats: Strength 36, Movement 4, unit type Wheeled, starts Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

Agreed. I have also changed my mind and agree with the name change.

Modern Scout Car (Humvee)
Cold war and modern armored cars, such as BRDM-2, HMMWV (armored variants), Dingo, etc.
Suggestions: Change name to Modern Scout car (Humvee is a slang pronunciation of HMMWV, a military designation of one vehicle family), upgrades into ACV
Stats: Strength 55, Movement 4, unit type Wheeled, starts with Amphibious and Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

Agreed. I have also changed my mind and agree with the name change.

ACV
Futuristic armored cars.
Suggestion: Upgrades into Scout mech and Grav scout (new unit)
Stats: Strength 100, Movement 5, unit type Wheeled, starts with Amphibious and Commando, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, 1 First Strike, -50% attack in Jungle and Forest, +50% vs Mounted units, +25% vs War Wheel and Motorcycle

Agreed.

Transport Halftrack (new unit)
A predecessor of the APC, to better wage Blitzkrieg with. In a way APCs replace chariots.
Suggestion: Upgrades into APC, uses M3A1 halftrack graphics from http://forums.civfanatics.com/showthread.php?t=192679
Stats: Strength 38, Movement 3, carries 2 Troops, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 10%, -50% attack in Jungle and Forest,
Note: Does NOT start with Commando

Agreed. (still confused on the no commando part)

APC
Stats: Strength 50, Movement 4, carries 2 Troops, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 20%, -50% attack in Jungle and Forest, upgrades into Modern APC.

Agreed.

Transport Halftrack (new unit)
A predecessor of the APC, to better wage Blitzkrieg with. In a way APCs replace chariots.
Suggestion: Upgrades into APC, uses M3A1 halftrack graphics from http://forums.civfanatics.com/showthread.php?t=192679
Stats: Strength 38, Movement 3, carries 2 Troops, unit type Wheeled, doesn’t receive defensive bonuses, chance to withdraw from combat 10%, -50% attack in Jungle and Forest,
Note: Does NOT start with Commando

Agreed.

Hi-Tech APC
Suggestions: Lower carry capacity to 2 (unless it’s markedly bigger than its predecessors), increase Movement to 4 or 5, upgrades into Grav Transport

Agreed.

*War wheel / Cavalry -> Motorcycle -> Scout Car -> Modern Scout Car -> ACV -> Grav Scout / Scout Mech
*Armored car -> Scout Car / Transport halftrack
*Transport Halftrack -> APC -> Modern APC -> Hi-Tech APC -> Grav Transport

Agree with all but the War Wheel.
 
Ok, on the war wheel, which I've brought up too before. Right now its a recon unit that can't attack but upgrades into a Jeep that can and has a whole different kind of strategic function. Perhaps the motorcycle does as well, but have we smoothed out the way that transitions at all?
 
Agree.
Wait how can a Motorcycle upgrade into a Motorcycle?
Because I missed that part when copypasting War Wheel stats :). It should upgrade into the Scout Car.
Sounds fine but why not Commando?
Motorcycles have Commando, because they are a continuation of Cavalry line, which has Commando. Armored Car is a continuation of Chariot line that doesn't have Commando. Armored Car could get it, but I wanted to emphasize the difference between it and Motorcycle.
Agreed. (still confused on the no commando part) ... of Transport Halftrack
I am conflicted whether the Halftrack should or shouldn't have Commando. On the one hand it is a contemporary of Scout Car (Jeep) that has it and its successor (APC) has it too. On the other hand I'm not sure if that won't make it a little TOO mobile. I guess either way is fine...
Agree with all but the War Wheel.
Excellent :).
As for the War Wheel: If it shouldn't upgrade into Motorcycle, it must be at least comparable (if not superior in some way) to it. That means it should get Movement 3, which seems like a bit of a stretch for something powered by steam (and available much sooner). Some other buff would probably also be in order. I just see the War Wheel more as a contemporary of Cavalry, rather than of Motorcycle.
 
I am conflicted whether the Halftrack should or shouldn't have Commando. On the one hand it is a contemporary of Scout Car (Jeep) that has it and its successor (APC) has it too. On the other hand I'm not sure if that won't make it a little TOO mobile. I guess either way is fine...
I'm kinda thinking it should have Commando. But we still need to get a tag in there that limits some units to movement along certain path types to represent this accurately. I'll put it on my list of priority developments.
 
Few ideas.

Add a ealier version of Man of war/ship of the line as they appeared around the mid 1600's and were the main ships of battle for Europeon Nations.

Just a few idea for the British (you prob heard half of these alreday)

Move Redcoat to ealier in tec tree toning the stats down, makeing it the starting gun power unit for british as it was pretty much our uniforms from the mid 1600's onward.

Add a late red coat Unit (based on the mid 19th century uniform) to take the place of the one moved back.

Add British Green Jacket (First regular rifle unit in UK army and was regared as a pretty elite unit in its time) between the early and late redcoat but as a seperate unit. Powerfull but can only build 1 or 2.

SAS Which would replace the speciel forces unit for the british.

Harrier Jump jet. Would be a special plane that takes up only half as much space on a aircraft carrier. Disadvantage is its short range and slightly weaker stats to other planes.
 
Few ideas.

Add a ealier version of Man of war/ship of the line as they appeared around the mid 1600's and were the main ships of battle for Europeon Nations.

Just a few idea for the British (you prob heard half of these alreday)

Move Redcoat to ealier in tec tree toning the stats down, makeing it the starting gun power unit for british as it was pretty much our uniforms from the mid 1600's onward.

Add a late red coat Unit (based on the mid 19th century uniform) to take the place of the one moved back.

Add British Green Jacket (First regular rifle unit in UK army and was regared as a pretty elite unit in its time) between the early and late redcoat but as a seperate unit. Powerfull but can only build 1 or 2.

SAS Which would replace the speciel forces unit for the british.

Harrier Jump jet. Would be a special plane that takes up only half as much space on a aircraft carrier. Disadvantage is its short range and slightly weaker stats to other planes.

If you can find graphics for the new red coat units they could probably added in seeing that the most problamatic part of adding new units in are the graphics
 
If you can find graphics for the new red coat units they could probably added in seeing that the most problamatic part of adding new units in are the graphics

I can have a look. But to be honnest they could just take the existing Rifleman unit and give it a red coat, white pants and black hat. Same with the Green jacket but just subsitute the red coat for a Green Jacket, so really would be a retexture job.
 
Don't they already have a city attack penalty? If not, then that would be a good place to start.

I think all Recon units are defend only. I would prefer giving Recon units lower base Strength and a good withdrawal chance. That would allow them to still explore but not be stack defenders.
 
Here's another thought. Something that I include with every stack is a passive recon unit. This is a unit with +X sight range promotions, staying with a stack to increase its sight range. I find these units very useful for finding new AI cities if I only have one or two armies in the field (of course, these days, thanks to Barbarian Generals and really using the AI strength value to be able to safely declare war, I usually have way more armies). This is as opposed to an active recon unit, moving around on its own, scouting unexplored territory or updating your maps.

I wind up using Hunter-class units instead of Recon-class units for this job. The reasons why:
  • Rangers and up get Hunting Sight II for free for +2 sight range. Scouts/Explorers can only get Sentry for +1 range, and only if they have enough XP to hit level 4 (Combat III + Sentry)
  • Recon units are pretty vulnerable to Assassins. I notice the AI loves to use them. Hunters don't have that vulnerability.

This feels wrong, that I'm using Hunters in preference to Recon units. You have probably discussed this somewhere, but I think Recon units should have access to the Flanking and Hunting Sight promotion lines. Does anyone else do this passive recon? Also, I'd rather not have to rely on a Mounted unit. Recon units are pretty much always available, but Mounted units are not so guaranteed.
 
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