I was thinking, that here are a lot of discontinuities in Civ 3. For example, Rome is not an (extremely) effective conquering Civ in their Unique Unit era. Or the fact that the Mongols have a UU that is no better than a knight in attacking, despite the fact that their horse archers in real life were the terrors of the middle ages. Continuing on, we have some pretty weird results for Civs being weirdly good in some areas, too. China is the true warmonger Civ, despite the fact that they, in reality, never invaded another country, and were content with what is undoubtedly a building strategy in real life. The Americans have a rough time of making anymore of an impact in the modern era than they do in any other era, despite their obvious dominance now.
Looking past the Civs themselves, we see that assaulting cities is a completely different approach than in real life. Fully cutting off a city in real life is essential, while in Civ 3, it's completely impractical t do so. (9 spaces to cover? Forget it, I'll take the two extra Calvary in that city if it comes to that)
So in that vein, I'm just going to fantasize on how best to alter the Civ's UU to reflect their history. I'm not going to touch their traits. (I'm not going to open that can of worms, thank you very much) Note, it's not a mod, just brainstorming.
Some ground rules I have set for myself: If a Civ's UU is already great, then I won't touch it, I'd just add a second UU to nudge their overall play strats to reflect their histories.
Civs with UUs that don't reflect their history well, and are merely average, or are just abysmal I'd redo, or maybe totally replace.
Please let me know what you guys think!
~SKS
The Mongols
I really did consider making the Mongols a 5.2.2 unit. It would make sense, I told myself, their horse archers were the best in their day. But I didn't feel right with it. It wouldn't encourage the hordes that they were so favored for, and didn't make much sense. They were good attackers, not paper tigers by any degree.
Any assault by the Mongols with a 5.2.2 keshik unit would resemble two reverse slaughters, like watching Scandinavia assault with no pikemen. And the Mongols didn't have anything that could defend and keep up with a 5.2.2 unit anyways.
But then, I was inspired.
Since when did the Mongols ever have longbowmen?
So I changed it. Their UU would instead replace the Longbowmen. It would be a 4.1.2 unit that was more expensive than a LBM, but significantly less than a knight.
This fit perfectly. The Mongols could swarm their Longbow Keshiks until they truly did have a horde, and the take apart other Civs with efficient ease.
Even better, since their Knight unit was not replaced, it could act as a guard for the Mongol's Longbow Keshiks. And the Mongols really did have armored men on horseback, armed with lances and swords as auxiliaries to their horse archers, so this fit in with history, too.
The Mongols could have highly mobile stacks of Knights and Longbow Keshiks, all ready to swarm their nearest victim!
I'm proud of it.
China
China I can do nothing for. At least to shift their perferred strat to a builder strat, I can do nothing. Riders are just too good. Nothing I come up with would change how people played the Chinese as long as couldn't make their UU worse, or change their traits. (An unwritten rule in my head was that I wouldn't make any Civ worse than what the designers made, only better in differently ways.) So I made something that at least represented Chinese Culture in another way.
The Chinese I came up with a second UU, one to replace the Trebuchet. The Rocket Warrior. The Rocket Warrior is a 0.0.1/6.1.1 unit that has lethal bombardment. He does not require any materials, the saltpeter the warrior is using is comparatively unrefined than the saltpeter used by the musketman. It's just a man, with a bunch of rockets that shoot them at other people. Nothing special except for the fact that he's a tad cheaper, and can kill other units.
This is all I'm going to come up with for now. I'd love it if people could send me their thoughts, or come up with ideas of their own to share.
~SKS
Looking past the Civs themselves, we see that assaulting cities is a completely different approach than in real life. Fully cutting off a city in real life is essential, while in Civ 3, it's completely impractical t do so. (9 spaces to cover? Forget it, I'll take the two extra Calvary in that city if it comes to that)
So in that vein, I'm just going to fantasize on how best to alter the Civ's UU to reflect their history. I'm not going to touch their traits. (I'm not going to open that can of worms, thank you very much) Note, it's not a mod, just brainstorming.
Some ground rules I have set for myself: If a Civ's UU is already great, then I won't touch it, I'd just add a second UU to nudge their overall play strats to reflect their histories.
Civs with UUs that don't reflect their history well, and are merely average, or are just abysmal I'd redo, or maybe totally replace.
Please let me know what you guys think!
~SKS
Spoiler :
First, I'd add a worker ability. This would be called "Combat Engineer", and would be available with Invention. The worker takes two turns to shift into a combat engineer, a unit with a different set of abilities. Combat engineers are affected by the industrious trait. Stacking CEs do improve efficiency, but not as effectively as workers, due to their actions usually being in enemy territory. Each added CE improves workforce by +50% percent
A combat engineer is a 0.0.1 unit that can perform the actions:
*"Siege" base (10 turns)
No enemy tiles except for the city tile can be worked. Citizens inside the city all become specialists known as "Refugee" that requires only one food per turn to survive, and produces one shield. Corruption immediately skyrockets. Citizens of different nationality may actually abandon your city to join the invading army if they are of the same nation, or they really admire the army's culture, when faced with siege.
The CE (or CEs) that created the siege are forced to remain in the tile they created the siege from. Taking even one CE out will lift the siege. Sieges then become a balance between tying up your workers and creating one quickly.
The CE, when adjacent to a city, can begin setting up road blocks, tearing up bridges and destroying roads to effectively isolate the population into their city.
This ability is researched with invention.
(On a side note, one can replicate this ability before Invention by placing units over every one of the adjacent land tiles of a city, sea tiles included if the city has a harbor)
(When you enter the Modern age, units have progressed to such a small, unitized degree that sieges of full cities are no longer possible or feasible. However, your cities are no longer affected by siege, either, happily.)
(Siege takes longer when enforced from a hillside, and is not possible from a mountain.)
* "Minefield" Base (6)
Whenever any unit with HP enters this tile, spends a turn or moves out of it, they are bombarded by an attack that is 3/4s their defensive strength, rounded up. Workers can clear minefield, but CEs are more effective at it.
The CE can begin burying landmines all over crucial routes in the area. Civilians are maneuverable enough to avoid the mines well enough, but troops must enter the minefields, thus are damaged.
This ability is researched with replaceable parts. Guerrillas and TOW infantry can maneuver the minefields well enough.
"Seafaring"
After amphibious warfare is researched, CEs can cross onto, and minefield coast squares. Mine-fielding coast squares takes double the time, but cuts off any citizen from working that square, and damages ship units just as easily. Transport units take double damage.
A combat engineer is a 0.0.1 unit that can perform the actions:
*"Siege" base (10 turns)
No enemy tiles except for the city tile can be worked. Citizens inside the city all become specialists known as "Refugee" that requires only one food per turn to survive, and produces one shield. Corruption immediately skyrockets. Citizens of different nationality may actually abandon your city to join the invading army if they are of the same nation, or they really admire the army's culture, when faced with siege.
The CE (or CEs) that created the siege are forced to remain in the tile they created the siege from. Taking even one CE out will lift the siege. Sieges then become a balance between tying up your workers and creating one quickly.
The CE, when adjacent to a city, can begin setting up road blocks, tearing up bridges and destroying roads to effectively isolate the population into their city.
This ability is researched with invention.
(On a side note, one can replicate this ability before Invention by placing units over every one of the adjacent land tiles of a city, sea tiles included if the city has a harbor)
(When you enter the Modern age, units have progressed to such a small, unitized degree that sieges of full cities are no longer possible or feasible. However, your cities are no longer affected by siege, either, happily.)
(Siege takes longer when enforced from a hillside, and is not possible from a mountain.)
* "Minefield" Base (6)
Whenever any unit with HP enters this tile, spends a turn or moves out of it, they are bombarded by an attack that is 3/4s their defensive strength, rounded up. Workers can clear minefield, but CEs are more effective at it.
The CE can begin burying landmines all over crucial routes in the area. Civilians are maneuverable enough to avoid the mines well enough, but troops must enter the minefields, thus are damaged.
This ability is researched with replaceable parts. Guerrillas and TOW infantry can maneuver the minefields well enough.
"Seafaring"
After amphibious warfare is researched, CEs can cross onto, and minefield coast squares. Mine-fielding coast squares takes double the time, but cuts off any citizen from working that square, and damages ship units just as easily. Transport units take double damage.
Spoiler :
Rome
Rome was a big conumdrum for me. I knew from history and Rome Total war that Legionnaires were indeed very balanced troops in their day. I considered making them cheaper, but that didn't make any sense at all. I considered adding an extra attack to their 3.3.1, but that would make it a 4.3.1 unit, completely unrealistic and unbalanced.
For a while, I gave up, and thought about replacing their catapult with a more effective Onager as a second UU, and leaving it at that, but that idea didn't sit well with me.
Then, I remembered my own addition: the siege.
And the solution was clear. Legionnaires would be the first, and only Ancient Age unit to be able to lay siege. They would be less efficient than CEs, for sure, but it was a perfect plan. This would transform Rome into a slow, dangerous moving behemoth, that would fit their role perfectly.
Imagine, watching a storm of units sprawl across your territory, and you desperately try and finish them before they reach your cities, but with 3 defense, this is not an easy task. They'd lay siege, choking out your cities one by one, until they all fall.
It may be close to broken. But it fits Rome's huge, sprawling empire perfectly.
With this, I felt satisfied I did Rome justice in Civ3.
Rome was a big conumdrum for me. I knew from history and Rome Total war that Legionnaires were indeed very balanced troops in their day. I considered making them cheaper, but that didn't make any sense at all. I considered adding an extra attack to their 3.3.1, but that would make it a 4.3.1 unit, completely unrealistic and unbalanced.
For a while, I gave up, and thought about replacing their catapult with a more effective Onager as a second UU, and leaving it at that, but that idea didn't sit well with me.
Then, I remembered my own addition: the siege.
And the solution was clear. Legionnaires would be the first, and only Ancient Age unit to be able to lay siege. They would be less efficient than CEs, for sure, but it was a perfect plan. This would transform Rome into a slow, dangerous moving behemoth, that would fit their role perfectly.
Imagine, watching a storm of units sprawl across your territory, and you desperately try and finish them before they reach your cities, but with 3 defense, this is not an easy task. They'd lay siege, choking out your cities one by one, until they all fall.
It may be close to broken. But it fits Rome's huge, sprawling empire perfectly.
With this, I felt satisfied I did Rome justice in Civ3.
Spoiler :
The Mongols
I really did consider making the Mongols a 5.2.2 unit. It would make sense, I told myself, their horse archers were the best in their day. But I didn't feel right with it. It wouldn't encourage the hordes that they were so favored for, and didn't make much sense. They were good attackers, not paper tigers by any degree.
Any assault by the Mongols with a 5.2.2 keshik unit would resemble two reverse slaughters, like watching Scandinavia assault with no pikemen. And the Mongols didn't have anything that could defend and keep up with a 5.2.2 unit anyways.
But then, I was inspired.
Since when did the Mongols ever have longbowmen?
So I changed it. Their UU would instead replace the Longbowmen. It would be a 4.1.2 unit that was more expensive than a LBM, but significantly less than a knight.
This fit perfectly. The Mongols could swarm their Longbow Keshiks until they truly did have a horde, and the take apart other Civs with efficient ease.
Even better, since their Knight unit was not replaced, it could act as a guard for the Mongol's Longbow Keshiks. And the Mongols really did have armored men on horseback, armed with lances and swords as auxiliaries to their horse archers, so this fit in with history, too.
The Mongols could have highly mobile stacks of Knights and Longbow Keshiks, all ready to swarm their nearest victim!
I'm proud of it.
Spoiler :
China
China I can do nothing for. At least to shift their perferred strat to a builder strat, I can do nothing. Riders are just too good. Nothing I come up with would change how people played the Chinese as long as couldn't make their UU worse, or change their traits. (An unwritten rule in my head was that I wouldn't make any Civ worse than what the designers made, only better in differently ways.) So I made something that at least represented Chinese Culture in another way.
The Chinese I came up with a second UU, one to replace the Trebuchet. The Rocket Warrior. The Rocket Warrior is a 0.0.1/6.1.1 unit that has lethal bombardment. He does not require any materials, the saltpeter the warrior is using is comparatively unrefined than the saltpeter used by the musketman. It's just a man, with a bunch of rockets that shoot them at other people. Nothing special except for the fact that he's a tad cheaper, and can kill other units.
This is all I'm going to come up with for now. I'd love it if people could send me their thoughts, or come up with ideas of their own to share.
~SKS