Mod idea: variable strength units?

Skitters

Prince
Joined
Aug 14, 2006
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Birmingham, UK
Okay, the base idea of this is this - just because two nations have the same tech, it doesn't neccessarily mean they will implement it to the same level.

That is - due to design and/or training practices - whilst essentially using the same tech, a single unit type could be better/worse than the equivalent from a different nation. It may be for example that one nation has a better design of rifle than another, or it may be that one nation understands using a unit type better. Negative reasons could be because, for example, the loading the new rifle is too fiddly or that the new weapon type ideally needs a re-think in unit formation (ie; units attacking in close formation in an age of machine guns)

I suspect that to to this the mod would need to be in two parts

1) Increase the strength value perhap by a factor of 10, so for example an Archer would have Strength 30, an Axeman strength 50...

2) Upon completion of a tech that leads to a new unit type, there would be a % chance that the unit would either be under or overstrengthed. So for example a Nation could find itself with Archers of strength 35, and Axemen of strength 45. The likelihood of being under/over strength could perhaps be limited to 10-20% at either end of the scale, with perhaps the strength of the unit being increased/decreased by as much as 20%.

UU's would be exempt from this (though still have their strength increased by a factor of 10[/COLOR]!)*, and perhaps the % chance of having an understrength unit would decrease as more nations develop the tech (so being first to a tech could be a longer term disadvantage...)

I'm wondering if this would imply that the game would effectively have to create a UU for for each nation for each unit - so perhaps this approach is a non-starter? Because in theory for any one unit, every nation could have a different strength...

I guess an alternative could perhaps be that units of that type could be given experience points, but that implies that a unit would only ever be better than standard.

Alternatively - if 'negative promotions' are feasible - these could be added....but unless the promotions are unit specific, it implies if an Axe is upgraded to Maceman for example, it would take the benefit/negative with it.


* UU's would be exempt because, to some extent, they already represent this.

Edited Note: after re-reading my OP I saw a number typo's and felt that some elements could be clarified. Additional text to the main body added is Blue
 
There are already a series of "events" that randomly occur, giving, for example, "All Cannons start with Combat I". You could probably work with these events, and create some 'negative promotions' to join with them, too.
 
1) Increase the strength value perhap by a factor of 10, so for example an Archer would have Strength 30, an Axeman strength 50...
Don't think it will work, the way the computer does attacks, for example a destroyer 30 versus a battleship 40

perhaps the % chance of having an understrength unit would decrease as more nations develop the tech (so being first to a tech could be a longer term disadvantage...)

This I like.

Any way to have an strength of 3.2? vs 3
 
I like the idea, and think it could work just how you described in the OP.
 
I would handle it with a series of non-selectable promotions.
Make a few to cover the desired range -such as -20%, -10%, +10%, +20%.
Use onTechAquired to decide which promo will be applied to a given unit.
Then, use onUnitCreated to assign the promotions (and to remove any existing one from the series for upgrades).

There would be no need for the multiply by 10.
 
I like the idea :goodjob:

THe only problem is that you will get people who say, all my axeman are -20% and i ever get any good results (like the current threads on the 99.9% losing battles)

I would prefer a system where you can upgrade your units, at the cost of something else (hammers), therefore you could have a good all round Battleship, or one specifically to bombard cities that type of thing.
 
What about a tech line that is repeatable like Future Tech attached to each class of unit, for example you would have a tech called Melee Might or something aviliable right at the start of the game because your first units being melee, the effect of this tech would be that each time it is researched it adds a +1% strength modifier to the units classed as melee, in this case.

Would need one tech for all classes that becomes avilable after the unit class can be built.
Archery would open up the one releting to bows.
Gunpowder would add the gunpowder line.
Sailing would add the naval line.
And so on.
 
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