New units

LouLong said:
I think there should be a unit between the musketman and rifleman. Fusilier maybe ?

I agree chariots are worth a longer period.
But indeed it is true they were replaced by horsemen. Riding a horse being more difficult than éleading" them.
One first step could be to NOT have them follow one another in the tech-tree (or horseback riding requiring other techs)

Horses weren't naturally big enough to ride... but several of them could pull a man in a chariot. They were bred to be bigger and got big enough to ride.

I think the tech enabling chariots should be a prerequisite for horsemen, but there should be techs in between. I miss chariots... *sigh* good old original Civ, the Chariot was by far the best unit.
 
bkwrm79 said:
Horses weren't naturally big enough to ride... but several of them could pull a man in a chariot. They were bred to be bigger and got big enough to ride.

http://members.tripod.com/~White_Arabian/history.html

http://en.wikipedia.org/wiki/Domestication_of_the_horse

4600 BC horse domesticated, initially as a food animal
4500 BC earliest evidene of horse tooth wear that is characteritistic of a bit.
3500 BC earliest wheels
2000 BC earliest physical evidence of chariots (burial site)

So there you have it. The earliest evidence in favour of riding clearly predates the earliest evidence of chariots.

It is also known that the earliest mounted soldiers did NOT fight from horseback, but used horses only for transport.
 
MIGRANT:
I think the idea of migrants could be implemented. they fonction like that, after the discoverage of Industrialization:
It's a unit that have the possibility join to cities of other civs, this mean.
- It couldn't found a city.
- It generates automatically in a city with overpopulation.
- If migrants ratio have at same level for 25 turns they're been assimilated.
- A city with 15% of migrants could been see, like a Investigate City act, but permanently.
- By the time we have the possibility of take that city if the migrants of a civ its 3/4 of the population of that city, and there a continuous territory.
- The civ hostage have more problems to make war to civ of migrants.
- The ties between that two civs are more strong than to others civs, or at least in that city.
- Trade is also more profitable.
- Ultimately, if the civs belong the same cultural group then the possibility of the appearence of a political block is more easier.
- The major and much rich civ could be undertaken inside by migrants, or city by city.
- This could cap the snawball effect.
- The mother nation receive some gold.
- It act like a culture unit.
- The migrants in a hostage city could growth by himself, without need a new migrant, depending on the ratio # migrants/total population of a city.
Example: when migrants are 10% of a city population the next 7th grouth of the city is a new migrant. 2/3 of 10.

COLONIST:
Colonist is like a setler who could be loaded on a ship. It makes available with Astronomy.
- So thereford the settlers couldn´t be loaded to a ship, and may retain at the massland they start the game. This handicap for civ starting location on an island could be overthroom by a unit to seafaring civs.
- The colonists have same diferences in culture from the motherland wich allow by time appart from the original civ.
- It could have ties more close than to other civ but they are not the same. This means that only the city in same massland and in a continuous territory belong to the some civ.
- Several cities from diferent original civs but near in other massland could join to form a new brand civ, like cross-culturation discuss on thread culture spread model.
- It act like a culture unit.

They very similar but the main diference is that the migrant couldn't found a city. And colonist couldn't joint a city.
 
I would like to see Commandos/ Special Forces. They should be able to paradrop, move and pillage, be invisible, make amphibious landings, treat all terrain as roads. Stats: 2.4.1 They should be a scout upgrade. The useless stats reflect that they`re useless against regular military units since there`s so few of them in each unit, but they can be used to scout, sabotage, enslave workers, etc. If stumbled upon when invisible they are promptly booted out and the owning civ gets a HUGE rep hit.
 
Tantor said:
I would like to see Commandos/ Special Forces. They should be able to paradrop, move and pillage, be invisible, make amphibious landings, treat all terrain as roads. Stats: 2.4.1 They should be a scout upgrade. The useless stats reflect that they`re useless against regular military units since there`s so few of them in each unit, but they can be used to scout, sabotage, enslave workers, etc. If stumbled upon when invisible they are promptly booted out and the owning civ gets a HUGE rep hit.[/QUOTE]

I was with you up to there. I agree that commandos should exist and that they should be able to paradrop, make amphib landings, and treat all terrain as roads. I agree commandos shoule be realitively weak, although you weakened them up to much. They should have the special roles of capturing workers, sabotage, and scout work.

However, if they are detected at peace, they should be booted out with the possibility of the victim declaring war. If they are at war, the unit would be attacked, just like any other unit.
 
REFUGIE:
This unit appear when a city is in overpopulation caused by a war.
When this happen this unit go to other city of their civ and as replaced by guerilla, warrior, swordsman to get back and help the city under attack.
The enemie troops who atack a refugie could cause an international incident (massacre, genocide).
If a city need 10 turns to growth and 3 turns to make a swordsman, then city build 3 swordsman in exchange of the refugie.
 
units that can spawn units. Eg rocket launchers.

MUch more resource requirement.. eg wood for archers
 
How about an upgrade to the medivel Infantry called musket Infantry, which in turn upgrades to a Gurella (I know its mispelled). It would either be 5 attack, 4 deffense, 1 movement or 5 attack, 3 deffense, 1 movement; this will represent the fact that Civ's with saltpeter and iron, but not horses did not attack with armies armed with maces, but with muskets. Think of the American war of Independence, both Britian and the Continental Army used Musket Infantry.

Another thing that is related somewhat to the fact that chairiots are hardly used at all, is the early arrival of Industrial Age Calvary in the Medival age, Military Tradition should have Theory of Gravity as a prequisite, this can dramatically change a war as one Civ learns Military Tradition and can suddenly come back at a previously winning opponent using Calvary with six attack and three movement; a huge advantage over knights and Medival Infantry.
 
1. Reconnaissance aircraft (Global Hawk, U2).
2. Naval surveillance units capable of detecting and attacking submarines (P-3 Orion).
3. Attack helicopters.
4. Combat engineers.
 
Tantor said:
I would like to see Commandos/ Special Forces. They should be able to paradrop, move and pillage, be invisible, make amphibious landings, treat all terrain as roads. Stats: 2.4.1 They should be a scout upgrade. The useless stats reflect that they`re useless against regular military units since there`s so few of them in each unit, but they can be used to scout, sabotage, enslave workers, etc. If stumbled upon when invisible they are promptly booted out and the owning civ gets a HUGE rep hit.


I would have to disagree. If you ever played DyP you'd know that invisible units quickly lose their effectiveness and become useless. If you are a smart player then you'll have set up a lattice work of spotters who will see an invisible unit as soon as it lands/enters your territory, and then can be delt with immediately. If they could move after paradroping then prehaps that would be good but that presents a problem with people mass paradroping and pillaging like mad.
 
I was with you up to there. I agree that commandos should exist and that they should be able to paradrop, make amphib landings, and treat all terrain as roads. I agree commandos shoule be realitively weak, although you weakened them up to much. They should have the special roles of capturing workers, sabotage, and scout work.

However, if they are detected at peace, they should be booted out with the possibility of the victim declaring war. If they are at war, the unit would be attacked, just like any other unit.[/QUOTE]


Of course the stats can be discussed, but there seem to be a lot of people that think special forces are superunits. I only want the stats to reflect the low no of soldiers although the quality of each individual soldier is high. My thoughts on the defense stat is that if you have a defense of 4 and are fortified in a mountain tile, you may kick butt. I would also like an ambush bonus if something like that exists. But if you`re caught flat footed by any modern era offensive unit, you`re toast. And any enemy unit within your territory should be a Casus Belli.

General X: Recon aircraft and helicopters sounds great :goodjob: . Helicopters should be able to spot subs.
 
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