I think I've found a pretty good way to implent landmines in the game. You might be curious as to why the player would need landmines; typically, you don't. But, they can be very useful, and sometimes having units to play with is fun. One practical use is that mines can be deployed on your borders if you want to force limits on the routes the AI can use to invade you.
The way I have incorporated mines into the game is the following. I give them the following stats: 0/20/0. They only have one HP point. Obviously, they're invisible and in my game, are immobile.They are also hidden nationality. I make the mines available with Motorized Transportation. These values make mines as realistic as they can be, in my opinion.
- mines cannot attack and have no means of locomotion. They can however serve as a deterrent and prevent civs from occupying certain styles.
- the use of mines will be frowned on by the other civilizations (because of the hidden nationality), which is realistic given how much trouble undetonated mines cause in the real world.
- the mine's negative-2 HP means that while it is possible to destroy units that accidently "attack" it, it will most likely be destroyed. It only has one HP, so the damage it inflicts before being destroyed is realistic: while an infantry regiment may be completely wiped out, a tank unit will survive more or less intact. Artillery can be used to destroy the "minefield".
I mark the mines as immobile in the interests of realism: they have to be deployed in some way. I use mines in my modified version of the game, and this version of the game has combat engineer units. Engineer units have a transport capacity of one: I use the engineers to "deploy" the mines by unloading them onto tiles. The mines are produced in cities but are stuck there until they are "loaded" into engineering units. The engineers can deploy them wherever they're needed. (You can add a transport capacity of 1 to workers if you want to limit the amount of new units in your game.)
I only know of two problems with this system. The first is that the AI isn't very savvy. They can't grasp the idea of using Marines, let alone this. They can however build the mines to defend their city; take that as you will. The second problem is that if the mine survives the "battle", it may gain experience and gain HPs -- which is a fairly asinine idea. This is especially true if the mine was produced in a city with a barracks, which gives the mine two hps and thereby doubles the chances that the mine will "survive". The player can just disband the unit if s/he doesn't want to "cheat".
The fact that the landmines can share the same tile with other units is also pretty silly, but it's a trifling matter. The "invisible" tag keeps the AI from attacking the mines (seeing that the AI enjoys attacking hidden nationality units) on purpose.
The way I have incorporated mines into the game is the following. I give them the following stats: 0/20/0. They only have one HP point. Obviously, they're invisible and in my game, are immobile.They are also hidden nationality. I make the mines available with Motorized Transportation. These values make mines as realistic as they can be, in my opinion.
- mines cannot attack and have no means of locomotion. They can however serve as a deterrent and prevent civs from occupying certain styles.
- the use of mines will be frowned on by the other civilizations (because of the hidden nationality), which is realistic given how much trouble undetonated mines cause in the real world.
- the mine's negative-2 HP means that while it is possible to destroy units that accidently "attack" it, it will most likely be destroyed. It only has one HP, so the damage it inflicts before being destroyed is realistic: while an infantry regiment may be completely wiped out, a tank unit will survive more or less intact. Artillery can be used to destroy the "minefield".
I mark the mines as immobile in the interests of realism: they have to be deployed in some way. I use mines in my modified version of the game, and this version of the game has combat engineer units. Engineer units have a transport capacity of one: I use the engineers to "deploy" the mines by unloading them onto tiles. The mines are produced in cities but are stuck there until they are "loaded" into engineering units. The engineers can deploy them wherever they're needed. (You can add a transport capacity of 1 to workers if you want to limit the amount of new units in your game.)
I only know of two problems with this system. The first is that the AI isn't very savvy. They can't grasp the idea of using Marines, let alone this. They can however build the mines to defend their city; take that as you will. The second problem is that if the mine survives the "battle", it may gain experience and gain HPs -- which is a fairly asinine idea. This is especially true if the mine was produced in a city with a barracks, which gives the mine two hps and thereby doubles the chances that the mine will "survive". The player can just disband the unit if s/he doesn't want to "cheat".
The fact that the landmines can share the same tile with other units is also pretty silly, but it's a trifling matter. The "invisible" tag keeps the AI from attacking the mines (seeing that the AI enjoys attacking hidden nationality units) on purpose.