sir_schwick
Archbishop of Towels
These ideas have been briefly discussed other places, and I just was interested in gathering them all here. It also makes it easier for Firaxis to notice this suggestion.
Reservists - Whenever the technology comes up your cities will recruit reservists. 1 for towns. 2 for cities. 4 for metropolises. Reservist troops are regulars of defensive troops. They cost four times as much to maintain and use up population(like drafting) whenever they are called. Like drafting, you call out reservists one at a time from cities. They do not cause unhappiness of any kind. You can "send them home" when you are done with them. This adds the population point back, but the unit goes back to Regular experience. Also, while reservist troops are out, they count against the number a settlement can have.
Insurgents - Whenever insurgents can arise(occupying army, seperatist movement), a number of population points will be lost and "insurgents" will be generated. These forces would be controlled by the former owner of the city(occupied territory) or the nation that backed the rebellion. They would only be visible in their home territory if a unit is within personal viewing range(mostly adjacent square). They also treat the cities cultural borders as ROP. In these insurgent armies, there are mostly "follower" units and a "ring-leader" unit. Once the "ring-leader" is dead, the other insurgents will rejoin the city a couple at a time.
Crusades - Religious crusades of one kind or another often drew up massive common and noble support. With appropriate religious advances, you can declare crusades against those whose religious views don't match yours. Crusaders can now be created. They will use up population. There are two types; noble and common. Noble units are Regular(veteran with barracks) of the best land attack unit. Common units are conscripts of the defensive kind. These units will never return home, but must settle in "infidel" land or die trying. They cost the normal support. The units that can be generated from cities is as follows: (Noble/Common) (1/1)Town, (1/2) City, (2/4) Metro.
Reservists - Whenever the technology comes up your cities will recruit reservists. 1 for towns. 2 for cities. 4 for metropolises. Reservist troops are regulars of defensive troops. They cost four times as much to maintain and use up population(like drafting) whenever they are called. Like drafting, you call out reservists one at a time from cities. They do not cause unhappiness of any kind. You can "send them home" when you are done with them. This adds the population point back, but the unit goes back to Regular experience. Also, while reservist troops are out, they count against the number a settlement can have.
Insurgents - Whenever insurgents can arise(occupying army, seperatist movement), a number of population points will be lost and "insurgents" will be generated. These forces would be controlled by the former owner of the city(occupied territory) or the nation that backed the rebellion. They would only be visible in their home territory if a unit is within personal viewing range(mostly adjacent square). They also treat the cities cultural borders as ROP. In these insurgent armies, there are mostly "follower" units and a "ring-leader" unit. Once the "ring-leader" is dead, the other insurgents will rejoin the city a couple at a time.
Crusades - Religious crusades of one kind or another often drew up massive common and noble support. With appropriate religious advances, you can declare crusades against those whose religious views don't match yours. Crusaders can now be created. They will use up population. There are two types; noble and common. Noble units are Regular(veteran with barracks) of the best land attack unit. Common units are conscripts of the defensive kind. These units will never return home, but must settle in "infidel" land or die trying. They cost the normal support. The units that can be generated from cities is as follows: (Noble/Common) (1/1)Town, (1/2) City, (2/4) Metro.