historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
Currently a settler unit costs 1 population and requires a min city size of 2.
The military engineer requires an Armory.
The archaeologist requires an archaeological museum and is limited to 1 per museum.
Based on these special properties I wondered how the game would change if most or all units in the game would have :
- population cost (e.g. 1 per unit),
- min city size to train unit (higher city size for late game units)
- a special building requirement like harbor, ship yard, barracks, armory
- a limit in number based on special buildings, e.g. 4 per barracks
To compensate the population loss, the population growth rate might be increased. Population in cities would still be limited by housing and amenities.
To be able to react on immediate crisis, there should still be kind of generic cheap militia / draft unit type for each era which can be produced without building requirement but has inferior combat values compared to the high quality units from buildings.
Deleting units in a city should provide some food and production to the city based on cost and tech level of the unit, e.g. deleting a warrior (base cost 40) would give 20 production and 20 food while deleting a modern infantry unit (base cost around 400, maybe min city size 10) would give something like 200 production and 200 food. (The food refund should corelate with min city size to train a unit.)
<Unit_BuildingPrereqs>
<Row Unit="UNIT_MISSIONARY" PrereqBuilding="BUILDING_SHRINE"/>
<Row Unit="UNIT_APOSTLE" PrereqBuilding="BUILDING_TEMPLE"/>
<Row Unit="UNIT_APOSTLE" PrereqBuilding="BUILDING_STAVE_CHURCH"/>
<Row Unit="UNIT_INQUISITOR" PrereqBuilding="BUILDING_TEMPLE"/>
<Row Unit="UNIT_INQUISITOR" PrereqBuilding="BUILDING_STAVE_CHURCH"/>
<Row Unit="UNIT_MILITARY_ENGINEER" PrereqBuilding="BUILDING_ARMORY"/>
<Row Unit="UNIT_ARCHAEOLOGIST" PrereqBuilding="BUILDING_MUSEUM_ARTIFACT" NumSupported="1"/>
</Unit_BuildingPrereqs>
The military engineer requires an Armory.
The archaeologist requires an archaeological museum and is limited to 1 per museum.
Based on these special properties I wondered how the game would change if most or all units in the game would have :
- population cost (e.g. 1 per unit),
- min city size to train unit (higher city size for late game units)
- a special building requirement like harbor, ship yard, barracks, armory
- a limit in number based on special buildings, e.g. 4 per barracks
To compensate the population loss, the population growth rate might be increased. Population in cities would still be limited by housing and amenities.
To be able to react on immediate crisis, there should still be kind of generic cheap militia / draft unit type for each era which can be produced without building requirement but has inferior combat values compared to the high quality units from buildings.
Deleting units in a city should provide some food and production to the city based on cost and tech level of the unit, e.g. deleting a warrior (base cost 40) would give 20 production and 20 food while deleting a modern infantry unit (base cost around 400, maybe min city size 10) would give something like 200 production and 200 food. (The food refund should corelate with min city size to train a unit.)
Spoiler :
<Row UnitType="UNIT_SETTLER"
BaseMoves="2"
Cost="80"
AdvisorType="ADVISOR_GENERIC"
BaseSightRange="3"
ZoneOfControl="false"
Domain="DOMAIN_LAND"
FormationClass="FORMATION_CLASS_CIVILIAN"
FoundCity="true"
PopulationCost="1"
PrereqPopulation="2"
Name="LOC_UNIT_SETTLER_NAME"
Description="LOC_UNIT_SETTLER_DESCRIPTION"
CanCapture="False"
CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES"
CostProgressionParam1="20"
PurchaseYield="YIELD_GOLD"
PseudoYieldType="PSEUDOYIELD_UNIT_SETTLER"/>
BaseMoves="2"
Cost="80"
AdvisorType="ADVISOR_GENERIC"
BaseSightRange="3"
ZoneOfControl="false"
Domain="DOMAIN_LAND"
FormationClass="FORMATION_CLASS_CIVILIAN"
FoundCity="true"
PopulationCost="1"
PrereqPopulation="2"
Name="LOC_UNIT_SETTLER_NAME"
Description="LOC_UNIT_SETTLER_DESCRIPTION"
CanCapture="False"
CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES"
CostProgressionParam1="20"
PurchaseYield="YIELD_GOLD"
PseudoYieldType="PSEUDOYIELD_UNIT_SETTLER"/>
Spoiler :
<Unit_BuildingPrereqs>
<Row Unit="UNIT_MISSIONARY" PrereqBuilding="BUILDING_SHRINE"/>
<Row Unit="UNIT_APOSTLE" PrereqBuilding="BUILDING_TEMPLE"/>
<Row Unit="UNIT_APOSTLE" PrereqBuilding="BUILDING_STAVE_CHURCH"/>
<Row Unit="UNIT_INQUISITOR" PrereqBuilding="BUILDING_TEMPLE"/>
<Row Unit="UNIT_INQUISITOR" PrereqBuilding="BUILDING_STAVE_CHURCH"/>
<Row Unit="UNIT_MILITARY_ENGINEER" PrereqBuilding="BUILDING_ARMORY"/>
<Row Unit="UNIT_ARCHAEOLOGIST" PrereqBuilding="BUILDING_MUSEUM_ARTIFACT" NumSupported="1"/>
</Unit_BuildingPrereqs>