For the purposes of this post, spear line = current line of "spear, pike, whatever we want to come next", strategic line = "sword, longsword, whatever we want to come next".
My opinion has changed hugely just from this thread. I now find myself agreeing almost entirely with Stalker0, Mitsho, and Ahriman, and the other posters who have similar reservations with vanguards.
I looked through the thread at every post, and I considered
(see: stole) some ideas, created some others, and tried to come up with a practical but fun solution. Many people seem to think that if the scout is to last in the game, it should stay 'true' to its role: Scouting! But that doesn't solve everything.
So the problems the vanguard line had were:
- They made the 'spear' line redundant
- They were too cost-effective as temporary defenders (meatshields)
- They were spammed by the AI
- Too many units added to the game
However, the necessary features of the vanguard line were:
- A dedicated healer
- A dedicated 'scout'
- An upgrade for the scout unit
Other noted problems are:
- What role can the spear line serve?
- Where does the spear line go in the industrial era?
- If Machine Guns now upgrade to Bazookas, what upgrades to Paratroopers?
- How can we avoid awkward melee/ranged line merges?
- Do we need a Mounted counter?
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So, here is my suggestion:
We give the 'spear' line (Spears, Pikes, whatever comes next) the secondary defense roles, for both units and cities. They now become the basic unit of the pre-industrial era:
The
'support' line. Their attributes are:
- Moderate
Strength Values (Lower than strategic units)
- Extra
Defense (not enough to win a 1v1 with a strategic OR mounted when unpromoted)
Never require resources
Access to anti-mounted promotion and attack / defense promotions dependent on terrain
No movement promotions (to ensure only mounted/armor and scouts can go fast)
Lower cost than strategics
Located on common techs most Civs will want
Access to the 'parachute' movement feature in lategame
- Possibly:
c5plus: Access to medic promotion)
Because mounted units no longer have a hard-counter, we slightly lower their
defense strength. Note that these
'support' units are at least moderately capable as attackers
and defenders, however, not nearly as capable as mounted at attacking, and not as capable as strategics at both attacking and defending. This line upgrades in its own path, not interrupting or merging with the current ranged line, to avoid promotion issues and to promote diverse late-game armies:
Spearman
Pikeman
Skirmisher (New Unit to fill Renaissance hole)
Paratrooper
XCom Squad
Note that this upgrade line becomes far less relevant in the industrial era, as the ranged units of the era (Gatling Gun, Machine Gun, and Bazooka) fill its role.
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We then dedicate the 'vanguard' line to a scout / heal role; they are no longer meatshields, or cheap defenders, instead, they are dedicated scouts and healers, and perform
only this role:
The
'reconnaissance' line. Their attributes would be:
- Very low
Strength Values (MUCH lower than strategic units, and considerably lower than the support line)
- Considerably (I'm thinking possibly 2x) extra
Strength against barbarians (gain XP, increase survivability, make them viable barb hunters)
Ignore Terrain Promotion
Retreat on Melee Attack (Actually making them worse defenders, as they will often break lines)
Access to healing promotions (inc. Heal outside of friendly territory)
Access to extended sight promotions
Lower cost than supports
There only need to be three upgrades for this line: An Ancient era unit ("Scout"), a Medieval era unit ("Explorer") with higher

Strength and

Movement, and an Industrial / Modern era unit ("Recon") that has higher

Strength and

Movement again, AND in-built

medic promotions (because by the Industrial era, the explorer role has gone and given way to a purely healing role).
UNIT UPGRADES ARE THE BEST WAY to keep the scout relevant and useful, and fulfill the roles that aren't filled by any other unit. Many people have suggested other ideas to keep the scout going: Changing AI to make enemies avoid them, increasing strength over time - basically, everything BUT the most simple and elegant way: Unit upgrades. It achieves the same result with a mechanic that is easy to implement and that already exists. It also makes historical sense, if that counts for anything.
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Apart from these lines, Horses get possibly get an aforementioned negative promotion on defense if necessary, and all strategics get an inherent strength bonus against cities.
With these new lines, the AI - and the player for that matter - will primarily rely on
supports for defense and for attack if at a lack of strategic resources (or if strategic units are unnecessary against a weak foe), and may, in fact, only build a handful of
reconnaissance units for scouting in the early game, however, if medics are needed, or a continent explored, then another few
reconnaissance unit can be built.
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Diagram of upgrade paths:
I think it's a pretty good solution. Please critique the hell out of it.
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OTHER ISSUES:
- Where does the Marine fit in?
- Should Lancer
AT
Gunship be in their own line?
- Should Warrior upgrade to Sword or Spear?