Soft unit cap

unpossible251

Warlord
Joined
Mar 8, 2016
Messages
241
hi team;

First of all, i'm all for the Firaxis team working on fixing the existing problems we constantly gripe about, rather than adding new systems that will only confuse the already heavily taxed AI.

Having said that, though. Speculating is always fun, and feels a lot happier than griping. So let's go right ahead and speculate!

I was wondering how everyone else would look at introducing a soft unit cap. So, your capital gives you a allotment of, say, 3 land units and a sea unit. Each subsequent city gives you another land unit and another boat. Each encampment and harbour gives you another 2 land and sea units, respectively. Specialist buildings in these districts contribute, too.

If you meet the unit cap, you can continue to produce units. However, building beyond the unit cap attracts a hammer penalty of, say, 33%, as well as 50% extra maintenance costs. Building more than double of your unit cap increases these hammer and gold penalties up to 66% hammers and double gold maintenance.

My figures are all just "gut feeling" only, and i'd expect that there are some people that might like the idea overall, but want to refine the figures. Of course, some people are not going to like it at all.

So why do it? A few reasons. First of all, I think that if you're going for a rapid ancient / classical war of conquest, there should be some sort of check on that apart from the constant diplomatic whinging that we're getting now. If you want to utilise early era unique units like the war carts, and you've already conquered a few cities, then there should be a bit of pressure to slow down, consolidate, bring up your unit cap, and make something decent out of your economy.

Secondly, for late game, there should be a bit of a choke on late game domination victory. People are finding it easier to snatch capitals on the other side of the world rather than build a spaceship, and thats kind of not so fun. So if you haven't bothered to build a single encampment all game long, let alone the buildings situated therein, conquest will kind of choke.

Other interesting things that might be opened up include new dimensions to military policy cards, which most people seem to agree is kind of the weakest part of government now. CZ's and harbours cap trade units, airports cap air units, cultural districts cap great works, can we take it one step further?
 
Except for ancient (and some classical) units, the number of units is limited by their upkeep costs in regard to your income. A wealthy empire can support more units. Upkeep for modern units is significantly higher.
 
hi team;

First of all, i'm all for the Firaxis team working on fixing the existing problems we constantly gripe about, rather than adding new systems that will only confuse the already heavily taxed AI.

Having said that, though. Speculating is always fun, and feels a lot happier than griping. So let's go right ahead and speculate!

I was wondering how everyone else would look at introducing a soft unit cap. So, your capital gives you a allotment of, say, 3 land units and a sea unit. Each subsequent city gives you another land unit and another boat. Each encampment and harbour gives you another 2 land and sea units, respectively. Specialist buildings in these districts contribute, too.

If you meet the unit cap, you can continue to produce units. However, building beyond the unit cap attracts a hammer penalty of, say, 33%, as well as 50% extra maintenance costs. Building more than double of your unit cap increases these hammer and gold penalties up to 66% hammers and double gold maintenance.

My figures are all just "gut feeling" only, and i'd expect that there are some people that might like the idea overall, but want to refine the figures. Of course, some people are not going to like it at all.

So why do it? A few reasons. First of all, I think that if you're going for a rapid ancient / classical war of conquest, there should be some sort of check on that apart from the constant diplomatic whinging that we're getting now. If you want to utilise early era unique units like the war carts, and you've already conquered a few cities, then there should be a bit of pressure to slow down, consolidate, bring up your unit cap, and make something decent out of your economy.

Secondly, for late game, there should be a bit of a choke on late game domination victory. People are finding it easier to snatch capitals on the other side of the world rather than build a spaceship, and thats kind of not so fun. So if you haven't bothered to build a single encampment all game long, let alone the buildings situated therein, conquest will kind of choke.

Other interesting things that might be opened up include new dimensions to military policy cards, which most people seem to agree is kind of the weakest part of government now. CZ's and harbours cap trade units, airports cap air units, cultural districts cap great works, can we take it one step further?

The size of your population is also very important in terms of the size of the army. The
Commando structure and supply become more difficult, the larger an army is.
 
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