Captain Ludd
Chieftain
Just some thoughts of mine on units/improvements I'd like to use...if someone made the graphics for me
Submersable Aircraft Carrier...
I think I've mentioned this one before...but it's too good to let slide away. Think of the terror in the enemys eyes when he see's planes pop out of the ocean and bomb his cities. Then watch his panic as he tries to track them down. Stats might be something like 6/3/3 with two aircraft hold. Would be available after the first sub but before the nuclear one.
Amphibious Assault Craft...
I know we have the ever-present transport already but I think this might also be an interesting tool to have. Something to load a few untits in and ship them off to any hot-spot. Stats might be 0/2/7 with a transport capicity of 2. They move fast but carry a light load. Perfect for a short hop of a landing...but very vulnerable to getting hit. As a bonus though it would have some firepower in the form of bombardment abilty. Perhaps as powerful as artillary but with a shorter range. The idea being that you pull up with your marines and then open up with the cannon to soften the defenders before the marines actually storm ashore. Available when you get marines I would imagine.
Early Armour...
Think of those lumbering hulks from WWI. They would help bridge the gap between cavelry and Armor as the premier offensive weapon. Given that they might have a short life-span not many may be built before better weapons are available...but if you're knee-deep in struggle then having something with more punch then those guys on horses might be nice (just like in WWI). Stats could be 12/8/1. The squeek their way to the front but at least they have a chance at punching a hole through that nasty line of infantry.
Rocket Forces...
I'm thinking specifically of what the Russians (and everyone else) used in WWII. Large numbers of rockets launched from flat-bed trucks. An alternative to artillery. No offence or defence but a move of 2 (they move fast). Perhaps more powerful then arty but with a shorter range. (and the sound effect would be sooooo cool)
Dirgible...
Quietly patrol the lands. A long range aircraft with only the "observe" ability. Gives you a better idea of what is happening of off your coasts. But don't let them stray near the bad guys...they'd be sitting (and exploding, burning ducks). But since they can spot subs...maybe I'll build one or two.
Slave Plantation...
A controversial one. This improvement would perhaps add to the economy and resource production. Or maybe only one...I'd have to fiddle with it to see. But it would also have a very serious negative culture effect. And if it could be done perhaps it could damage your international reputation as well. The idea is that buildig this gets you something...but at a steep cost.
(as a footnote I'd like to include my complaint that all civ cities basically look alike. 1 temple, 1 library, 1 factory...you get the idea. I wish there was a large selection of improvements...so many that you could never build them all. As it is now...you want them all...and if given enough time you'll have each one. "hmmmm...should I build a slave plantation or a public assembly hall?")
That's it for now. I'm sleepy.
"If a state is governed by the principles of reason, poverty and misery are subjects of shame; if a state is not governed by the principles of reason, riches and honors are the subjects of shame."


Submersable Aircraft Carrier...
I think I've mentioned this one before...but it's too good to let slide away. Think of the terror in the enemys eyes when he see's planes pop out of the ocean and bomb his cities. Then watch his panic as he tries to track them down. Stats might be something like 6/3/3 with two aircraft hold. Would be available after the first sub but before the nuclear one.
Amphibious Assault Craft...
I know we have the ever-present transport already but I think this might also be an interesting tool to have. Something to load a few untits in and ship them off to any hot-spot. Stats might be 0/2/7 with a transport capicity of 2. They move fast but carry a light load. Perfect for a short hop of a landing...but very vulnerable to getting hit. As a bonus though it would have some firepower in the form of bombardment abilty. Perhaps as powerful as artillary but with a shorter range. The idea being that you pull up with your marines and then open up with the cannon to soften the defenders before the marines actually storm ashore. Available when you get marines I would imagine.
Early Armour...
Think of those lumbering hulks from WWI. They would help bridge the gap between cavelry and Armor as the premier offensive weapon. Given that they might have a short life-span not many may be built before better weapons are available...but if you're knee-deep in struggle then having something with more punch then those guys on horses might be nice (just like in WWI). Stats could be 12/8/1. The squeek their way to the front but at least they have a chance at punching a hole through that nasty line of infantry.
Rocket Forces...
I'm thinking specifically of what the Russians (and everyone else) used in WWII. Large numbers of rockets launched from flat-bed trucks. An alternative to artillery. No offence or defence but a move of 2 (they move fast). Perhaps more powerful then arty but with a shorter range. (and the sound effect would be sooooo cool)
Dirgible...
Quietly patrol the lands. A long range aircraft with only the "observe" ability. Gives you a better idea of what is happening of off your coasts. But don't let them stray near the bad guys...they'd be sitting (and exploding, burning ducks). But since they can spot subs...maybe I'll build one or two.
Slave Plantation...
A controversial one. This improvement would perhaps add to the economy and resource production. Or maybe only one...I'd have to fiddle with it to see. But it would also have a very serious negative culture effect. And if it could be done perhaps it could damage your international reputation as well. The idea is that buildig this gets you something...but at a steep cost.
(as a footnote I'd like to include my complaint that all civ cities basically look alike. 1 temple, 1 library, 1 factory...you get the idea. I wish there was a large selection of improvements...so many that you could never build them all. As it is now...you want them all...and if given enough time you'll have each one. "hmmmm...should I build a slave plantation or a public assembly hall?")
That's it for now. I'm sleepy.
"If a state is governed by the principles of reason, poverty and misery are subjects of shame; if a state is not governed by the principles of reason, riches and honors are the subjects of shame."
