Lonecat Nekophrodite
Emperor
- Joined
- Jan 10, 2019
- Messages
- 1,850
This affects unit class decisions considerably.
What's your ideas regarding to unit stackings and combat mechanics.
1. Reverts to Pre-Civ 5 'Unlimited Stacks of Doom'.
2. One unit per tile (1UTP). Current engines
With this option chosen, unit classes SHOULD be Era/Tech-based like in Civ5.
Pre-Gunpowder
1. Basic melee infantry (Strong defense, heftly benefited from dense terrain, bad when attacking cities,) formerly Anticavalry.
2. Elite Shock troops (Requires iron to train, requires specialized facility, consumes more popcap than generic class, stronger, also good at attacking cities, less vulnerable to ranged attacks, more upkeep)
3. Ranged (Archers)
4. Siege (Catapults be the first, can only attack cities or units in district)
5. Light Cavalry. Exists BOTH as Ranged and melee, shorter ranges than archer, flanking attacks negate Anticavalry effects. Requires no horse .
Chariot Archer is the first unit.
scouts upgrade to this unit.
6. Heavy cavalry. Strong shock attack units that mandatory requires Horses. Charging bonus only when attacking but not when defending. Also charging bonus only works when enemy is in open terrain.
BOTH cav units can Flank and Rout enemies.
7. Naval Melee:
- Any units with melee attacks became the same Naval Melee unit when embarked with the same attack attributes.
8. Naval Ranged:
- Any ranged attack land units became a different naval ranged unit with reduced damage dealing capabilities and strenghts
9. Capitol Ship: (Polyreme)
Gunpowder
1. Firepower infantry. No real disadvantages VS cavalry and swordsmen. Elite shock troops became this unit
2. Fieldgun. Formerly ranged, Can deal more damage to cities and fortifications.
3. Siege (Bombards being the first, and preceeding Firepower Infantry of any kind)
4. Light Cavalry (Hussars and lancers)
5. Heavy Cavalry
6. Mounted Infantry (No disadvantages against any Anticavalry ability, bad against real cavalry UNLESS promoted)
7. Naval Melee (Embarked)
8. Cruisers (Fast but weak, capable of ranged and melee attacks)
9. Capitol Ships: Manowar, Ships of the Line for example.
10. Naval Raiders
Industrial / Modern
1. Firepower Infantry; can earn technical upgrades to add MGs, Antitanks, FlaK, Trucks, and later APCs
2. Cavalry; All kinds of diversified cavalries of previous eras combined, helicopters became this class, requires horses, invulnerable to any Anticavalry (this unit is dismounted before fighting), can later earns technical upgrades as Infantry. Faster and more expensive.
3. Artillery: Ranged and Siege combined.
4. Tank: Strong aganst everything except those with Antitank tech upgrades.
5. Cruisers: Strong VS Torpedo units, can have tech upgrades to includes torpedoes of their own.
6. Torpedo vessel: Torpedo boats and submarines
7. Naval Raiders: No longer upgrades to Torpedo vessels
8. Capitol Ships:
9. Aircraft Carriers: Cannot earn any promotions (not easy to do so) but can have numerous tech upgrades instead.
10: Fighter plane (Orginally takes TWO carries space, one tech upgrade includes folding wings)
11. Dive bomber (Can land on carriers, same tech upgrades as fighters)
12. Level bomber (Long operational range. Cannot land on carriers)
13. Artillery Observer
3. Same as 1
4 - 6 Since F'xis (Along with many others) has penchants of adding pseudo units into rosters to represent Rock Paper Scissors rather than following actual unit formations (Musketeers and Pikemen as different units in different classes). I personallly think Army-based stackings work best with their penchants. though unit classes and listing will be different (There will be 'Ability class' tagged as well as mainclass)
These classes are as follows
Melee Infantry: Straightforwards. This time Anticavalry falls to this class as well.
- Warrior, Phalanx, Heavy Infantry (Swordsman is a subclass), Billman, Pikeman.
Ranged: Strong attacks VS Anybody at range, vulnerable in melee combat, eventually upgraded to Fusiliers in the next class.
- Slingers, Archers, Marksman (I don't really like the term Crossbowmen much, actually crossbowmen are 'inferior' militia or conscripts while marksman can also includes professional elite archers trained at very early childhood (some even before a kid can walk) that may use either crossbows, longbows or composite bows. Handgunners, Musketeers.
Range-Melee: Not as strong at range but not vulnerable in melee and even strong defense against cavalry charges.
Javelineers, Fusilier, Rifleman, Machinegunners. Infantry.
Ranged Cavalry: can attack BOTH mounted and dismounted.
Shock Cavalry: Melee cavalry, Strong attacks (Charge), can dismount to fight in siege. Flanking.
(Exists as both LIGHT and HEAVY.)
Siege: Can only deploy in sieges, can only attack city defense or enemy in terrain cover. (subjected to separate Siege slots)... (Similiar to Heroes of Might and Magic series)
Artillery: Can attack any units as normal as well as city defenses. very vulnerable in melee. shares slots with sieges.
Tank: resillient to either melee or ranged attacks except ones with Antitank ability.
Antitank: Deals significant damage to tanks, worst against other enemy in cover. sorely vulnerable to melee attack particularly by Range-Melee class.
Antiaircraft: can attack BOTH Air and land (except SAM). has its own slots.
Naval units.
- Melee ship. have prize ship ability. All melee land units became this ship when embarked.
- Ranged light ship. All ranged units became this unit when embarked.
- Cruiser.
- Capitol Ship.
- Torpedo vessel. (Includes submarines)
Air units
- Air Supremacy - AKA Fighters. best used against enemy aircraft
- Attack Planes - good VS ground units and ships
- Bombers - has Area of effect. good VS city defenses.
Whatchu think?
What's your ideas regarding to unit stackings and combat mechanics.
1. Reverts to Pre-Civ 5 'Unlimited Stacks of Doom'.
2. One unit per tile (1UTP). Current engines
With this option chosen, unit classes SHOULD be Era/Tech-based like in Civ5.
Pre-Gunpowder
1. Basic melee infantry (Strong defense, heftly benefited from dense terrain, bad when attacking cities,) formerly Anticavalry.
2. Elite Shock troops (Requires iron to train, requires specialized facility, consumes more popcap than generic class, stronger, also good at attacking cities, less vulnerable to ranged attacks, more upkeep)
3. Ranged (Archers)
4. Siege (Catapults be the first, can only attack cities or units in district)
5. Light Cavalry. Exists BOTH as Ranged and melee, shorter ranges than archer, flanking attacks negate Anticavalry effects. Requires no horse .
Chariot Archer is the first unit.
scouts upgrade to this unit.
6. Heavy cavalry. Strong shock attack units that mandatory requires Horses. Charging bonus only when attacking but not when defending. Also charging bonus only works when enemy is in open terrain.
BOTH cav units can Flank and Rout enemies.
7. Naval Melee:
- Any units with melee attacks became the same Naval Melee unit when embarked with the same attack attributes.
8. Naval Ranged:
- Any ranged attack land units became a different naval ranged unit with reduced damage dealing capabilities and strenghts
9. Capitol Ship: (Polyreme)
Gunpowder
1. Firepower infantry. No real disadvantages VS cavalry and swordsmen. Elite shock troops became this unit
2. Fieldgun. Formerly ranged, Can deal more damage to cities and fortifications.
3. Siege (Bombards being the first, and preceeding Firepower Infantry of any kind)
4. Light Cavalry (Hussars and lancers)
5. Heavy Cavalry
6. Mounted Infantry (No disadvantages against any Anticavalry ability, bad against real cavalry UNLESS promoted)
7. Naval Melee (Embarked)
8. Cruisers (Fast but weak, capable of ranged and melee attacks)
9. Capitol Ships: Manowar, Ships of the Line for example.
10. Naval Raiders
Industrial / Modern
1. Firepower Infantry; can earn technical upgrades to add MGs, Antitanks, FlaK, Trucks, and later APCs
2. Cavalry; All kinds of diversified cavalries of previous eras combined, helicopters became this class, requires horses, invulnerable to any Anticavalry (this unit is dismounted before fighting), can later earns technical upgrades as Infantry. Faster and more expensive.
3. Artillery: Ranged and Siege combined.
4. Tank: Strong aganst everything except those with Antitank tech upgrades.
5. Cruisers: Strong VS Torpedo units, can have tech upgrades to includes torpedoes of their own.
6. Torpedo vessel: Torpedo boats and submarines
7. Naval Raiders: No longer upgrades to Torpedo vessels
8. Capitol Ships:
9. Aircraft Carriers: Cannot earn any promotions (not easy to do so) but can have numerous tech upgrades instead.
10: Fighter plane (Orginally takes TWO carries space, one tech upgrade includes folding wings)
11. Dive bomber (Can land on carriers, same tech upgrades as fighters)
12. Level bomber (Long operational range. Cannot land on carriers)
13. Artillery Observer
3. Same as 1
4 - 6 Since F'xis (Along with many others) has penchants of adding pseudo units into rosters to represent Rock Paper Scissors rather than following actual unit formations (Musketeers and Pikemen as different units in different classes). I personallly think Army-based stackings work best with their penchants. though unit classes and listing will be different (There will be 'Ability class' tagged as well as mainclass)
These classes are as follows
Melee Infantry: Straightforwards. This time Anticavalry falls to this class as well.
- Warrior, Phalanx, Heavy Infantry (Swordsman is a subclass), Billman, Pikeman.
Ranged: Strong attacks VS Anybody at range, vulnerable in melee combat, eventually upgraded to Fusiliers in the next class.
- Slingers, Archers, Marksman (I don't really like the term Crossbowmen much, actually crossbowmen are 'inferior' militia or conscripts while marksman can also includes professional elite archers trained at very early childhood (some even before a kid can walk) that may use either crossbows, longbows or composite bows. Handgunners, Musketeers.
Range-Melee: Not as strong at range but not vulnerable in melee and even strong defense against cavalry charges.
Javelineers, Fusilier, Rifleman, Machinegunners. Infantry.
Ranged Cavalry: can attack BOTH mounted and dismounted.
Shock Cavalry: Melee cavalry, Strong attacks (Charge), can dismount to fight in siege. Flanking.
(Exists as both LIGHT and HEAVY.)
Siege: Can only deploy in sieges, can only attack city defense or enemy in terrain cover. (subjected to separate Siege slots)... (Similiar to Heroes of Might and Magic series)
Artillery: Can attack any units as normal as well as city defenses. very vulnerable in melee. shares slots with sieges.
Tank: resillient to either melee or ranged attacks except ones with Antitank ability.
Antitank: Deals significant damage to tanks, worst against other enemy in cover. sorely vulnerable to melee attack particularly by Range-Melee class.
Antiaircraft: can attack BOTH Air and land (except SAM). has its own slots.
Naval units.
- Melee ship. have prize ship ability. All melee land units became this ship when embarked.
- Ranged light ship. All ranged units became this unit when embarked.
- Cruiser.
- Capitol Ship.
- Torpedo vessel. (Includes submarines)
Air units
- Air Supremacy - AKA Fighters. best used against enemy aircraft
- Attack Planes - good VS ground units and ships
- Bombers - has Area of effect. good VS city defenses.
Whatchu think?
Last edited: