Originally posted by Jaybe
Interesting! How could good ol' Karl write Das Manifesto before the "de-humanizing" effects of factories?
Exactly my point. I'm not sure which would be better, I'm thinking after Corporation would be more appropriate, but its open to debate.
Below is a list of unit changes I'm compiled (excluding air units and carriers, and missiles):
Warrior: 1/1/1 C: 10
Archer: 1/2/1, 2/1/1 C: 20
Spearman: 2/2/1 C: 30
Swordsman: 4/2/1 C: 40
Chariot: 1/1/2 C: 20
Horseman: 2/1/2 C: 30
Cataphract: 3/1/2, C: 40 (add tech which requires Monarchy and Horseback Riding)
Catapult: 0/0/1, 5/2/1 C: 40
Galley: 1/1/3 C: 30 (requires Map Making)
Trireme: 2/1/3 C: 40 (requires Republic?)
Medieval Infantry: 6/3/1 C: 50 (requires Feudalism)
Knight: 5/4/2 C: 70 (requires Chivalry) (Chivalry leads to Invention instead of Feudalism)
Crossbowman: 1/1/1, 5/1/1 C: 50 (requires Invention)
Pikeman: 2/4/1, C: 50 (requires Invention)
Arquebus: 7/2/1 C: 60 (requires Gunpowder)
Musketman: 6/6/1 C: 80 (requires Chemistry)
Dragoon: 7/3/2 C: 80 (requires Chemistry)
Hussar: 9/4/2 C: 100 (requires Military Tradition)
Bombard: 0/0/1, 8/2/1 C: 60 (requires Gunpowder)
Cannon: 0/0/1, 12/2/1 C: 80 (requires Metallurgy)
Caravel: 3/2/4 C: 60 (requires Astronomy)
Galleon: 5/2/4, 5/1/1 C: 80 (requires Navigation)
Frigate: 6/3/5, 6/1/2 C: 100 (requires Magnetism)
Ship of the Line: 8/4/3, 8/1/2 C: 120 (requires Magnetism)
Rifleman: 8/10/1 C: 110 (requires Nationalism)
Cavalry: 10/5/2, C: 120 (requires Industrialization?) (Industrialization requires Nationalism)
Infantry: 12/15/1 C: 150 (requires Replaceable Parts) (Replaceable Parts requires Electricity and Corporation)
Note: Purpose of the changes in techs listed in Cavalry and Infantry is to insure that Rifleman comes before Infantry)
Tank: 20/18/3 C: 200 (requires Motorized Transportation) (cannot fortify, wheeled)
Artillery: 0/0/1, 20/2/2 C: 120
Ironclad: 10/10/3, 10/1/2 C: 150 (requires Steam Power) (Electricity now comes before Steam Power, like it should be)
Destroyer: 16/12/6, 16/1/2 C: 180 (requires Steel)
Cruiser: 20/16/5, 20/2/2 C: 220 (requires Combustion)
Battleship: 24/20/4, 24/2/3 C: 260 (requires Mass Production)
Submarine: 24/8/3 C: 180
Mech. Infantry: 18/20/2 C: 180
Modern Tank: 28/24/3 C: 240 (cannot fortify)
Modern Infantry: 32/24/2 C: 270 (requires Smart Weapons)
Modern Armor: 40/32/3 C: 300 (cannot fortify) (requires Smart Weapons)
Modern Artillery: 0/0/1, 32/2/2 C: 160 (requires Rocketry)
Radar Artillery: 0/0/1, 45/2/2 C: 200
Nuclear Submarine: 32/12/4 C: 240
AEGIS Cruiser: 32/24/5, 32/5/3 C: 300 (replaces Battleship)
Modern Destroyer: 24/18/6, 24/3/3 C: 240 (replaces Destroyer) (requires Robotics)
Note: Anywhere where I didn't list a tech requirement or anything else, it means no change in that aspect.
To those who like the Age of Sail to last longer, my switching of Electricity and Steam Power does make it a little longer and more realistic.
Whoever posted the AEGIS cruiser change (I really liked it, and forgot who posted it), thank you for the idea, you get credit for it despite my modification.
Critique this as you like.