Sedna
Chieftain
- Joined
- Nov 15, 2023
- Messages
- 51
Ok so long story short (and thanks to the other links explaining special units and barbarians)that's the little trick :
If you have 90 units, barbarian leader takes the 91th slot. 115 units, 116th slot, etc with ultimately 189 units + the 190th slot for barbarian leader.
One should notice the barbarian leader caracteristics are the diplomat's slot unit's (just left of spy slot).
yes.
the unit on this slot is known to require to choose fundamentalism governement to be build.
Only the engineer (working lands twice as fast), as far as I know.
This slot shall trigger a pop-up when the unit becomes avaible. Could be used as a feature, avoided, or be treated with no care.
The hard code part of this unit is diplomatic. A tribe owning such unit act arrogant
a unit with diplomat role on this slot has more powers than other diplomats.
a unit with trade role on this slot grant more bonuses than other trading units.
Like the Musketeers, the knight slot is a dangerous slot for the ability to produce some other units. More details in the link in the end.
That should be such a reminder indeed, if I wrote it correctly.
Informations are gathered by great contributors there :
Musketeer&Knight Slot
Unit Slots
Barbarian Paper
- barbarian leader has diplomat features and it's maybe best to keep the diplomat left of the spy too.
- spy should be left where it is if you want to keep the special spy mechanics like targetting, poisonning, or planting nuclear device and to avoid some options (like the nuclear device) you can edit the text choices. And some lua can be used to give spy abilities to other units
I could see myself rename diplomat "spy" and spy "special forces" especially if a sky can have more than 0 in attack? It could make its way to a city through a few units and then sabotage? Is it possible to make a spy paratrooper too?
- engineer should be left where it is as it is the only place a settler can get the x2 speed to build. Same for the caravan vs trucks dynamics in trading
- paratroop is only a pop up which you can disable anyways
- the nuke slot is not for nuke per say but for the diplomatic behavior. So you could create something else (say, any extremely future tech) and this unit would be used for diplomatic arrogance, and to code a nuke behaviour is ot give it 99 @tootall_2012. If I want the AI to possibly completely mess up alliances if its what the player wants, it's best not to give this unit to any faction for ex? (hypothetically)
- musketeer and knight have a special "makes all units with a low defense obsolete" and "same double movement obsolete" in the rows before. I read a good way to get rid of this feature is to make some special units there, like flying AWACS could be put there or something so that this mechanics doesn't happen?
An alternative mentionned way in your links is to ignore them for players so they would only be barbarians (or you loose 2 slots) or make them fly and 0/0 and pretend they are buildings.
As for barbarians overall
- if i want them to have improving units I have to be very careful which ones they are, where they are placed, and keeping the original research as a prerequisite for their units choices. Another way is to give the tech to the neutral countries for ex, and then they will pop the final group of units only (with no piracy).
As for computers, it's important that in one type of unit (attack, defense, air superiority etc) the higher stats is the only thing that matters for the AI to build them. It disregards other stats like hit points or power, so it's best if they are divided in groups and in each group they go up and up in stats.
@techumseh I liked that last link. A lot of things I didn't know in there. There's two approaches I see
- consider giving all tech that have an impact to all factions right from the beginning so the starting point is a relatively controlled stable "modern" world where all effects are unlocked, and I control what is not yet available, OR
- using them carefully, trying to keep an order between them that doesn't create issues, and still provides a progress for the factions. For ex, using "mysticism" as a way for the equivalent of temple to make happy 2 citizens instead of 1 (say, I don't know, a basic need for people inside a war zone could be access to potable water, and resinstallation of hot water lines would be the "mysticism" of this? Polytheism would be a way to control what units you receive but also which ones barbarians now build. Also, it means I can plan first the units barbarians would use, since they "should" use mercenary types of units (makes more sense during a local uprising) and then start laying out the genberic milita/mercenary roster on the barbarian chosen units. Construction (its equivalent in the scenario) would allow ability to build "better trenches", stuff like that.