Unit changes disscusion

Ogi123

The End is the Beginning is the End
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So couple of times I posted various changes to units that I done to my games, to not much discussion unfortunately. This made me think if it's only me that have problems with current units list?
So in this thread I want ask other players what you would change? What units are useless and witch ones are produced constantly in every game?
 
Come on people, is there nothing to discuss? Anyway I guess I can post latest changes to my game in hope of sparking some dialogue.

Ancient era:
-Spear is mainline unit with 5:strength: and 50% vs heavy cav This is because splitting cav line weakened utility of bonus and because higher base :strength: makes it more universal. Low:strength: high bonus units are pure defence ones and in civ 4 combat engine that's losing proposition.
-Light sword is removed as unit. In my many games I never found use for this unit, additionally new spear made it redundant.
-Chariot bonus gets increased to 50%, this of course necessitate to increase it price to 35:hammers:. I must say that I'm great fan of terrain based bonuses, they are much more useful that unit based ones thanks to potential in being used in offence.
-Archer becomes dual purpose counter unit with 3:strength: 1FS and +50% vs melee and light cavalry, 25:hammers:, spear needs city defence AI so some of them will stay in cities.

Classical era:
-Sword gets +10% city attack. Made more difference in comparison to horseman as far as assaulting cites.
-That's because I removed -25% city :strength: penalty from horseman and raised price to 55:hammers:. Since you are attacking cities with siege weapons this penalty was pure illusion for heavy cav line anyway.
-Reducing catapult base :strength: to 3 was good idea, unfortunately staying at 50% bonus was not. I increased this bonus to 100% and decreased collateral to 30%. Catapults are currently excellent at assaulting cites with large amount of defenders but suffers with lesser numbers. Considering they price tag they should be more effective at they role.
-War elephant becomes simply 8:strength: unit with 60:hammers: price tag. No bonuses or penalties. This actually worked pretty well and thanks to bit lower price point you have some encouragement to use them even it late classical/early medieval era when heavy sword comes online.
-Javelinman, well ideally it should be 4:strength:, 1FS, ignores enemy terrain defence bonuses, +50% difficult terrain attack bonus, 40:hammers: price, 50% retreat, collateral damage 3 units/max 25%. This would make it more useful outside hill attack situation.
-Horse archer 1 first strike just for fluff reasons.
-Heavy spear 8:strength: and 50% bonus, 70:hammers:. Available at steel, I swapped places of heavy spear and sword. This is for same reason as spear, more universal usage.

Medieval:

-Lancer: as with other heavy cav line I removed city attack penalty, for the same reason. I was also toying with higher price 100:hammers:?
-Heavy sword/ Footman 9:strength: and +10% city attack bonus, 80:hammers:. More expensive elite heavy infantry.
-Longbowman 6:strength:, 1FS, ignores enemy defence bonus, +50% difficult terrain attack, 70:hammers:, 50% retreat chance, collateral damage 3 units/max 30%. For same reasons as skirmisher, more usage outside hills attack situation.
-Crossbowman 6:strength:, 1FS, +50% vs melee and light horse. Same reasoning as archer, now it's cheap counter unit for 50:hammers:. That also needs changes to spear/heavy spear unit AI, some of them need to defend city from cavalry.
-Pikeman: 9:strength:, +50% vs heavy cav and melee units, 90:hammers:. Fusion of heavy sword and heavy spear.

Renaissance:
- Arquebus 11:strength:, 90:hammers:. Reasoning is simple, if it isn't better than lancer then why I will build it? AI is not human it cannot properly leverage counter units. Besides firearms were monumental change in warfare and it feels wrong than I cannot play as gunpowder empire.
-Pistolier 8:strength: +50% open terrain :strength:, 1FS, 20% retreat, 90:hammers: so cheaper than lancer .Light and heavy cav differentiation is serious problem so I tried but honestly I think there is place only for single line of mounted units.
-Cuirassier 12:strength:, 110:hammers:. No city attack penalty. This is simply better lancer, in theory it should be countered by pike. But how to do that?
-Musketman 14:strength: 110:hammers:. To properly combat curassier it needs such :strength:. Remember that cuirassier is 14,4:strength: while musket is 15,4:strength:. Considering that cavalry option is earlier in tech tree and has greater mobility I view this OK trade-off.
-Cannon: Since :strength: of some units is increased it can return to 10:strength:.
-New unit: some kind of light infantry successor to longbow at measurement? Skirmisher 10:strength:, 1FS, ignores enemy terrain defence bonuses, +50% difficult terrain attack, 50% retreat chance, collateral damage 3 units/max 35%, 100:hammers:.

Industrial:
-Dragoon 14:strength:, 130:hammers:, no city penalty for previously stated reasons.
-Hussar 10:strength: +50% open terrain :strength:, 1FS, 30% retreat, 110:hammers:. Ugh open terrain bonus is strange, on one hand it needs be high enough to incentivise you to build light horse. On the other hand if it's high enough then light cav will defeat heavy one witch is nonsensical from fluff point of view. I repeat my conclusion that there isn't enough place for two cavalry types.
-Rifleman 18:strength: 130:hammers:. Increase in :strength: because of other units. Still mainstay unit of this era.
-Cavalry 16:strength:, 150:hammers:, 1FS, 30% retreat. Last of cavalry line. I think that it should count as light cav, but at this point it's mostly fluff.
-Machine gun, 18:strength:, mod increased to 50% because gunpowder units are bit stronger.
-Artillery 14:strength: because everything is somewhat better.
-No grenadier: Honestly I always use siege weapons when taking cities, and from historical POV this unit doesn't make sense at this point of tech tree.

Global:
-Infantry 22:strength:, basic unit for global era. Higher :strength:, because well everything gone up a bit.
-Tank 28:strength:, bit weaker due to increase of :strength: for other units but that's OK, tanks were to strong anyway.
-Howitzer 18:strength:, for same reason as rest.
-Mobile artillery 22:strength:, also for same reason.
-Paratrooper/Marine/AT Infantry: Removed, ambush, amphibious and new promotion paradrop are all available at their techs without any other promotion prerequisition.
-SAM infantry bonus increased to 100%, really helicopters units are rare enough that if you build this unit you should get something for that. And it's still 18:strength: while normal infantry gone up.
-Guided missile may stay as it is, I will note however that this is one of the most tedious unit to use. Only single shoot, you need to produce and rebase them... give me mobile artillery every time.
-Commando at globalism, skirmish unit (recon), 16:strength:, 2:move:, 1FS, +50% difficult terrain attack bonus, ignores enemy terrain defence bonus, 50% retreat chance, collateral damage 3units/max 40%, 130:hammers:.

Digital:
-Mechanised infantry 32:strength:, 2:move:, march, 200:hammers:, 20% interception. So no changes.
-MBT 40:strength:, 2:move:, blitz, 240:hammers:. 1FS can be removed for consistency sake, after all tank doesn't get it.
-Mobile SAM, 22:strength:, 2:move:, 50% interception, +100% vs helicopter units, 220:hammers:. Made cheaper and with better bonus, this is marginal unit after all so it should be better at what it is doing.
-Gunship, as it was before.
-Special forces at satellites, recon unit 22:strength:, 2:move: , 180:hammers:, +50% difficult terrain attack bonus, ignores enemy terrain defence bonus, 50% retreat chance, collateral damage 3 units/max 45%

Naval units:

Transport ships - main thing here its that each next unit should have better cargo capacity and movement that previous versions. You will not risk loaded transport anyway so higher :strength: it's bit pointless. All units obsolete previous version. No withdrawal chance, they are transport not combat ships.

1)Galley - 3:strength:, 3:move:, 2 cargo, 40:hammers:.
2)Cog - 5:strength:, 4:move:, 3 cargo, 60:hammers:. Loses withdrawal but gains :move: and cargo space. This IMHO makes it better at it intended role of transport.
3)Galleon - 8:strength:, 6:move:, 4 cargo, 80:hammers:.
4)Steamship - 12:strength:, 7:move:, 5 cargo, 100:hammers:. New transport unit at thermodynamics or metallurgy. Requires coal. To patch up hole between sail age galleon and transport.
5)Transport - 16:strength:, 8:move:, 6 cargo, 120:hammers:.

Raider ships - At beginning hidden nationality ships, in later stages resourceless coast boats and submarines. All units have 50% retreat chance.

1)Pirate - 3:strength:, 3:move:, +50% vs transport ships, start with sentry and prize crew promotions (gold for destroying enemy ships), 40:hammers:. Requires contract and shipbuilding. Hidden nationality.
2)Corsair - 5:strength:, 4:move:, +50% vs transport ships, start with sentry and prize crew promotions, 60:hammers:. Compass and shipbuilding. Hidden nationality. Obsoletes Pirate.
3)Privateer - 9:strength:, 6:move:, +50% vs transport ships, start with sentry and prize crew promotions, 90:hammers:. Hidden nationality. Slightly less :strength: but better at hunting enemy galleons. Obsoletes Corsair.
4)Caravel - 6:strength:, 6:move:, 60:hammers:. Upgrades to torpedo boat.
5)Torpedo boat - 14:strength:, 5:move:, 1FS, +50% coast attack, 120:hammers:. Made faster because 3:move: was way to slow, it also should be resourceless to give civs without access to coal or oil ability to build something. Obsoletes Privateer.
6)Submarine - 18:strength:, 8:move:, 50% retreat, +50% attack vs transport and capital ships, flanking against transport type, 160:hammers:. Reduced retreat chance and :move: somewhat because of other bonuses.
7)Missile boat - 20:strength:, 6:move:, 1FS, +50% coast attack, 160:hammers:. At rocketry. Successor to torpedo boat, should also be resourceless. Obsoletes torpedo boat.
8)Attack submarine - 26:strength:, 10:move: , 50% retreat, +50% attack vs transport and capital ships, flanking against transport type, 220:hammers:. Obsoletes submarine. Requires oil or uranium. This units got renamed to represent modern subs both nuclear and diesel.

Escort ships/Light ships - Initially main combat ships in later game transition to anti raider anti aircraft ships. All units have 25% retreat chance.

1)War galley - 4:strength:, 3:move:, 40:hammers:.
2)Heavy galley - 6:strength:, 4:move:, 60:hammers:.
3)Galleass - 8:strength:, 4:move:, 80:hammers:.
First three ships are basically just stronger versions of one another, galleass lost coast bonus but gained :strength:. No point of this bonus for unit that cannot enter ocean.
4)Frigate - 10:strength:, 6:move:, +50% vs raider ships, 100:hammers:. Made weaker but with bonus against raiders, to often it was winning against SoL. This way it can be useful in it's own niche.
5)Destroyer - 16:strength:, 8:move:, +50% vs raider ships, 20% interception, 160:hammers:. At ballistics. Detects invisible units, and shots down biplanes. Because currently there no way to do it until electronics. Obsoletes frigate. New graphics will be needed, something akin to WWI era destroyer.
6)Escort destroyer - 20:strength:, 10:move:, +50% vs raider ships, 30% interception, 200:hammers:. Replaced and improved anti submarine/torpedo boat bonus. Obsoletes destroyer.
7)Stealth destroyer/Modern destroyer - 26:strength:, 12:move:, +50% vs raider ships, 40% interception, invisible, 2FS, 230:hammers:. Gain interception to make it better escort. Obsoletes escort destroyer.

Capital ships - You main sea combatant, high :strength:, lower :move: than escorts/light ships, cause collateral damage.

1)Ship of the Line - 12:strength:, 5:move:, 120:hammers:. Somewhat slower to differentiate it from frigate.
2)Cruiser - 20:strength:, 6:move:, 200:hammers:. Engine, collateral as ironclad. Ironclad by itself was removed to not crowd SoL.
3)Battleship - 30:strength:, 8:move:, 240:hammers:. Weaker to not needlessly inflate other ships :strength:.
4)Missile cruiser - 40:strength:, 10:move:, 300:hammers:. Relatively stronger to beat battleship easier.
5)Carrier - 18:strength:, 8:move:, 3 cargo(fighters), 200:hammers:.
6)Super carrier - 22:strength:, 10:move:, 4 cargo(fighters), 240:hammers:. Available at aerodynamics.
 
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I'm currently busy with other aspects of the game, so no feedback at the moment.
 
I agree with the removal of grenadier, mainly bc the name referred to a military class of assault unit, and they rarely if ever used grenades except in the latter part of the 17th century
 
I feel like first strikes and high withdrawal chance should be the light cavalry niche. A unit you don't necessarily expect to win most of its engagements, but is likely to survive most of the time while softening up the enemy stack for your swordsmen/lancers/whatever.

I really like making spearmen into a more mainline unit; their niche is way too small at the moment.
 
That's what I was thinking when making those changes. Unfortunately in played games I vastly preferred siege units as way to soften enemy stack.
 
That's what I was thinking when making those changes. Unfortunately in played games I vastly preferred siege units as way to soften enemy stack.

So make seige weapons worse at that in open combat? Until at least cannon most of their utility should be in reducing city defenses and a good city attack bonus, not in causing big collateral damage in the field.
 
So make seige weapons worse at that in open combat? Until at least cannon most of their utility should be in reducing city defenses and a good city attack bonus, not in causing big collateral damage in the field.

That's already done, siege units until cannon are 3/4/5:strength: with +50 to 100% city attack bonus. It just that they very large retreat chance means that you lose relatively little of them, and then you mop up rest with highest :strength: units, usually heavy cav.
 
That's already done, siege units until cannon are 3/4/5:strength: with +50 to 100% city attack bonus. It just that they very large retreat chance means that you lose relatively little of them, and then you mop up rest with highest :strength: units, usually heavy cav.

I think those stats are about right as far as their str and city attack bonus, but maybe there's room to make them less useful in the field by reducing their retreat chance and/or collateral damage? Heck, you could argue that they shouldn't even HAVE collateral damage at base, maybe just with promotions. I think you still build at least 1 or 2 of those units to reduce city defenses regardless of how terrible they would be at doing anything else, and while I'll admit military history isn't really my forte, SHOULDN'T they be terrible at everything else? Like, unless I'm way off the ball I don't think siege weapons were often used for anything BUT sieges prior to the development of cannon. Maybe counter-siege? I don't know how you'd really represent that in the engine though.
 
So, no collateral damage until cannon? :hammers: cost should be reduced then I guess, this also means removing CD from skirmish line so they wouldn't be used as replacement. This is idea that needs more testing.

Rest edited into second post.
 
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So I was poking around civ6 and it made me interested in different :strength: progression and most importantly increased unit maintenance trough the eras. What are people opinions about applying such changes to DoC?
 
Increased unit maintenance is what inflation is for in Civ4.
 
I really enjoy the new unit roster, definitely a step forward. Having played around with it, I'll add my thoughts to Ogi123's and other's suggestions for consideration. I will be building on their ideas so credit where is due. The idea is to improve historicity as well as balance:

Suggestion 1:
- In terms of historicity, spearmen and pikemen should indeed be the main infantry unit. Increase their strength, or reduce their cost to represent this.
- Swords were mostly used as side arm by all sorts of soldiers, including archers and arquebusiers. Matt Easton of Schole Gladiatora has a good video about it. Large formations of swordsmen were not really a thing. Even the infamous gladius-wielding legionaries carried throwing spears or a heavy spear. Thus remove swordsmen, and let the current unique swordsmen replace spearmen unit. Legionary for (heavy) spearmen, huscarl for heavy spearmen, samurai for pikemen, etc.
- Keep the bonus against heavy cavalry though, to represent the use of melee infantry to provide 'staying power' to shield skirmishers and cavalry.

With the addition of skirmishers and light cavalry, I feel the unit roster wouldn't lack any depth and even simplify it in a positive way.

Suggestion 2 - skirmisher units
- Grenadiers come into play quite late, somewhere in the 19th century. Put them with combined arms, with bonus against musketmen
- Grenadiers should have emphasis on collatoral damage instead of withdrawal chance. Both for the historicity, and to add a bit of a twist to the unit roster.
- Add a 'light rifleman' with machine tools to replace grenadiers with a withdrawal unit for the industrial age. Have them upgrade into riflemen and have AI research riflemen later (riflemen appears at 1800's now).

Suggestion 3 - siege
- Catapults, trebuchet should mainly be siege weapons to reduce defences. Should be very high withdrawal with high max damage limits and very low collateral damage. This makes spearmen (including city attack) and skirmishers more relevant.
- Bombards, canons, artillery should also be siege- and withdrawal specialists but with decreasing max damage limits. They were used as long range direct fire weapons in the field, so collateral damage doesn't seem appropriate yet. Also works well with the grenadier change as the gunpower era will need a withdrawl unit before the light rifleman.
- Only with flight did mass long-range barrages become a thing (love this change with the current howitzers), so keep this as is.

Suggestion 4 - unit upgrades:
- Unit upgrades could be emphasised more to add some 'rock, paper, scissor'-flavour back into the unit roster. All the 'anti'-traits should be put at the first level upgrades (bonus versus archery, cavalry, etc.).

I suspect this might have been discussed extensively already, so I'll just put this out here for now. To be honest, it's not a priority for me at all and I obviously might be wrong on some or all points.

The current release is completely playable and enjoyable as is. So take this as my attempt to try and be part of this amazing mod to Civ4.
 
Hmm, so infantry line until gunpowder will be spear -> heavy spear(footman?) -> pikeman all with say +50% vs heavy horse? No swordsmen of any type? I'm okay with that.
I don't agree with grenadier however, in XIX century there wasn't any difference between line infantry and grenadier regiments. This is XVI - XVII century siege unit.
I absolutely and totally agree with promotions, in this way you can even eliminate some units by moving them to promotions.
About skirmishers they should simply have they own line continuing into digital age. Skirmisher -> longbowman -> light rifle -> light infantry -> special forces?
 
What about Longswordsmen? I heard that Longswords were used in warfare to counter polearms.
 
I REALLY don't like spearmen being heavily advantaged against horsemen if they're also to take the mainline infantry niche away from swordsmen. If horsemen aren't good at attacking cities, and aren't good at fighting spearmen, and there's no more swordsmen for them to maul, they're really only good for what, killing archers who happen to be outside of cities? At that point the only units worth building are spearmen and siege engines, maybe an archer here and there. I'd rather have an ahistorical rock/paper/scissors than just seeing who has more rocks.
 
I have been thinking about siege units a lot, and this is actually the most pressing concern raised in these discussions for me besides relative strengths of units. Most suggestions seem to go in the direction of removing or significantly reducing collateral damage, which I'm wary of doing because of their role as stack counter. It's part of the rock/paper/scissors Caesar Augustus mentions above, and a way to make sure you can win even if you have less rocks.

I agree though that with the high retreat chance they have become even more powerful. The idea here was to reduce the number of siege suicides that are usually required, and in turn increase siege unit costs. I have considered new rules for collateral units, for example to only let them fight for a limited number of combat rounds to limit their damage while also increasing their survivability, but at this point I don't want to make that kind of fundamental change.

So the best I can come up with is limiting their collateral damage in sieges where it seems to be the most significant problem. So either:
a) units in cities are immune to collateral damage
b) units in cities are immune to collateral damage as long as city defenses are still intact

This way, you can still use collateral damage to punish stacks that are out on the map, but concentrating your army in a defensive position (as the AI likes to do) is not punished anymore. Siege units with city attack bonuses, possible city raider promotions and high retreat chances are still a valuable in sieges to weaken strong defenders but will not weaken the entire defensive stack in the process. I might combine this with rebalancing siege unit strengths and their city attack bonuses if necessary.

Thoughts?
 
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