1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[UNIT] Continental Guard

Discussion in 'Civ4Col - Mods and Files' started by Willi_Tell, Mar 31, 2013.

  1. Willi_Tell

    Willi_Tell praefectus praetorio

    Joined:
    Feb 8, 2008
    Messages:
    259
    Location:
    City of the Bears, Switzerland
    For my personal ModMod of Religion and Revolution I implemented a "Continental Guard".
    It's supposed to be an expensive, but quite strong lategame unit -very well suited to counter the King's Hessian troops.
    :D

    Although not truly accurate, there are flavoured unit graphics for France and England, for all other European Players there is a generic variant in Civ-Color.
    (unfortunately, I could't get the flag to be civ-colored)

    InGame-Screenshot:



    The files are containing detailed informations "how to use/implement" these graphics into your game.

    Hope you like it - have fun! :)
     

    Attached Files:

  2. raystuttgart

    raystuttgart Civ4Col Modder

    Joined:
    Jan 24, 2011
    Messages:
    4,446
    Location:
    Stuttgart, Germany
    Looks fantastic ! :clap:
     
  3. Willi_Tell

    Willi_Tell praefectus praetorio

    Joined:
    Feb 8, 2008
    Messages:
    259
    Location:
    City of the Bears, Switzerland
    Thank you, Ray! :)
     
  4. raystuttgart

    raystuttgart Civ4Col Modder

    Joined:
    Jan 24, 2011
    Messages:
    4,446
    Location:
    Stuttgart, Germany
    I am currently thinking about some way of introducing them ingame. :think:
    (I don't like to simply build units like that as if they were ships or cannons.)

    Maybe a new DLL-Diplomacy-Event ?
    But what could it be about ?

    If they are really strong I would like to limit their numbers and also have high prerequisites. :think:

    Some kind of National Wonder as prerequisite ?
    (Which again would have prerequisites so it would usually be built in late game.)

    Some kind of max limit related to amount of cities or total population ?

    -------

    Or maybe a feature that is related to the new Yield Culture ?

    Or even a completely new Yield "Recruitment" (with a new Profession and Veterans as Specialist) ?
    (The Citadel and the Grand Bastion could get Professions slots ...)

    -------

    Well, I need to think about it ... :dunno:

    @Willi:
    Do you have some good idea ?
     
  5. Willi_Tell

    Willi_Tell praefectus praetorio

    Joined:
    Feb 8, 2008
    Messages:
    259
    Location:
    City of the Bears, Switzerland
    Currently in my ModMod, the Continental Guard has the following prequisites:
    - Building "Great Arsenal" must be present in city
    - high yield-costs: 180 hammers, 50 muskets, 50 colored cloth, 50 leather, 50 silver

    But I am not really happy with that solution. I fully agree, that units shouldn't be buildable in general (expept of ships).

    You remember the feature of Col1, when all your veteran troops would turn into "Continental Army" after declaring independence? As a hommage to this, we might indeed implement the Continental Guard as a profession - I like that idea! :goodjob:

    yea, we need to think about max limit this profession I guess. But rather than a relation to the amount of cities and population I would prefer:
    - Special equipment costs for the profession
    - An appropriate Building ("Great Arsenal" or else) as prequisite
    - Profession only available after reaching a certain era (era of independence or slightly earlier)
    - Profession only available to high promoted officer (aka "veteran") units...

    What you think? :)
     
  6. raystuttgart

    raystuttgart Civ4Col Modder

    Joined:
    Jan 24, 2011
    Messages:
    4,446
    Location:
    Stuttgart, Germany
    I need to think about that a bit longer. :think:
    (Until now, I did not come up with a concept I really liked.)

    A few things are important to me.

    1. I don't want to destroy balancing. (Strong units should not be accessible to easily.)
    2. The feature should be atmospheric. (No "building" of such units as if they were ships.)
    3. No unnecessary negative impacts on performance. (Like additional complex checks everytime a profession changes.)
    4. AI should be able to get and use these units as well.
     
  7. Yaeri

    Yaeri Chieftain

    Joined:
    Dec 16, 2012
    Messages:
    6
    In the original colonization all your soldiers who had 'veteran' status would be upgraded to continental status when you declared independence.
    If you want to translate this to civ4 colonization and have the unit be more rare, then perhaps you can have all veteran soldiers who have a minimum of X xp be upgraded. (Where X is a number you feel is balanced. I don't know how strong your continental guard is.)
    A possible problem with this is that it makes your strongest troops even stronger, which might be a bit silly.

    Other similar options:
    -A certain percentage (+/- random) of your veteran soldiers is upgraded when you DOI
    -A certain number (+/- random) of your veteran soldiers is upgraded when you DOI
    -optional: a founding father increases this percentage/number

    Other options:
    -Every soldier who is already veteran and wins a combat after the declaration of independence, has a % chance to be upgraded to continental guard status.
    -Any soldier who is already veteran and wins a combat at any point during the game has a chance to be upgraded. But there's a maximum # you can have dependent on (some ideas): rebel sentiment; # of government palaces (1 per palace seems like it would keep it rare and special enough)

    Just throwing some ideas out there. :)
     

Share This Page