Unit Promotions

One thing I've considered with that too is that for military units, we genericalize... use basic unarmed soldiers then add horses, swords etc... to really work them into a definition of what kind of unit they are. You can change appearance based on promos so it could theoretically be a really good way to go!
 
One thing I've considered with that too is that for military units, we genericalize... use basic unarmed soldiers then add horses, swords etc... to really work them into a definition of what kind of unit they are. You can change appearance based on promos so it could theoretically be a really good way to go!

This might be hard to do for every unit, but maybe heroes could use this system. If when you 'buy' a promotion it can change your unit's graphics, we'd need 1 hero graphic per continent per age., everything else could be represented with showing additional units behind the hero.

Example: you start out with basic Joan of Arc, you have a single medieval era European figure. You buy war horses for her and now you get a second figure on horseback behind her. You upgrade her to use a musket and she changes her figure to be a renaissance European one.
 
One thing I've considered with that too is that for military units, we genericalize... use basic unarmed soldiers then add horses, swords etc... to really work them into a definition of what kind of unit they are. You can change appearance based on promos so it could theoretically be a really good way to go!

I don't think I'd care for that method. And it seems like it would require a lot of extra unit designs as I don't think the engine is designed around being able to add skins, armor, weapons, etc. like other games are.

Also think that would bust Rally Points.
 
Drat, sounded like a good idea up until then :(
 
Drat, sounded like a good idea up until then :(

I am certainly not the final/ultimate voice in any decision on this mod, so it's always conceivable that one of the other modders might have a differing opinion. And of course, anyone could always make their own mod-mod or module and make it available for people as an optional add-in. :)

Civ IV is a GREAT game. But it isn't designed to do anything and everything. Having said that, there IS still A LOT that CAN be done. And C2C is really in its own Golden Age right now with the excellent modders and the amount of participation at all levels.
 
Example: you start out with basic Joan of Arc, you have a single medieval era European figure. You buy war horses for her and now you get a second figure on horseback behind her. You upgrade her to use a musket and she changes her figure to be a renaissance European one.

which eventually leads us to Joan the Cybernetic Warmachine

I thought it better to have techs unlock purchisable equipment upgrades for categories of units, supplanting or even replacing current experienced based upgrades so that instead of expending a level on sentry one you purchase fine spyglass in port and it does the same thing. Sonar system gives the equivalent of sentry 2 and can see submarines.
 
I'm all for equip upgrades and making those purchaseable for each unit but I wouldn't want to see that replace exp gain and upgrades from that... both are routes to power and should reflect different kinds of power at that.
 
Completely off the topic of new promotions, but still on the topic of promotions... Currently March cannot really be taken by any units except healthcare units due to the promotion requirements. Right now, March requires Medic 1, which requires Herbal Cures, which is only available to the healthcare unit line. I know late game units are given March automatically, but it's always been one of my favorite promos, and I'd love to give it to some of my troops before I get to the modern era and have mechanized infantry.

Actually, as it stands (for v18), the promotion Medic 1 is unavailable. Medic 1 requires Herbal Cures, which is only available to Health Care Units. But Health Care units cannot build Combat 1 or Drill1, one of which is a pre-reqs for Medic 1.

I edited C2C\Assets\XML\CIV4PromotionsInfo.xml, and added Health care units (UNITCOMBAT_HEALTH_CARE) for Combat 1 and Drill 1.

This does not solve your problem of March, but at least it allows you to build better healers.

An option for enabling March is, in the file C2C\Assets\Modules\OrionMods\GreatDoctorHealthCareMod\HC_CIV4PromotionsInfo.xml, find the entry for PROMOTION_MEDIC1. You'll see the entry for HERBAL_CURES as a requirement and COMBAT1 or DRILL1 as an option. You could replace either DRILL or COMBAT with the HERBAL_CURES, so that a unit would require Herbal OR combat/drill for Medic 1. Medic 1 will open March.
 
Actually, as it stands (for v18), the promotion Medic 1 is unavailable. Medic 1 requires Herbal Cures, which is only available to Health Care Units. But Health Care units cannot build Combat 1 or Drill1, one of which is a pre-reqs for Medic 1.

I edited C2C\Assets\XML\CIV4PromotionsInfo.xml, and added Health care units (UNITCOMBAT_HEALTH_CARE) for Combat 1 and Drill 1.

This does not solve your problem of March, but at least it allows you to build better healers.

An option for enabling March is, in the file C2C\Assets\Modules\OrionMods\GreatDoctorHealthCareMod\HC_CIV4PromotionsInfo.xml, find the entry for PROMOTION_MEDIC1. You'll see the entry for HERBAL_CURES as a requirement and COMBAT1 or DRILL1 as an option. You could replace either DRILL or COMBAT with the HERBAL_CURES, so that a unit would require Herbal OR combat/drill for Medic 1. Medic 1 will open March.

I keep meaning to get back and fix all the health promotions, but keep getting side tracked.

So what is the suggestion(s) for what I should do?
 
  • Removing Herbal Cures from prerequisite of Medic I
  • Making Combat I, II, III available for Health Care units. (Heal requires Combat III)
I think these can solve the problem although it could reduce the necessity of Health Care units.

Speaking of Health Care units, terrain promotions should be available for them.
 
I'm all for equip upgrades and making those purchaseable for each unit but I wouldn't want to see that replace exp gain and upgrades from that... both are routes to power and should reflect different kinds of power at that.
The Master of Mana mod has an interesting mechanic there with units being able to buy equipment (one in each category) with global yields which are globally accumulated from cities working certain plot improvements (metal from mines, lumber from lumbermills, ...).
 
  • Removing Herbal Cures from prerequisite of Medic I
  • Making Combat I, II, III available for Health Care units. (Heal requires Combat III)
I think these can solve the problem although it could reduce the necessity of Health Care units.

Speaking of Health Care units, terrain promotions should be available for them.

Or remove Combat requirements for Medic??
 
Or remove Combat requirements for Medic??

Why not just have Medic I require Combat I, then Medic II can require Medic I, III requires II etc..

Or alternately, regular troops can only get to Medic I, then the health care units require Herbal & Medic I to get to Medic II, Medic II for Medic III and March, so as not to render them completely obsolete..
 
  • Removing Herbal Cures from prerequisite of Medic I
  • Making Combat I, II, III available for Health Care units. (Heal requires Combat III)
I think these can solve the problem although it could reduce the necessity of Health Care units.

Speaking of Health Care units, terrain promotions should be available for them.

Or remove Combat requirements for Medic??

Why not just have Medic I require Combat I, then Medic II can require Medic I, III requires II etc..

Or alternately, regular troops can only get to Medic I, then the health care units require Herbal & Medic I to get to Medic II, Medic II for Medic III and March, so as not to render them completely obsolete..

Well I am not going to make health care units obsolete. In fact I would like to make them more escential.

I will probably let health care units get both Combat I and Drill I and move all main heal promotions to the herbal cures line. There are a lot of heal promotions out there mostly combined with other attributes like leadership.
 
Alrighty.. I'd still like to see Medic I (if possible) able to be granted to regular troops, as kind of a first aid (or even, a new "First Aid" promotion) so as to have some kind of healing ability for early era troops..
 
How early troops are you taking about?
Medic 1 isn't available until Naturopathy, or rather as early as, and with that you can build your first Healthcare unit anyway.

March though should probably be looked over and made available after, say, Combat 3 or 4 and Drill 1 or 2. My two pennies worth.

Cheers
 
My vote/proposal is:

1. Remove the Combat/Drill requirements from the healing promotions. Healing units can specialise in healing without any increase in combat abilities.
2. Make Herbal Cure only an option for Medic 1, along with Combat 1. This allows combat units to pick up some basic healing capabilities.
3. Restrict Medic 2 and 3 to only heatlh care units.
4. Remove lead by warlord requirement from Medic 3.

The design intent is that combat units can perform limited care, but the really big care needs a specialised unit, that ONLY specialises in medical assistance.

I have to think a bit about where March fits in......
 
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