This extends from a thread in the discussion forum about getting rid of units in the production list that are no longer viable.
I did the following:
Cavalry -> Tank (historically accurate)
Privateer -> Frigate (just to get rid of it)
Frigate -> Ironclad (again, historically accurate)
Man-o-War -> Ironclad (be fair to the English)
Ironclad -> Destroyer (not historically accurate--i may decide to make ironclads a dead-end since the AI uses them SO much)
Swordsmen -> Rifleman (this is a twist, an offensive unit turning into a defensive one, whatever floats your boat) If you do this make sure you also do hoplites, legionnaires, and immortals as well, to be fair to the Greeks, Romans, and Persians)
If you want them to be upgradeable on an individual basis, check the upgrade unit checkmark in unit special actions, if not, you can still upgrade them all in one shot with shift-U.
What i didnt know was this (game defaults):
galley -> caravel
caravel -> galleon
galleon -> transport
Spose i should have read the civilopedia a bit more. :crazyeyes
I did the following:
Cavalry -> Tank (historically accurate)
Privateer -> Frigate (just to get rid of it)
Frigate -> Ironclad (again, historically accurate)
Man-o-War -> Ironclad (be fair to the English)
Ironclad -> Destroyer (not historically accurate--i may decide to make ironclads a dead-end since the AI uses them SO much)
Swordsmen -> Rifleman (this is a twist, an offensive unit turning into a defensive one, whatever floats your boat) If you do this make sure you also do hoplites, legionnaires, and immortals as well, to be fair to the Greeks, Romans, and Persians)
If you want them to be upgradeable on an individual basis, check the upgrade unit checkmark in unit special actions, if not, you can still upgrade them all in one shot with shift-U.
What i didnt know was this (game defaults):
galley -> caravel
caravel -> galleon
galleon -> transport
Spose i should have read the civilopedia a bit more. :crazyeyes