Leyrann
Deity
Speaking of units, I'd like to discuss the unit tree, classes and abilities (including promotions)
Don't limit your thoughts to the scope of civ6, I'm assuming that we'll get DLL access at some point, here are some of my design plan
- limited stacking
- 1 melee unit + 2 support unit (numbers could changes with eras / policies, not sure if we'll use/need the corps/army mechanism of civ6 then)
- translated to modern terms, "melee" would be division sized, "support" would be regiment sized
- "support" include ranged, recon, and other regiment sized unit like heavy tanks, assault guns, etc... (think R.E.D. WWII if you used it)
- most current "support" units will be removed and their effect reintroduced as promotions (keeping anti-air unit as regiments)
- medic promotion -> field hospital (less dead from wounded, heals wounded faster, applied to all units on the same tile)
- engineer-like promotions : unit could automatically spawn city-assault units (siege tower, battering ram, if it has enough materiel) when near an enemy city with walls
- techs unlock equipment (bronze equipment, iron equipment, steel equipment, chariot, crossbow, musket, rifle, cannon, ...)
- a city that has access to enough of that equipment (using trade for example) can build the corresponding units, even without the corresponding technology
- each units has an small upgrade path with an equipment type, unlocked using projects, you need the equipment tech to research those project
- for example bronze equipment allows spearmen, the "base" unit, and a military project unlocked by the same tech as bronze equipment allows phalanx units based on spearmen
Now what I'd like to discuss based on this is the global unit tree, IE what kind of units we should have for each era, and what should be the rock/paper/scissor for the gameplay
Finally a post where I feel like I got something to add, as someone who is interested but neither has modding experience nor wants to play a pre-alpha mod.
(just adding this in here, I didn't really take stacking into account, as I've never played with stacking mods. I'm just writing down what feels logical, and I assume it should be possible to pour it into a stacking mold. I'm also using quite a bit of what I know from Civ 4 as I feel like that game does a super good job on units, even though combat is bland with stack of doom vs stack of doom)
As for the rock/paper/scissors, I feel like there should be made a distinction between pre-gunpowder and post-gunpower, maybe in different unit classes, maybe not. This because pre-gunpowder, there is a clear distinction between melee and ranged, while post-gunpowder everyone is ranged, it's just that the ranges are different. Pre-gunpowder, I think it should look like this:
Anti-cavalry should beat mounted
Mounted should beat ranged/siege.
Ranged should beat anti-cavalry.
Melee should neither counter nor be countered by anything.
The thought process is as follows: Anti-cavalry (obviously) have pikes, which people sitting on horses don't like. Mounted units are fast, and are therefore good at flanking. That makes it only logical for them to be strong against ranged units, who tend to be lightly armored and who just don't have the time to shoot the horsemen down before they reach them. Ranged units should beat anti-cavalry because anti-cavalry, again, have pikes or the like, which means that they have a two-handed weapon, and therefore have no shield.
Now, melee units on the other hand, do have shields. They're not lightly armored, so they're also not easily routed by mounted units, and they're also not weak against pikes as they can relatively easily break pikeman formations. On the other hand, their weapons are shorter, so they can't reach horsemen that easily, they're not as fast as mounted units, so they cannot rout archers, and they do not have ranged weapons so they will need to get in range of the pikes in order to kill the pikemen. This together makes them the jack-of-all-trades of units, where they're not the best at anything but also don't get destroyed by anything, which then also logically means that they will make up the bulk of every army, even moreso if you do not know what you will go up against. This is also historically accurate (I'm not certain wheter the countering is; that's just a gut feeling), as most people in any army were just people with swords, shields, maces, etc.
Note on siege units (which I totally forgot for the most part): They are weak against mounted because they tend to be slow, and are strong against cities, of course.
As for post-gunpowder, it kind of becomes more difficult. Basically, you just want lots of guns. In other words, gunpowder units, musketmen, riflemen, etc. They're pretty strong and really don't have a clear weakness. Additionally, you would of course have the gunpowder mounted units like dragoons and cavalry. Those would later get replaced in their role by armored units like tanks and modern armor. However, there aren't really any other clear distinctions in classes, as the counter to guns is typically "bring your own guns". Mounted units would be faster, but I suppose that non-mounted units would be slightly stronger. Of course, siege units simply continue, and they'll still be weak to mounted in particular. In my opinion, siege units from artillery on should outrange anything else, requiring you to move units out of a city in order to stop them from hitting said city.
I do realize that this doesn't give for much interesting rock/paper/scissors, but I really just can't think of a proper way to handle that. Maybe armored units should beat gunpowder units though, so that you'll have to build AT units. And of course, air units beat anything on the ground if there's no AA.
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Time to move on to the specific units. I'd personally like to see lines like this. It might interfere with Civ 6 promotions though, so maybe it's just not possible at all.
Melee: Warrior (game start) -> Axeman (late ancient, prob Bronze Working) -> Swordsman (late classical) -> Maceman (medieval) -> Gunpowder line.
Ranged: Slinger (game start) -> Archer (ancient) -> Composite Bowman (classical) -> Crossbowman (medieval) -> Gunpowder line.
Anti-cavalry: Spearman (ancient) -> Phalanx (classical) -> Pikeman (medieval) -> Gunpowder line.
Mounted: Heavy Chariot (ancient) -> Horseman (classical) -> Knight (medieval) -> Mounted gunpowder line.
Siege: Catapult (classical) -> Trebuchet (medieval) -> Cannon (renaissance) -> Artillery (industrial) -> Modern artillery (atomic) -> Rocket artillery (information).
Gunpowder: Musketman (renaissance) -> Rifleman (industrial) -> Infantry (modern) -> Mechanized Infantry (atomic).
Mounted Gunpowder: Dragoon (renaissance) -> Cavalry (industrial) -> Armored line.
Armored: Landship (modern) -> Tank (atomic) -> Modern Armor (information).
I also feel like the game should have machine guns but in my opinion they do not really fit into any category. Additionally, there should of course be anti-tank and anti-air units. And helicopters, which most certainly should not come from upgrading mounted units.
As for other air units I feel like the age-old system of fighters and bombers simply does it's job and does it well. And ships is a mess that I don't think I've ever really understood, so I won't start talking about that.