v101 Israel

Satv9

Chieftain
Joined
Mar 12, 2025
Messages
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I played into the Medieval Era then switched to spectating

- Philanthropy social policy can't be taken for some reason (see attached save file)

- Some techs, wonders and buildings still reference the old social policy trees that were replaced by government types (like Honor, Tradition, etc).

- AI doesn't understand that it can't capture cities with ranged units, which can result in cities being brought down over and over to 0 HP and not getting captured despite multiple ranged units blasting away at it.
If a city is already at 0 HP and it gets shot by ranged unit it should get captured by that unit's owner. Not efficient (still better to get the city HP very low and then move in with melee) but should help AI on the attack.

- Civs that respawn after they have been previously eliminated should start with more units

- Nanotechnology tech feels too out of place in Contemporary Era, I think it could be renamed to Ecology and reuse tech quote and icon from the vanilla Atomic Era tech. The Recycling Center building could be moved to it?

- The National College feels egregiously powerful in terms of Science output, when I got it I immediately leapt ahead of everyone else. I think the percentage increase Science output should be moved around
1. Reduce National College percentage science increase from 50% to 25%
2. Reduce University percentage science increase from 33% to 25%
3. add a 33% science increase to Public School.
this would shift the increase in science output to later in the game and also help civs that are playing wide later in the game

- some lategame units missed out on movement buffs:
Marine unit has only 2 movement (Infantry unit now has 3)
Rocket Artillery unit has only 2 movement (Artillery now has 3)
Trench infantry unit has only 2 movement (Machine Gun, Gatling Gun have 3)
Mobile SAM has only 3 movement (Mechanized Infantry has 4)

- Upgrading units should be much cheaper, again to help AI in military matters
 

Attachments

unit suggestion:
Skirmisher from Enlightenment Era mod. It feels weird to me how the Crossbowman lasts all the way until Industrial Era.
1763061291177.png


284 Production
22 Strength
22 Ranged Strength
1 Range
3 Movement
cannot melee attack

unlocked at Metallurgy, upgrades from Crossbowman
becomes obsolete at Industrialization, upgrades to Gatling Gun

By the way Gatling Gun currently obsoletes at Radar, it should obsolete at Replaceable Parts since the Machine Gun has been moved there
 
this animation graphics is good. As for the name it could be called skirmisher, fusilier, grenadier, or flintock infantry.
Which one sounds appropriate to both the animation and the unit concept (ranged renaissance that upgrades crossbowman)?
 
ChatGPT said Fusilier. How am I to contradict him? :lol:

Actually, Fusiliers were added in Rhye's of Civ 3. So, glad to add them back. But gatling is replaced.
I dunno, I would argue Skirmisher is more fitting for a light infantry unit... Fusilier feels like it would fit a line infantry unit like the Musketman

IMO instead, you could do what Vox Populi mod has done- use Fusilier as a new name for the Rifleman unit and then rename Trench Infantry (which in my opinion is kinda an awkward name) to Rifleman.

Also, why not keep the gatling gun and just make it cheap to upgrade to machine gun? No need to remove it entirely, I like how it gives a taste of industrial warfare before you reach the mid-late Industrial era with its WW1 units.

Edit: Alternatively, keep the Rifleman unit named Rifleman, then rename Trench Infantry to Infantry (and keep it at 2 movement), and rename Infantry to Motorized or Mobile Infantry (because it has 3 movement). Feels like a better name progression now that I think about it.
 
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Weird gripe, but I would think a Skirmisher's path would not go to Gatling Gun, but would continue to be a forward-positioned light unit, who would reach its final form as Paratrooper / Spec Ops. I would think that you could choose to upgrade a Rifleman to a Gatling Gun / Machine Gun as an option. Does that make sense?
 
Weird gripe, but I would think a Skirmisher's path would not go to Gatling Gun, but would continue to be a forward-positioned light unit, who would reach its final form as Paratrooper / Spec Ops. I would think that you could choose to upgrade a Rifleman to a Gatling Gun / Machine Gun as an option. Does that make sense?
True, but in this mod Gatling Gun and Machine Gun seem to also be mobile skirmisher units since they have 3 movement.

I like how Vox Populi splits the archery / ranged unit class into two separate branches, a 2-movement 2-range ranged infantry branch and a 3-movement 1-range ranged cavalry branch.
Ranged infantry: Archer, Composite bowman, Crossbowman, Musketman (now a ranged unit), Gatling Gun, Machine Gun, Bazooka.
Ranged cavalry: Chariot Archer, (mounted) Skirmisher, (mounted) Heavy Skirmisher, Cuirassier, Cavalry (now a ranged unit), Light Tank, Helicopter Gunship.

I also like how it does anti-cavalry, keeping it around for one more era in the form of Pike and Shot, which is what Pikeman upgrade to instead of the Musketman. this Pike and Shot itself upgrades to the non anti-cavalry Fusilier (which is a renamed Rifleman).

and I also ALSO like the Paratrooper -> Spec Ops line, where they take the assets for what is in vanilla the Marine unit (which is kind of weirdly niche... basically just infantry with promotions) and convert it to being a Paratrooper that comes early (at Flight tech), and then have Spec Ops (renamed from the vanilla Paratrooper) come later in the Atomic era (at Computers tech).

Though I do find it a bit weird that the Paratrooper comes at Flight tech (alongside Triplane for example) which seems premature. Since this mod removes unrealistic XCOM Squad unit, it could do something similar but shift the units to later techs (Paratrooper unit could unlock at Radar, while Spec Ops would be an endgame unit unlocked at Globalization?)
 
you can see how this can turn into a rabbithole. Let's keep changes to the minimum. In my opinion the only problem is: there's a void after the crossbowman, and two units sticking together at adjacent techs (gatling and machine). The solution is obvious in my opinion: move Gatling to metallurgy and change name and graphics.
 
where do you see paratroopers coming at flight? They are at radar as they should be
Oh no, I was talking about Vox Populi mod not this one.

you can see how this can turn into a rabbithole. Let's keep changes to the minimum. In my opinion the only problem is: there's a void after the crossbowman, and two units sticking together at adjacent techs (gatling and machine). The solution is obvious in my opinion: move Gatling to metallurgy and change name and graphics.
I think Skirmisher should be a new unit at Metallurgy, preserving Gatling Gun at Industrialization. Maybe buff Gatling Gun to 40 strength + ranged strength. As I said, I like how it gives a sneak peek of Industrial warfare a column early. I also like its animation and model.

Surely you wouldn't remove the Ironclad, despite its upgrade (Destroyer) now being in the following tech column in much the same way!
 
I was thinking along those lines Satv, I was imagining the Skirmisher being based on the American commandos of the War of Independence;

It's crazy how quickly military science moved in 200 years; wood, tin-clad, iron-clad, dreadnought, modern battleship, carrier... I think that is a cause of "recentism" in Civ, the fashions of the soldiers and their machines change so quickly. It is more interesting for artists as well to have all of these models to create.
 
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