Why are Firaxis reducing the number of units in Civ 4?

I agree with Firaxis on having fewer units and each unit having more capabilities and upgrades.

If we have a lot of units, then each unit will become obsolete very soon. This would defeat the purpose of introducing RPG-like capabilities for the units.
 
It sounds to me that the system might work like in Alpha Centauri, where you can build a basic unit and add one or two special features, like bombing capabilities or extra radar. (I used to create air colony pods and expland over alpha centauri by air)

If it is like Alpha Centauri, then you cannot compare CIVIII units and CIV-IV units. As somebody said earlier in the thread, in CIV-IV you will build a infantry, you give him anfibious attack, or something like that, and you have a marine. In this case one CIV-IV unit is like two different CIV-III units. (sort of).
 
I wouldn't mind if they dropped UUs int eh Civ 3 sense and made all Civs units look unique and be named unique. Same stats, different look.

But anyway, it looks like there are more units and they are adding in transition units rather than putting in the giant gaps that did exist in the past.
 
I think another reason for less units is the unit upgrades. If there are dozens of speciality upgrades, then they could get by having 1 to 3 types of units per time period. If the upgrades are relatively redundant (e.g. cumulative bonuses to say attack), and can be purchased separately, than you'd really only need say 1 tank unit to represent a 100 years of tank warfare (+ upgrades).
 
Isn't the answer in the new battle approach they choose? If your unit wins a battle it can achieve bonus skills. Perhaps some of those bonus skills render other units useless.
 
Hyronymus said:
Isn't the answer in the new battle approach they choose? If your unit wins a battle it can achieve bonus skills. Perhaps some of those bonus skills render other units useless.

Yes and the multiple guys per unit could make for a very long game with a lot of different units. Sticking to the basic "sword>spear>horse repeat" units in the early eras should make the game faster.
 
Personally, I don't like having to worry about too many units, and which units to build for a given situation. (i.e., I don't want 5 types of tanks, or 10 types of swordsmen/medival infantry) What's the point in say, building 8 WWI tanks, then getting WWII tanks, building 5 of those, then you get modern tanks and build 10 of those?

Weapons and armor were imporved upon because of competition, not always peaceful research.
 
Chieftess is right. Why to waste time to building better units if you have tanks against knights?
 
Some of us do not just play the game to win - but also enjoy the variety of dozens of different units, lots of different resources and varied terrain types. If you do not care about variety, flavor or such things, why not just play chess?
 
Krikkitone said:
So each unit essentially represents an additional 1-3 possible 'specialized' units [of course you wouldn't be able to Build Marines/Paratroopers, but how many of them do you need, you would just have to plan major amphibious/airborne assaults one war ahead of time...

Does this possibility bother anyone else? That you might have to fight a war just to be able to create marines/paratroopers/etc? What if I want to be at peace, but want a group of marines ready to go just in case there's a war? I think the idea of specialized upgrades is great, but I'd like a way to have some of the abilities built in without fighting, possibly through the use of a barracks or similar improvement.
 
Chieftess said:
Personally, I don't like having to worry about too many units, and which units to build for a given situation. (i.e., I don't want 5 types of tanks, or 10 types of swordsmen/medival infantry) What's the point in say, building 8 WWI tanks, then getting WWII tanks, building 5 of those, then you get modern tanks and build 10 of those?

Weapons and armor were imporved upon because of competition, not always peaceful research.
Precisely. The main point is exactly that. He/she with the superior technology... almost always wins the day. See also: Cortez versus the Aztecs, the Gulf War, the Europeans colonizing the world, and so on.

If you were to take, for example, a WWI tank, say, a Renault FT-17 (1917) and pit it against an M-60 (1960), the FT-17 would very quickly be a pair of smoking treads. Nevermind pitting a P-51 Mustang against an F-22 Raptor, or what have you. In Civ3 terms, assuming everything concurent, that means in the Modern Age, after about 30 turns of research, you should have a near complete combat edge over somebody who went off and researched something else.

Plus it also introduces some options: do you go with the lower-quality, quantity army? Or the lower-quantity, higher quality army? As is there's no way to replicate (intentionally or not) something like the Cold War in the Modern Age. You'll both have just about the same thing unless the AI's just hopelessly behind. It's all a numbers game "I have 3 to his 2 so I win."

With diversification, it could open up a question of more "I have 2 to his 3, but my troops are each worth 1.5 of his" situation. Without the tried and true "I have Artillery and the AI is too dumb to use it, so I'll win even though I'm behind" strategem.

The point is this: towards the end of the game, you should have to spend a good amount of money upgrading your forces to keep them relevent, or you should fall behind. That is the way it's worked throughout history (Poland had the finest Cavalry forces in the world - didn't do much against German Panzers).

Unit diversification should really only come into effect in the late Industrial ages and forward into the Modern Age, but it should be in place. I don't mean you should have a whole bunch of variants of a given unit, but you should show the evolution of units. (Bolded for Emphasis) Humankind has technologically advanced more in the past 100 years than all of human history before that combined. That should be represented somehow, not just packaged up in fewer techs than the Ancient Age and about as many units. The jump from Tanks to Modern Armor is about as night and day as going from Horsemen to Cavalry. Nobody would find that acceptable.

Basically, the message of the Modern Age should be "Upgrade and R&D, or become militarilly irrelevent" because that's pretty much what happens regardless in-game and real-world. It's not "bad realism" either because if the game goes on that long, you're either milking your culture or shooting for the UN, where you're trying not to tick people off and playing nice, or conquering the world, in which case it won't make much of a differene.

Even so, it should only be about 3-4 unit representations at most (Say, WWI -> WWII -> Cold War -> Modern Era, applied to Infantry, Tanks, Planes, and probably some other things).

You could cut down on this some with the new promotions systems, but something beyond "You instantaneously learn how to make Sherman tanks!" and "You instantaneously learn how to upgrade these to Abrams tanks!" really needs to be put in place.

And where are my jet bombers? "Yeah, we figured out how to put these things on those worthless fighters, but not the things you can actually use to blow stuff up with." :crazyeye:

Anyway, that's my rant. I'm not expecting it to happen, but damn if I won't mod it in once some good unit models come out. At least they're implementing penalties for older units against modern ones - that's a step in the right direction at least. Death to :spear: !
 
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