Why doesn't CVI4 have troop carrying land units?

Traflagar

Chieftain
Joined
Sep 10, 2004
Messages
86
Like helicopters or armored personnel carriers? I would love to load up a few seals in a helicopter and drop them in near an enemies city. And remember paratroopers in CIV2? They were a great unit. I would love to have them in CIV4.
 
After you reserch the tech that allows you to use enemy roads.... it becomes easy...

EDIT: there is no tech that does this, read next post :) sry...
 
I'm sorry, I didn't mean tech... its an upgrade a unit can recieve... I think I saw it on a tank....
 
MrPaladin said:
I'm sorry, I didn't mean tech... its an upgrade a unit can recieve... I think I saw it on a tank....

Yes, it's the Commando promotion that allows a unit to use enemy roads.
 
A transport chopper would be good. Move 4, capacity 1, low defence?

Mechanized transports. Move 2, carries 2 (gunpowder, but not mech inf) units. Useful to get your SAM infantry through enemy territory faster.

Mobile Airfield. Move 1, "Carries 1" Air unit, cannot enter transports.

Mountain guide. Move 1, can cross mountain peaks, carries 1 unit (no modern armor, mech infantry, seige weapons, or helicopters).
 
I wouldn't like the "mountain guide" promotion, I think that having mountains as totally immpassable make choke points much more viable (and potientially making forts useful to), and anyway in most mountain ranges there are enough places that this promotion would not be worth it compared to other promotions.
 
Or how about some transport plane? You could load up 3-4 troops on a transport plane and then rebase it to another city. Maybe not worth implementing, but that would be a 'realistic' transport, perhaps...
 
Perfect_Blue said:
Or how about some transport plane? You could load up 3-4 troops on a transport plane and then rebase it to another city. Maybe not worth implementing, but that would be a 'realistic' transport, perhaps...

That kind of what the airport city improvement does.
 
~slap's face~ Big duh....sorry. That wasn't me, that was some jerk that used my fingers! ;)

edit: it's obviously been a while since I played that far
 
MNGhost said:
That kind of what the airport city improvement does.

Yeah I think Airport is pretty cool but it only allows one unit per turn and you have to wait a turn to use the unit. I have never noticed, is the unit there for to defend the city on the AI's turn after you tranport?

And yes, I think paratroopers would cause some unbalance in the game but I sure do remember using them. And transport that could carry tons of units instead of 4. And aircraft carriers would hold a lot of aircraft as well.

I'm sure the designers know what thery're doing in CIV4 and I really love the game but I can't help missing some of the old stuff......
 
Traflagar said:
Yeah I think Airport is pretty cool but it only allows one unit per turn and you have to wait a turn to use the unit. I have never noticed, is the unit there for to defend the city on the AI's turn after you tranport?

And yes, I think paratroopers would cause some unbalance in the game but I sure do remember using them. And transport that could carry tons of units instead of 4. And aircraft carriers would hold a lot of aircraft as well.

I'm sure the designers know what thery're doing in CIV4 and I really love the game but I can't help missing some of the old stuff......


Maybe you were remembering playing a civ3 mod such as DYP or R&R - they had similar units. :) ;)
 
I think the airports are limited the way they are to prevent people from airlifting armies to a single airfield.

I had a strat in Civ 3:

1) Build airports in all your cities. Make sure you have at least one unit in each city ready to go invade.
2) Load up a transport with enough marines (which were the only units in Civ 3 that could attack directly from the transport) to take a single lightly defended city scouted out in advance.
3) Put a worker in the transport(s) with them.
4) Declare war, attack the city.
5) After taking the city, move the transport into the city, and unload the worker. This would let the worker still take it's turn the same turn you took the city.
5) Move the worker out of the city on a road, and build an airfield
6) Airlift the main force to the airfield.

And if all goes well you had an SoD parked on the other continent (or island, or whatever) before the AI would have any chance at all to react to it or prevent it. It was very unbalancing since the airfield would be practically impossible to destroy or retake since there would always be a fresh stack of 20-30 units on it, and in Civ3 if you had a unit sitting on an airfield it was your airfield even if they retook the city.
 
I think paratroopers were dropped because it was too difficult to program the AI to use them intelligently, and the player having them and being able to use them made them too powerful. A lot of things in Civ IV are "attenuated" versions of what was in Civ III because of the potential power of them couldn't be adequately utilized by the AI.
 
The main problem with paratroopers was that they could take over a city after just one nuke. Well I got an idea...make it so that they cant take over cities that were nuked in the same turn. That way you could still drop them in cities that you took over the old-fashioned way, but firaxis wouldnt have to worry about the ol nuke and paradrop.
 
Mr. Civtastic said:
The main problem with paratroopers was that they could take over a city after just one nuke. Well I got an idea...make it so that they cant take over cities that were nuked in the same turn. That way you could still drop them in cities that you took over the old-fashioned way, but firaxis wouldnt have to worry about the ol nuke and paradrop.

well on one side...that might work, but with the :nuke: fallout shelter units get what...a 50% chance of living through a nuclear bomb? so that might..MIGHT work...but on the other hand, look at how cheap paratroopers were...they were so expendable it was unreal...so what would happy is you would build up a bunch and then drop them on key resources (aluminum, uranium, oil, ect) and destroy the mine or whatever and then let them die....one way or another the paratrooper was a WAY over powered unit
 
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