This is a long standing request made by many a civer and seems to be a reasonable enough, yet it has not been clearly addressed.
What are the advantages of making Units dependent on City Improvements?
a) Increases the unique requirements of unit-building beyond just it's Prerquisite and Strategic Resource (putting UUs aside). This added requirement means that players will choose which units to build basing their decision on the cost of maintaining that City Improvement in addition to the cost of building and maintaining the unit requiring that Improvement (resources aside). For instance, it will not be worth building a unit requiring an imrovement in a small city due to obvious reasons of cost-benefit. Thus forcing there to be more diversity of unit production in different cities.
b) It would only be cost-effective to build Unit Improvements in cities with a lot of production. Thus making the capture of those cities more essential to reducing the enemy's capacity to wage war. Bombing such improvements would have a similar effect, thus adding a strategic element to the game (in the direction of the 'Powered City Improvements' thread, only applied to units).
For example, if the enemy has a 'War Factory' which allows it to produce Tanks, bombing or sabotaging that improvement would prevent the enemy from building more.
c) In terms of realism, small cities cannot produce such units for lack of the means to do so (assuming they even have access to the required resource(s), thus you don't get the very CIV-like effect of every city building Bombers, for instance.
d) When applied to scenarios, this concept could be used in as many ways as modders can think up. (Scenarios where only one city can build a certain unit would be a typical example --something many wanted to do in Civ2 scenarios, but couldn't.)
e) Civs with lots of production no longer have such a big advantage --they must follow up with infrastructure.
Why not?
a) Strategic Resources already set a limit on which cities can build certain units (although most players will make it their business to connect all their cities from the start).
b) Takes away from Civ3's simple game engine; i.e. complicates unit-building.
c) Limits the unit potential of large civs (although most infantry units would not require an improvement).
d) An added expense thus penalizing poor civs (that's the idea --rich civ's Tanks face off with poor civ's Infantry).
d) ...I can think of a few more reasons but none of them are good enough to justify not including this concept into the game.
If you have a pro/con arguement, by all means write it.
What are the advantages of making Units dependent on City Improvements?
a) Increases the unique requirements of unit-building beyond just it's Prerquisite and Strategic Resource (putting UUs aside). This added requirement means that players will choose which units to build basing their decision on the cost of maintaining that City Improvement in addition to the cost of building and maintaining the unit requiring that Improvement (resources aside). For instance, it will not be worth building a unit requiring an imrovement in a small city due to obvious reasons of cost-benefit. Thus forcing there to be more diversity of unit production in different cities.
b) It would only be cost-effective to build Unit Improvements in cities with a lot of production. Thus making the capture of those cities more essential to reducing the enemy's capacity to wage war. Bombing such improvements would have a similar effect, thus adding a strategic element to the game (in the direction of the 'Powered City Improvements' thread, only applied to units).
For example, if the enemy has a 'War Factory' which allows it to produce Tanks, bombing or sabotaging that improvement would prevent the enemy from building more.
c) In terms of realism, small cities cannot produce such units for lack of the means to do so (assuming they even have access to the required resource(s), thus you don't get the very CIV-like effect of every city building Bombers, for instance.
d) When applied to scenarios, this concept could be used in as many ways as modders can think up. (Scenarios where only one city can build a certain unit would be a typical example --something many wanted to do in Civ2 scenarios, but couldn't.)
e) Civs with lots of production no longer have such a big advantage --they must follow up with infrastructure.
Why not?
a) Strategic Resources already set a limit on which cities can build certain units (although most players will make it their business to connect all their cities from the start).
b) Takes away from Civ3's simple game engine; i.e. complicates unit-building.
c) Limits the unit potential of large civs (although most infantry units would not require an improvement).
d) An added expense thus penalizing poor civs (that's the idea --rich civ's Tanks face off with poor civ's Infantry).
d) ...I can think of a few more reasons but none of them are good enough to justify not including this concept into the game.
If you have a pro/con arguement, by all means write it.