[BTS] WW1 Units

donalpanko

Chieftain
Joined
Jan 8, 2015
Messages
61
I've always thought civ games lacked WW1 units until Civ 5 cameout with GWI and the landship. I wanted to put some WW1 units into HR; GWI, Shock Troops, Flame Trooper, Landship, Heavy Tank, Light tank(soon).
I have some odd strengths and combat bonuses just 'cause I didn't know what they should be. Also, the placement of where they are on the tech tree might need to be touched up. Side note, the AI will skip asembly line and go straight for journalism; This could probably be fixed by adding assembly line to Infantrys prereq techs. Please tell me what you think. I started it just for fun then fell in love. http://imgur.com/wICE811 (America's GWI is the same as their Infantry just with the rifleman.kfm)
preview.png
This was made on a previous version.
 

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Nice! I really like ww1 infantry. I personally feel it bridges the gap between the Napoleanic style of warfare and ww2. As for combat bonuses I've come up with some suggestions.

Great War Infantry
17:strength:
1:move:
130:hammers:
Unlocked At: Journalism
Requires: Rifling
Abilities: +10% vs. Gun Units

Shock Infantry
19:strength:
1:move:
135:hammers:
Unlocked At: Plastics
Requires: Assembly Line
Abilities: Doesn't Receive Defensive Bonuses
+25% Attack vs. Machine Gun
+25% Attack vs. Artillery
+15% Attack vs. Gun Units

Flame Trooper
15:strength:
1:move:
120:hammers:
Unlocked At: Pneumatics
Requires: Refining, Natural Gas, or Oil
Abilities: 2 First Strikes
50% Chance to Withdraw from Combat
Maximum 60% Collateral Damage (5 units)
50% Hills Attack
Can Bombard City Defenses (-8%/Turn)

Landship
20:strength:
1:move:
180:hammers:
Unlocked At: Explosives
Requires: Oil, and Iron
Abilities: Doesn't Receive Defensive Bonuses
Cannot Move Over Hills, or Wetlands
-20% Against Artillery
+25% vs Gun Units
A Few Other Changes
  • Normal Infantry is moved to Pharmaceuticals(ww2 infantry were much better supplied with drugs and medicine than those of ww1) but otherwise stays the same.
  • Tanks are moved to electronics (they need electric motors for their turrets to swivel ) and stay the same.
  • The Machine Gun now has 100%:strength: vs cavalry units and gets a ww1 reskin.
  • The Longbowman's maximum collateral damage is reduced to 40% (because the grenadier should become a skirmish unit with the addition of the Flame Trooper as one).
  • The Grenadier is moved back to Logistics, has its :strength: reduced to 8, and receives 2 first strikes, a 50% withdrawal chance, the Longbowman's 50% collateral damage but with 4 units max, 50% hills attack, 50% attack vs. the Musketman, and -5% city bombardment per turn.
  • Also the Grenadier should get that much needed 16th century reskin when they actually used grenades. I mentioned it on an earlier post :mischief:(perhaps you could make that happen).
And finally a new unique promotion that absolutely screams ww1...

Toxic Gas Promotion
Unlocked At: Chemistry
Requires: nothing
Leads To: nothing
Available To: Siege Units, and Air Units
Effects: 100% maximum collateral damage.
Can Bomb City Defenses an extra -5% per turn.
Incurrs a diplomatic penalty each time the unit attacks/air strikes or bombards/air bombs defenses.​

Note: The mobile SAM will have to be moved back to the gun unit category because it doesn't really make much sense for it to be able to get this promotion. You know like shooting poisonous missiles at planes or drones in the air. It would make sense for the other units in the siege and air groups, and the rams and other stuff will be long gone by the time this promotion becomes available (a poisonous ram would be very bizarre). The SAM would only make sense if it were a surface to surface missile battery which of course its not. SAM meaning surface to air missile and toxic gas is most effective on the ground (not the air were the pilot is wearing an oxygen mask in a pressurized cockpit or a drone that doesn't have lungs to begin with).
 
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Nice! I really like ww1 infantry. I personally feel it bridges the gap between the Napoleanic style of warfare and ww2. As for combat bonuses I've come up with some suggestions.

Great War Infantry
17:strength:
1:move:
130:hammers:
Unlocked At: Journalism
Requires: Rifling
Abilities: +10% vs. Gun Units

Shock Infantry
19:strength:
1:move:
135:hammers:
Unlocked At: Plastics
Requires: Assembly Line
Abilities: Doesn't Receive Defensive Bonuses
+25% Attack vs. Machine Gun
+25% Attack vs. Artillery
+15% Attack vs. Gun Units

Flame Trooper
15:strength:
1:move:
120:hammers:
Unlocked At: Pneumatics
Requires: Refining, Natural Gas, or Oil
Abilities: 2 First Strikes
50% Chance to Withdraw from Combat
Maximum 60% Collateral Damage (5 units)
50% Hills Attack
Can Bombard City Defenses (-8%/Turn)

Landship
20:strength:
1:move:
180:hammers:
Unlocked At: Explosives
Requires: Oil, and Iron
Abilities: Doesn't Receive Defensive Bonuses
Cannot Move Over Hills, or Wetlands
-20% Against Artillery
+25% vs Gun Units
A Few Other Changes
  • Normal Infantry is moved to Pharmaceuticals(ww2 infantry were much better supplied with drugs and medicine than those of ww1) but otherwise stays the same.
  • Tanks are moved to electronics (they need electric motors for their turrets to swivel ) and stay the same.
  • The Machine Gun now has 100%:strength: vs cavalry units and gets a ww1 reskin.
  • The Longbowman's maximum collateral damage is reduced to 40% (because the grenadier should become a skirmish unit with the addition of the Flame Trooper as one).
  • The Grenadier is moved back to Logistics, has its :strength: reduced to 8, and receives 2 first strikes, a 50% withdrawal chance, the Longbowman's 50% collateral damage but with 4 units max, 50% hills attack, 50% attack vs. the Musketman, and -5% city bombardment per turn.
  • Also the Grenadier should get that much needed 16th century reskin when they actually used grenades. I mentioned it on an earlier post :mischief:(perhaps you could make that happen).
And finally a new unique promotion that absolutely screams ww1...

Toxic Gas Promotion
Unlocked At: Chemistry
Requires: nothing
Leads To: nothing
Available To: Siege Units, and Air Units
Effects: 100% maximum collateral damage.
Can Bomb City Defenses an extra -5% per turn.
Incurrs a diplomatic penalty each time the unit attacks/air strikes or bombards/air bombs defenses.​

Note: The mobile SAM will have to be moved back to the gun unit category because it doesn't really make much sense for it to be able to get this promotion. You know like shooting poisonous missiles at planes or drones in the air. It would make sense for the other units in the siege and air groups, and the rams and other stuff will be long gone by the time this promotion becomes available (a poisonous ram would be very bizarre). The SAM would only make sense if it were a surface to surface missile battery which of course its not. SAM meaning surface to air missile and toxic gas is most effective on the ground (not the air were the pilot is wearing an oxygen mask in a pressurized cockpit or a drone that doesn't have lungs to begin with).

The units/art I could probably do. But, the Toxic gas promotion seems a bit out of my league.
 
I have worries about (toxic gas promotion) and how much it will applied when it will be trully mass used.
More will i see it as something that will dint pass some numbers, like:
-5: You used a chemical weapons on us.
-2 per city: You used a chemical weapons on our cities.
-2 per spy mission: You agents cause a terrorist act.

But personaly i will not implement this toxic gas promotion, because AI dint care about other player. Especially in K-mod.

But i like concept of generations for tanks.
1. WW1
2. WW2
3. cold war
4. modern
Buts its game and if someone run to wild on research it can crush the opponents to wild.
 
I have worries about (toxic gas promotion) and how much it will applied when it will be trully mass used.
More will i see it as something that will dint pass some numbers, like:
-5: You used a chemical weapons on us.
-2 per city: You used a chemical weapons on our cities.
-2 per spy mission: You agents cause a terrorist act.

But personaly i will not implement this toxic gas promotion, because AI dint care about other player. Especially in K-mod.

But i like concept of generations for tanks.
1. WW1
2. WW2
3. cold war
4. modern
Buts its game and if someone run to wild on research it can crush the opponents to wild.
Yes, having it so it's not such a hugh leap in technology/combat points would help smaller nations. I.E. as soon as a country gets tanks it crushes everyone else.
 
On the A7V, only 20 were made, so to prevent them from being over used we would have to either make them weaker from the mark V/IV tank and come at a earlier tech, or we could make it very high production. Although, if a country was big enough it wouldnt really care about the protuction points.
 
On the A7V, only 20 were made, so to prevent them from being over used we would have to either make them weaker from the mark V/IV tank and come at a earlier tech, or we could make it very high production. Although, if a country was big enough it wouldnt really care about the protuction points.

Oh I thought the A7V you made was Germany's skin for the landship unit. I didn't think it was a separate unit all of its own. Personally I think its unnecessary to have it be its own unit because Germany was the only country to ever make them and the tech tree on HR is too small to fit multiple landship variants. Also Xynth has made it clear that he doesn't want unique tech trees for each civ. I think it would make much more sense to have it be Germany's cultural skin for a generic landship unit. The Mark V/IV tank can be the landship skin for england and also for civs that were once British colonies like India. France, America, and pretty much the rest of the world can have the Renault FT be their skin for the landship as it was the most widely used tank during the war.
 
Yes, having it so it's not such a hugh leap in technology/combat points would help smaller nations. I.E. as soon as a country gets tanks it crushes everyone else.

Maybe if this promotion could be banned via the United Nations? It would be similar to the way nukes can already be banned through the UN. However the UN does come later so there could also maybe be something like the League of Nations or random events like the Geneva Conventions could take place and ban it as well.
 
Oh I thought the A7V you made was Germany's skin for the landship unit. I didn't think it was a separate unit all of its own. Personally I think its unnecessary to have it be its own unit because Germany was the only country to ever make them and the tech tree on HR is too small to fit multiple landship variants. Also Xynth has made it clear that he doesn't want unique tech trees for each civ. I think it would make much more sense to have it be Germany's cultural skin for a generic landship unit. The Mark V/IV tank can be the landship skin for england and also for civs that were once British colonies like India. France, America, and pretty much the rest of the world can have the Renault FT be their skin for the landship as it was the most widely used tank during the war.
I was thinking having the Renault FT be a light tank that with 2:move: and less:strength: and with the A7V I think it would be a bit odd being only the Germans and seeming like a UU. And being how the germans already have two UU(Landsknecht, and Panzar). I thought it would be a seperate unit.
Maybe unlocked at combustion and cost alot of :hammers: and have the same stats as the landship(slightly worse- -30% vs artillery 10% vs gun units).
 
I didn't say it should be a unique unit I just said it should be the German art for the landship unit. Kinda like how each nation has different art for the infantry unit. Its the same unit with no differing stats it just looks nice.
 
I didn't say it should be a unique unit I just said it should be the German art for the landship unit. Kinda like how each nation has different art for the infantry unit. Its the same unit with no differing stats it just looks nice.
And then I could also implement the other Blood and Iron Tanks in as Civ Art.
 
Nice! I really like ww1 infantry. I personally feel it bridges the gap between the Napoleanic style of warfare and ww2. As for combat bonuses I've come up with some suggestions.

Great War Infantry
17:strength:
1:move:
130:hammers:
Unlocked At: Journalism
Requires: Rifling
Abilities: +10% vs. Gun Units

Shock Infantry
19:strength:
1:move:
135:hammers:
Unlocked At: Plastics
Requires: Assembly Line
Abilities: Doesn't Receive Defensive Bonuses
+25% Attack vs. Machine Gun
+25% Attack vs. Artillery
+15% Attack vs. Gun Units

Flame Trooper
15:strength:
1:move:
120:hammers:
Unlocked At: Pneumatics
Requires: Refining, Natural Gas, or Oil
Abilities: 2 First Strikes
50% Chance to Withdraw from Combat
Maximum 60% Collateral Damage (5 units)
50% Hills Attack
Can Bombard City Defenses (-8%/Turn)

Landship
20:strength:
1:move:
180:hammers:
Unlocked At: Explosives
Requires: Oil, and Iron
Abilities: Doesn't Receive Defensive Bonuses
Cannot Move Over Hills, or Wetlands
-20% Against Artillery
+25% vs Gun Units
A Few Other Changes
  • Normal Infantry is moved to Pharmaceuticals(ww2 infantry were much better supplied with drugs and medicine than those of ww1) but otherwise stays the same.
  • Tanks are moved to electronics (they need electric motors for their turrets to swivel ) and stay the same.
  • The Machine Gun now has 100%:strength: vs cavalry units and gets a ww1 reskin.
  • The Longbowman's maximum collateral damage is reduced to 40% (because the grenadier should become a skirmish unit with the addition of the Flame Trooper as one).
  • The Grenadier is moved back to Logistics, has its :strength: reduced to 8, and receives 2 first strikes, a 50% withdrawal chance, the Longbowman's 50% collateral damage but with 4 units max, 50% hills attack, 50% attack vs. the Musketman, and -5% city bombardment per turn.
  • Also the Grenadier should get that much needed 16th century reskin when they actually used grenades. I mentioned it on an earlier post :mischief:(perhaps you could make that happen).
And finally a new unique promotion that absolutely screams ww1...

Toxic Gas Promotion
Unlocked At: Chemistry
Requires: nothing
Leads To: nothing
Available To: Siege Units, and Air Units
Effects: 100% maximum collateral damage.
Can Bomb City Defenses an extra -5% per turn.
Incurrs a diplomatic penalty each time the unit attacks/air strikes or bombards/air bombs defenses.​

Note: The mobile SAM will have to be moved back to the gun unit category because it doesn't really make much sense for it to be able to get this promotion. You know like shooting poisonous missiles at planes or drones in the air. It would make sense for the other units in the siege and air groups, and the rams and other stuff will be long gone by the time this promotion becomes available (a poisonous ram would be very bizarre). The SAM would only make sense if it were a surface to surface missile battery which of course its not. SAM meaning surface to air missile and toxic gas is most effective on the ground (not the air were the pilot is wearing an oxygen mask in a pressurized cockpit or a drone that doesn't have lungs to begin with).
http://imgur.com/a/0qw6k Did everything except the toxic gas.
 

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Looks interesting. I see you added a flamethrower unit as a ww2/modern upgrade to the flametrooper. Though after looking through the files I see that there's something called a native armored warrior. What exactly is it? But otherwise very good.
 
Looks interesting. I see you added a flamethrower unit as a ww2/modern upgrade to the flametrooper. Though after looking through the files I see that there's something called a native armored warrior. What exactly is it? But otherwise very good.
That was one of my older projects I did a year or two ago. I think I used it as a reference for the sentry. I mustève left it there by accident.

Here is some changes I made to the WW1 Infantry and indiaès art for it.
 

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Last edited:
Is there anybody who can merge this onto the newest version? Also, I changed the turkish machineman and GWI art to a more accurate model.
 

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