After the tech tree, the next step is units. I know I
will be playing around with these, but I haven't decided exactly
how.
For those unfamiliar, here's the tech progression for most of the base game's combat units:
(Beige arrows denote units effectively replaced by, but that don't upgrade to, the newer class.)
I'm considering a couple of different approaches.
Civilization has what I call a 'narrow' unit line: a few main classes for most of the game, with some specialists and air and naval expansion toward the end. There’s plenty of
individual variation to reflect the ages, but the core roster is small and each class is easily distinguished: spears and guns defend, swords and bows attack, horses and tanks move fast, and evolution runs in a straight line.
For our purposes, a 'narrow' line means faction arsenals map out pretty much identical tech-wise and are distinguished mainly by individual units' stats. For instance, here is a prototype line for Abeille grafted onto the original layout (truncated for size):
The categories stay the same, but almost every unit is custom-tailored to the faction, with strengths and weaknesses tweaked to reflect the combat doctrine from the sign-up. It's an easy way to keep this logically organized, and it's probably what I'll do for early development until most of the factions are settled and I'll be able to work out a cohesive picture.
The other way is a 'broad' line. Those of you from RIGGED will recall MartinLuther's plan was for like two dozen units available by the end game. We don't have to be
that diverse, but broader and more flexible classes means more opportunity to personify the factions. Units would start to branch earlier, and depending on play style some factions might have access to 'spinoff' lines that others don't.
Here is Megs again, this time with a line tailored specifically to her strategy:
Less variation on infantry, which are primarily used for defence—mechanized infantry is now a separate line, with ground offensives done by FAVs and heavy tanks. Up to
three separate artillery platforms can be unlocked, as well as a dedicated ground support line for aircraft. On the flip side, as per carrier focus, battleships would be weaker/more expensive than other players'.
Independent of the overall model, there are several changes I'm going to make with the 'base' line. One is more 'privateer' (hidden nationality) units to represent the use of terrorists/NGOs in the later games. I'm also thinking of playing around with hitpoints to give leg infantry more use and reduce inclination to tankspam (Mech. Inf. have higher defence, but foot soldiers can last longer, &c.). Something else I'm brainstorming is special units for 'faction groups': for example, all the ex-NESers would get early privateer variants in Era 2 to simulate the nadir of cross-forum relations. There could be communist sets, capitalist sets... well christos is our catch-all powergamer so I guess no set for
that...
Lemme know what you think, be it organizational, aesthetic, or if you've figured out what paint scheme you want for your miniatures. Once I've got the unit framework down, I can actually start looking at compiling a demo.