Many of us (Including me) would like more units to be added to civ 5 and heres the place to do it. So lets get our creative juices flowing and come up with some great units or help finish already suggested ones.It would also be great if you added strengths, movement, tech they come with (its alright if you want to create a new tech to go with them) etc too.
Here is a list of units in the game already http://well-of-souls.com/civ/civ5_units.html
Techs already in the game http://well-of-souls.com/civ/images/tech_tree3.jpg
Special Thanks to
mwallyn
Combat Units
Privateer - Pirates (Will be just like it was in civ4)
Movement: 6; Strength: 20; Ranged Strength: 10; Range: 2; Cost: 110
Technology: Navigation
Abilities: May not melee attack, No nationality, can attack without being at war
Mercenary - Privateer of the land (brand new unit)
Movement: 2; Strength: 10; Ranged Strength: 0; Cost: 140; Required Resources: Iron
Technology: Civil Service
Abilities: No nationality, can attack without being at war
Notes: Either can not take cities or if they do a new city-state is born
Marines - Amphibious attackers
Movement: 2; Strength: 40; Ranged Strength: 0; Cost: 350; Required Resource: none
Technology: New tech Amphibious Warfare Prerecs: Electricity and Replaceable parts Leads to Telegraph
Abilities: Starts out with free Amphibious promotion, and does not use full turn to embark, 30% combat bonus if within 3 tiles of water and a 30% combat penalty if not
Notes: Combat bonus and penalties should keep the marine from being the replacement to infantry (so you still need both) and will make marines more worth while
ICBM - Inter Continental Ballistic Missile, Doom from afar
Range: Infinite; Cost: 2000; Required Resources: Uranium
Technology: Advanced Ballistics
Abilities: Evasion (70).
Notes: Kills all units within 2 tiles and can completely destroy a city
Light Mortar - Infantry ranged unit (Brand new unit)
Movement: 2; Strength: ; Ranged Strength: ; Range: 2; Cost: ; Required Resource: none
Technology:
Abilities: Indirect Fire, may not melee attack, doesn't have to set up to range attack.
Special Forces - They will come for you in the middle of the night
Movement: 2; Strength: 44; Ranged Strength: 0; Cost: 370; Required Resource: none
Technology:
Abilities: ignores terrain costs; starts out with free Drill I and Shock I promotion
Siege Tower - if you can't go through the wall go over it (Brand new unit)
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 150; Required Resource: none
Technology:
Abilities: +300% combat bonus against cities, -100% combat bonus against any other unit
Fighter Bomber - mix between a fighter and a bomber (Brand new unit)
Ranged Strength: 30; Ranged Strength: 30; Range: 8; Cost: 450; Required Resource: Oil
Technology: Flight
Abilities: Interception (50%), Air Sweep, Air Recon, Bonus vs. Helicopters
Notes: Can be based in cities or on Carriers. Fairly good at hitting ground and naval units
Stealth Destroyer - Were is it on the radar
Movement: 7; Strength: 35; Ranged Strength: 22; Cost: 450; Required Resources:
Technology: Stealth
Abilities: Indirect Fire, +2 Sight range, can see Submarines, Bonus vs. Submarines (+100%), may not melee attack, cannot be seen unless unit is next to it.
Militia - Cheap Fighting Force ( brand new unit and concept)
Movement: 2; Strength: 6/7/18/28; Ranged Strength: 0; Cost: 35/70/160/225; Required Resource: none
Technology: Bronze Working upgrades when techs Civil Service/ Rifling/ Replaceable Parts are researched
Abilities:
Notes: Upgrades through the ages but is always less powerful and less costly to produce then the standard infantry unit of the era
Engineer Corps - build forts and road in a combat site or at home ( brand new unit)
Movement: 2; Strength: ; Ranged Strength: 0; Cost:; Required Resource: none
Technology: Replaceable parts
Abilities: can build roads/ railroads/ forts at 2x the speed of workers; -50% combat penalty when attacking
Notes:
Clone Infantry - why do the all look the same?
Movement: 2; Strength: 32; Ranged Strength: 0; Cost: 200; Required Resource: none
Technology: New tech Cloning ( come somewhere in the Future era
Abilities:
Skirmishers/ Javelin Throwers
Movement: 2; Strength: 3; Ranged Strength: 5; Range: 2; Cost: 50; Requires Resource: none
Technology: Archery
Abilities: May not melee attack
Notes: Cheaper version of the archers unless you have any better ideas
Biplane - we really didn't start air combat with ME 109s did we ( brand new unit)
Ranged Strength: 30; Range: 5; Cost: 360; Required Resource:
Technology: Flight ( mover carriers and fighter to another tech)
Abilities: Interception (70), Air Sweep, Air Recon, Weak against ranged attacks.
Notes: Can be based in cities or on Carriers.
Axeman - off with his head
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 75; Requires Resource:
Technology:
Abilities: +50% against melee
Cruiser - middle ground between battleship and destroyer
Movement: 6; Strength: 45; Ranged Strength: 26; Range: 3; Cost: 450 hammers; Required Resources: Oil
Technology: Electricity
Abilities: Indirect Fire (can bombard a target it can't see), may not melee attack.
Mace men - middle ground between pike men and longsowrdmen
Movement: 2; Strength: 14; Ranged Strength: 0; Cost: 125; Required Resources: none
Technology:
Abilities:
Non Combat Units
Spy's - Sneaky things that blew our stuff up
Movement: 2; Strength: 0; Ranged Strength: 0; Cost: ; Requires Resource: none
Technology:
Abilities:
Counter Spies - to protect us from those sneaky people
Movement: 2; Strength: 0; Ranged Strength: 0; Cost: ; Requires Resource: none
Technology:
Abilities: Can see enemy spies and can destroy them
Police Force - Cops (Brand new unit)
Movement: 2; Strength: 15; Ranged Strength: 0; Cost: 250; Required Resource: none
Technology:
Abilities: +2 happiness when garrisoned in a city, Cannot leave friendly territory, cannot attack anything but rebels, limit of three, will also be good a gaist spies (if they are added)
Red Colored units/ areas definitely still need work
Green are new things added that you should discuss
Unit Ideas that I don't feel like adding above yet that you can discus amongst yourselves
Nuclear Carrier
Grenadiers
Machine Guns
Trade Caravan
Fright Truck (upgraded version of Trade Caravan)
Light Artillery
Insurgents ( pop up after your city is taken and you control them)
Battle Cruiser
Dreadnought
Guerrillas
Galleons
Battle Elephants (uses horses)
Military Trucks (use for transporting infantry faster)
Mobile missile launcher (takes your guided missiles and nuke missiles closer to the enemy)
Warrior Monk
Pirates (a new barbarian unit)
Super Destroyer Tank
Cyborg Infantry
Torpedo Planes
Mega Bomber
Stealth Fighter ( would have to change appearance of the jet Fighter)
Computer Hackers
Discuss away please and help fill out incomplete units ( and try to stay with thwe format so I can just copy and paste)



It would also be great if you added strengths, movement, tech they come with (its alright if you want to create a new tech to go with them) etc too.
)
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