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Thread: New Units for the Empire

  1. #1
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    New Units for the Empire

    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 )
    Last edited by Kevik; 07-26-2011 at 08:16 AM. Reason: To Edit of course :)

  2. #2
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    don't we already have icbm's?

    anyways, I'd like non-military units. I feel that civ 5's combat is more than fleshed out.
    spies?
    maybe some more mundane culture-affecting units?
    transports?

  3. #3
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    Quote Originally Posted by brxbrx View Post
    don't we already have icbm's?
    No, we have nuclear missiles that aren't very long-ranged

  4. #4
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    The only thing I'd really like added is an industrial-to-modern(-future?) light ranged unit. I've suggested crossbow upgrade to a bombardier or early mortar, that upgrade to a light field artillery, and that upgrade to the existing rocket artillery, or possibly to a new modern unit that would be lighter and not need resources, like a special weapons infantry or something. All these units would be ranged, but like the archer and crossbowman have no need to set up to fire. Aimed at bombarding other troops, not cities, similarly.

  5. #5
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    Quote Originally Posted by brxbrx View Post
    don't we already have icbm's?

    anyways, I'd like non-military units. I feel that civ 5's combat is more than fleshed out.
    spies?
    maybe some more mundane culture-affecting units?
    transports?
    How can you have made over 500posts and not know what units are in the game?

  6. #6
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    Quote Originally Posted by SamBC View Post
    The only thing I'd really like added is an industrial-to-modern(-future?) light ranged unit. I've suggested crossbow upgrade to a bombardier or early mortar, that upgrade to a light field artillery, and that upgrade to the existing rocket artillery, or possibly to a new modern unit that would be lighter and not need resources, like a special weapons infantry or something. All these units would be ranged, but like the archer and crossbowman have no need to set up to fire. Aimed at bombarding other troops, not cities, similarly.
    I like the idea but most nations did not build mortar like weapons. They built guns and standard cannons everywhere. But the mortar was mainly a western Europe design same as the howitzer was a German advance of that coupled with the cannon. The first mortars were semi heavy artillery as well in the original form, but I do like the idea.

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    Quote Originally Posted by Skunkone View Post
    How can you have made over 500posts and not know what units are in the game?
    Maybe I spend more time posting than I do playing?

    Or, I rarely make it to the modern era, due to either crashes or my lack of skill.

  8. #8
    There is already a mod for bringing ICBMs back into the game (Advanced Missile mod).

    I would like to see transport ships back in the game and no embark option for land units. There is as well a mod for this but it does not work properly as far as I know.

    Spies and corporates would be a good option for new non-combat units.

    New combat units should be very civ based ... for instance Tiger tanks for Germany or Shermans for the US.

  9. #9
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    Quote Originally Posted by brxbrx View Post
    don't we already have icbm's?

    anyways, I'd like non-military units. I feel that civ 5's combat is more than fleshed out.
    spies?
    maybe some more mundane culture-affecting units?
    transports?
    No ICBMs arn't in the game check the first link to see all the units already in the game and at the bottom are all the units that didn't return from civ4.

  10. #10
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    Opps I forgot to reserve a post earlier so this on is for me in case we create too many to put in post.

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    I like the idea of the Marines being brought back. It would be nice too if they had a twenty-five percent bonus to attacking fortified positions, but that might make them a bit on the too powerful side. Maybe that could be a unique version of the unit for a Civilization.

    Anyway, I like the idea of spies, but I would like to see that kind of unit supported by the introduction of espionage into Civilization Five. They already have the previous Civilization games to work from. I personally like the way it was handled in Four. And they could even expand upon those concepts by introducing specialized spy type units. Or at least they could recreate the Japanese scenario from Civilization Three and have Ninja back in the mix. But that's getting away from the game in general.

    They could have Ambassadors which could be used as a way to establish better relationships with AI Civilizations and City States. And as for the idea of Police, I could see such a unit increasing the happiness when stationed in a city. Another possibility is to create a Specialist which does this, and Police would work. So you may need to have a Police Station. And in turn, a Police Station could generate Espionage points if they brought back espionage to the game.

    In fact, the more I think about it, some of the civilian type units might work as Specialists for cities. Though others would be better as movable units.

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    Could skip the mortars, they are usually in infantry units rather than seperate support options. Mercenery should be renamed Guerrilla. Change Special Forces to Light Infantry, makes a bit more sense as Special Forces would probably have Paradrop, Amphibious and a Stealth like ability, no defensive bonuses (can hit, can't really take hits.)

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    I was also considering trying to mod a couple of invisible land units, Special Forces (weak on defence, vicious attack, invisible to non-invisible except where exceptions are), Irregulars (weaker but faster than special forces, mounted modern unit, similarly invisible), and something I couldn't think of yet that could see each of them....

    Given modern usage, Irregulars would actually want to reverse some of the established patterns for cavalry. For example, they would be stronger in rough terrain. I guess Special Forces would as well. You'd also want these units to be able to move after pillaging; I'm not sure if one generally can.

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    Privateer- No Nationality and earns gold equal to its ranged strength when attacking or blockading

    Police Force- 15 Str, 2 Moves, 250 Cost; +2 happiness when garrisoned in a city, Cannot leave friendly territory

    Machine Gun- 25 Str, 2 Moves, 325 Cost; Cannot melee attack, double bonus to city defense when garrisoned, +25% combat bonus against non-armored units, -25% combat bonus against armored units

    Siege Tower- 8 Str, 2 Moves, 150 Cost; +300% combat bonus against cities, -100% combat bonus against any other unit

    Guerrillas- 22 Str, 3 Moves; Appear only when a city is captured, free pillaging, combat bonus in city radius (includes city itself), number that appear depends on city size and strength

    Militia- Variable Str, 2 Moves; Can be drafted into service by sacrificing 2 population, causes temporary unhappiness, strength upgrades over eras, last for a set number of turns before returning to the host city

    Light Artillery has been discussed as a unique for a potential civ in another thread, not sure what the point of a nuclear carrier would be (other than the option of using uranium as fuel instead of oil), and Caravans sound a lot like the Great Merchant's ability, except I'm assuming it can be used on yourself and with other major powers. Hope this helps.

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    Quote Originally Posted by mwallyn View Post
    Privateer- No Nationality and earns gold equal to its ranged strength when attacking or blockading

    Police Force- 15 Str, 2 Moves, 250 Cost; +2 happiness when garrisoned in a city, Cannot leave friendly territory

    Machine Gun- 25 Str, 2 Moves, 325 Cost; Cannot melee attack, double bonus to city defense when garrisoned, +25% combat bonus against non-armored units, -25% combat bonus against armored units

    Siege Tower- 8 Str, 2 Moves, 150 Cost; +300% combat bonus against cities, -100% combat bonus against any other unit

    Guerrillas- 22 Str, 3 Moves; Appear only when a city is captured, free pillaging, combat bonus in city radius (includes city itself), number that appear depends on city size and strength

    Militia- Variable Str, 2 Moves; Can be drafted into service by sacrificing 2 population, causes temporary unhappiness, strength upgrades over eras, last for a set number of turns before returning to the host city

    Light Artillery has been discussed as a unique for a potential civ in another thread, not sure what the point of a nuclear carrier would be (other than the option of using uranium as fuel instead of oil), and Caravans sound a lot like the Great Merchant's ability, except I'm assuming it can be used on yourself and with other major powers. Hope this helps.
    Yeah thanks for the help I'll add your suggestions in as soon as possible (well soonish) as for nuculaer carrier who know I was just throwing ideas out there and maybe we can make something outa them.

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    Quote Originally Posted by snake509 View Post
    Could skip the mortars, they are usually in infantry units rather than seperate support options. Mercenery should be renamed Guerrilla. Change Special Forces to Light Infantry, makes a bit more sense as Special Forces would probably have Paradrop, Amphibious and a Stealth like ability, no defensive bonuses (can hit, can't really take hits.)
    Nah we can keep morters just because they are up there doen't mean it'll be in the game.

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    Quote Originally Posted by mwallyn View Post
    Machine Gun- 25 Str, 2 Moves, 325 Cost; Cannot melee attack, double bonus to city defense when garrisoned, +25% combat bonus against non-armored units, -25% combat bonus against armored units

    .
    Were my unit of choice in Civ4. But as units dont "defend" while garrisoned anymore i doubt it could be integretated.

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    I especially like the Militia and Siege Tower unit ideas! Although if they add the Assyrians, they might be giving them the Siege Tower as their UU. Militia can be a really cheap unit that builds fast, which is better than having no army in your territory to defend against an invasion. They would also be helpful against barbarians. The trouble is, what era should they be in?

    I'm not sure if a Police unit would work all that well. If all they do is add an extra two happiness, then everyone would build them for each of their cities...yet if that is all they do, I don't really see the point. They would basically act like a building that generates more happiness. Maybe if they have a small amount of attack and defence as well? Then they could defend against an invasion (which I imagine they would want to), although I do like it that you can't send them out into enemy territory.

    Here's a couple more unit ideas:
    Skirmishers/Javelin throwers.
    War elephants (for all players with access to elephants).

  19. #19
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    Quote Originally Posted by foxdie View Post
    Were my unit of choice in Civ4. But as units dont "defend" while garrisoned anymore i doubt it could be integretated.
    Well we can at least try

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    Quote Originally Posted by Hawk View Post
    I especially like the Militia and Siege Tower unit ideas! Although if they add the Assyrians, they might be giving them the Siege Tower as their UU. Militia can be a really cheap unit that builds fast, which is better than having no army in your territory to defend against an invasion. They would also be helpful against barbarians. The trouble is, what era should they be in?

    I'm not sure if a Police unit would work all that well. If all they do is add an extra two happiness, then everyone would build them for each of their cities...yet if that is all they do, I don't really see the point. They would basically act like a building that generates more happiness. Maybe if they have a small amount of attack and defence as well? Then they could defend against an invasion (which I imagine they would want to), although I do like it that you can't send them out into enemy territory.

    Here's a couple more unit ideas:
    Skirmishers/Javelin throwers.
    War elephants (for all players with access to elephants).
    Oh Hawk for Militia we were thinking it would go in all eras and each new era in enters ( or tech reached) the strength would go up (still less then the standard infantry of the era though and it will end after infantry is researched so we don't have mech militia)

    As for the police they would be useful at keeping people happy and they do have a small amount of strengh, light bulb, why don't we put a max limit on them so you can't go bananas making them. And I guess they can only attack rebels (or whatever they are called) but I need to know what strength the rebels are.

    Skimishers/ javilain throwers considered added

    war elephants is already the UU for India but we could call them Battle Elephants or something like that. We would also have problems with using the elephants reasource as strategic (it would be really short lived) but like the Indians UU have em just use horses

  21. #21
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    Quote Originally Posted by Kevik View Post
    Oh Hawk for Militia we were thinking it would go in all eras and each new era in enters ( or tech reached) the strength would go up (still less then the standard infantry of the era though and it will end after infantry is researched so we don't have mech militia)

    As for the police they would be useful at keeping people happy and they do have a small amount of strengh, light bulb, why don't we put a max limit on them so you can't go bananas making them. And I guess they can only attack rebels (or whatever they are called) but I need to know what strength the rebels are.

    Skimishers/ javilain throwers considered added

    war elephants is already the UU for India but we could call them Battle Elephants or something like that. We would also have problems with using the elephants reasource as strategic (it would be really short lived) but like the Indians UU have em just use horses
    For Militia I was thinking Classical/Medieval but I like that idea as well. It isn't as narrowminded as a single era.

    There should only be 1 Police unit allowed per city. And they should make rebels more common; I've never seen them and only once have gone below the -20 (it was before that patch). Happiness should either be easier to lose or rebels should appear in a different fashion (for example; in EU3 rebels can appear no matter what your stability is (in EU3 stability is basically happiness) it all depends on the province).

    Skirmishers would be Medieval.

    Problem with elephants is that only really India/SE Asia used them. Both areas have already been represented and both already have an elephant unit.

  22. #22
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    Quote Originally Posted by Black Gate of Mordor View Post
    For Militia I was thinking Classical/Medieval but I like that idea as well. It isn't as narrowminded as a single era.

    There should only be 1 Police unit allowed per city. And they should make rebels more common; I've never seen them and only once have gone below the -20 (it was before that patch). Happiness should either be easier to lose or rebels should appear in a different fashion (for example; in EU3 rebels can appear no matter what your stability is (in EU3 stability is basically happiness) it all depends on the province).

    Skirmishers would be Medieval.

    Problem with elephants is that only really India/SE Asia used them. Both areas have already been represented and both already have an elephant unit.
    For Militia I was thinking they will start in the clasical era and go all the way to the modern (we still have militia right)

    For the rebels right make em pop up more often ecpesially near newly conquered cities or ones that wern't originally yours

  23. #23
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    Quote Originally Posted by foxdie View Post
    Were my unit of choice in Civ4. But as units dont "defend" while garrisoned anymore i doubt it could be integretated.
    Garrisoned units do contribute to overall city strength. That's what I was trying to get at with that one. Sorry it wasn't clearer.

    I'd agree with Hawk; Police wouldn't work well as a unit. I only put it down to stick with the "units" idea. It would work a lot better if it were implemented as a specialist through things like a police station or barracks.

    Siege Towers would probably come with Trebuchets, so that tech would be Physics?

    Ah, Mordor, a fellow EU3 gamer! I understand what you're getting with the stability thing. Rebellions have always happened throughout history, even in good times, but I'm not sure what people would think of random rebellions every so often.

    The militia would be a weaker (but cheaper) complement to Swordsmen, then Longswordsmen, Riflemen, and lastly Infantry. Maybe like a strength or 2 weaker than their counterpart, but 20 or 30 points cheaper.

  24. #24
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    Thought I would mention that the US UU is militia. The Russian Cossacks could also be called militia in some terms since they were not a real part of the army but citizen units that would join the army if they saw it fit.

    As for the Siege tower I love the idea but wouldn't you give the tower to a European nation since they used them in far more massive numbers even though they did not come up with them?

    The Dreadnoughts sound great but the naval combat is so messed up in terms of strength I could not see them being useful.

    Lastly there was a topic before the game came out that talked about electronic warfare units for the modern era that I thought was great. http://forums.2kgames.com/showthread...tronic+warfare

  25. #25
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    Quote Originally Posted by mwallyn View Post
    Garrisoned units do contribute to overall city strength. That's what I was trying to get at with that one. Sorry it wasn't clearer.

    I'd agree with Hawk; Police wouldn't work well as a unit. I only put it down to stick with the "units" idea. It would work a lot better if it were implemented as a specialist through things like a police station or barracks.

    Siege Towers would probably come with Trebuchets, so that tech would be Physics?

    Ah, Mordor, a fellow EU3 gamer! I understand what you're getting with the stability thing. Rebellions have always happened throughout history, even in good times, but I'm not sure what people would think of random rebellions every so often.

    The militia would be a weaker (but cheaper) complement to Swordsmen, then Longswordsmen, Riflemen, and lastly Infantry. Maybe like a strength or 2 weaker than their counterpart, but 20 or 30 points cheaper.
    Eh police units wouldn't work well but I'll leave em up there

    I must ask what is EU3

    As for militia I was going for a lot weaker and cheaper because they would have proper military training and 1 or 2 pionts wouldn't be much of a change at all ( Since strenth is near equal it could be abused a lot) I was also going for spearmen, pikemen, riflemen, infantry for what they would follow

  26. #26
    Very cool ideas here.

    I would like to see some units tied to policy trees so ones strengths are a bit more customizeable.

    Some examples.

    Warrior Monk (good for local defense)
    unlocks with piety tree and theology tech
    strength ?
    +25% combat strength when near a city with a temple or monastary
    -50% combat strength in foreign lands
    +2 culture when garrisoned in a city

    Engineer Corps
    unlocks with order tree and replaceable parts tech
    srtength ?
    -50% combat strength when attacking
    builds roads/railroads/forts at 2x speed
    +2 production when garrisoned in a city

    ...and to incorporate a few of the ideas of the OP, the privateer could be tied to commerce, the mercenary tied to patronage, etc.

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    Quote Originally Posted by ChrisTheMean View Post
    Very cool ideas here.

    I would like to see some units tied to policy trees so ones strengths are a bit more customizeable.

    Some examples.

    Warrior Monk (good for local defense)
    unlocks with piety tree and theology tech
    strength ?
    +25% combat strength when near a city with a temple or monastary
    -50% combat strength in foreign lands
    +2 culture when garrisoned in a city

    Engineer Corps
    unlocks with order tree and replaceable parts tech
    srtength ?
    -50% combat strength when attacking
    builds roads/railroads/forts at 2x speed
    +2 production when garrisoned in a city

    ...and to incorporate a few of the ideas of the OP, the privateer could be tied to commerce, the mercenary tied to patronage, etc.
    Not quite sure how to tie units into the policy trree but the engineering corps sound interersting

  28. #28
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    I like the idea of policy-tied units, but because tech can vary so much relative to policies, they'd want to be unit series also dependent on techs. So a couple of different warrior monks to get you to industrial... then not sure what, but something industrial and something modern.

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    Torpedo Bomber - No penalty attacking ships. Unable to attack land.
    Spy Plane - Recon runs. No attack. High-evade.

    I too have discussed in the past the need for Renaissance & Industrial 'Archery' type units. Alternate names could be Field Gun & Light Artillery respectively.

    Edit:
    Quote Originally Posted by SamBC View Post
    I like the idea of policy-tied units, but because tech can vary so much relative to policies, they'd want to be unit series also dependent on techs. So a couple of different warrior monks to get you to industrial... then not sure what, but something industrial and something modern.
    Why not make them unlock when you open a policy branch, then you have a single unit relevant to that policy and the era it's available, if you come to that policy late and the unit is obsolete or irrelevant then too bad. Makes selecting policies all the more poignant.

  30. #30
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    Maybe you could build a Police Station instead of a Police unit?

  31. #31
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    Quote Originally Posted by Oosh View Post
    Why not make them unlock when you open a policy branch, then you have a single unit relevant to that policy and the era it's available, if you come to that policy late and the unit is obsolete or irrelevant then too bad. Makes selecting policies all the more poignant.
    Could work; would be best suited to quirky units that have a particular non-combat ability, though, and/or not too powerful, as just unlocking a branch is a pretty low cost.

  32. #32
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    Quote Originally Posted by SamBC View Post
    Could work; would be best suited to quirky units that have a particular non-combat ability, though, and/or not too powerful, as just unlocking a branch is a pretty low cost.
    Or like the militia unit have them upgrade every era or something that doesn't really get oboslete

  33. #33
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    Quote Originally Posted by Kevik View Post
    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
    Instead of a bonus/penalty of 30% as it relates to water, why not go with a 25% bonus to fighting against fortified units? This would fall in line with the historical use of marines to take entrenched positions, especially along the water line.

  34. #34
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    I would like to add pirate units and ships acting like barbarians. Pirates constantly raided ships and terrorized coastal cities, so that kinda makes them big in history. I was thinking that their bases could form on islands and coastal cities, they become active once at least half of civs research Navigation.
    Oh, and we need more futuristic units other than the Giant Death Bots. I was thinking upgrading mechanized infantry to Cyborg Troopers... Eh, that's all I got, I'm too lazy to post stats.

  35. #35
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    Quote Originally Posted by Kevik View Post
    I must ask what is EU3
    Europa Universalis III is a grand strategy game where you can head up any nation in history that existed between 1399 and 1821. Its a VERY deep strategy game with more emphasis on development and diplomacy rather than combat strategy. It does have some similarities to Civ, and I do believe there is a mod out there specifically devoted to making EU3 more like Civ.

    Anyway, I'm intrigued by this idea of policy-tree units. Each track should have one, each with a different ability. Obviously Honor and Autocracy should have the offensive combat units, while the others should have more defensive applications.

  36. #36
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    I like the idea of pirate units. It could even be kind of like in Civilization II where sudden landings of barbarians would occur. But in this cause it would be a sudden pirate raid against a poorly defended city or City State.

    And speaking of futuristic troops, I would like to see something akin to the Bolos (artificially intelligent superheavy tanks). Maybe they could have a range attack as well as a close combat attack, making them very powerful, like the Giant Death Robots.

  37. #37
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    Quote Originally Posted by mwallyn View Post
    Anyway, I'm intrigued by this idea of policy-tree units. Each track should have one, each with a different ability. Obviously Honor and Autocracy should have the offensive combat units, while the others should have more defensive applications.
    That's a brilliant idea! It'd make Policies less like Government types and greater show how countries can change over time.

    And with Pirates, they shouldn't appear near a city where ships have been recently. It would make naval units used a lot more.

  38. #38
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    Just added alot more ideas for future era units to my list above, disscuss away


    Lightbulb, I got an idea for expanding flight, right now we currently only have like 2-3 generations of airplanes/ jets being represented ( theres like 5 or 6, first planes/ biplanes of WW1/ planes of WW2/ First jets/ modern jets/ stealth) We should add the biplane near riflemen of something ( we'll think of something) and stealth fighters to the future era.

  39. #39
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    Clone Infantry - Double cost of standard infantry, 140% Mech. Infantry's power.

  40. #40
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    Quote Originally Posted by Black Gate of Mordor View Post
    Clone Infantry - Double cost of standard infantry, 140% Mech. Infantry's power.
    I thought they would be more like the clone units from bts Next War senerio cheaper then infantry but about the same strenth

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