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Thread: Unit Attachments & Technology Sub-techs

  1. #1
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    Unit Attachments & Technology Sub-techs

    Ideas influenced by HOI2: Armageddon.

    Unit Attachments
    When building a unit, player has the option to include improvements or bonuses for additional costs. For example, when building an infantry unit a player can opt to add an armored vehicle attachment. Or, it could be a bit different. Say your building an archer and want to add a Longbow bonus.

    It can be argued that the unit promotion system and civ bonuses in Civ4 allow for this, but perhaps the opportunity to expand gameplay exists.

    Technology Sub-techs
    Sub-techs would be a bonus or support unit that can be toggled when researching a technology. This would add turns (expense) to researching a tech, but the advantage may fit into one's strategy. An example, could be an Advance Sail for the Sailing tech, which could increase movement or increase maneuverability (aiding in combat).

    The bonus-tech (sub-tech) could be traded and stolen, but a period of exclusivity should exist for a period of time if it's not traded or stolen - perhaps until the next technology is researched. To be stolen, a civ must have already obtained the required technology. However, I believe it should be available for all civs to research even if a civ already has researched it, as the AI would probably manage gameplay better this way.
    Last edited by dojoboy; 02-20-2010 at 11:47 AM.

  2. #2
    Join Date
    Feb 2010
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    118
    You should only be able to select to add the subtech whilst researching the major tech - if you were able to go back and do the subtech later then it wouldn't be a normal tech. It's quite a good idea though and would further incentivise espionage - I might not bother with the subtechs because I'm on my way to bigger things - leave picking up the troop/building bonus' to my spies who will grab it from the more diligent neighbouring civs

  3. #3
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    Feb 2010
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    I too think that sub-technologies is a good idea.

    In fact i suggested that myself 6 months ago.
    Here is what I had in mind back then:

    New Mini Mods with a Few Eras and Additional Mini Technologies

    --------------------------------------------------------------------------------

    Right now we can start playing from any Era we want all the way to the Modern Era (no End Era).

    However, some players would like to play specific Eras or smaller Era range (e.g. starting in the Bronze Age up to the Medieval Era).
    The problem (other than that we don’t have an End Era) is that we could go through all the technologies quickly and then there is nothing left to research.

    I would therefore like to propose several or even dozens of Mini Mods that have a smaller Era range (Starting and Ending Era).
    However, in order for this to work the time needed to research every technology (within the Eras range) have to be stretched (increased).

    In additional to that Mini Technologies should be added.
    Such mini technologies can be very specific.

    Here are some general ideas for Mini Technologies for army units:
    - Better armor (for knights).
    - Better bows (for archers).
    - Better cavalry units.
    - Higher movement for cavalry units.
    - Improved tanks.
    - Longer aircraft range.
    - More lethal bombs for bombers.

    I am sure you get the idea.

    Players can then research new technologies for new units (like they do today) or Mini parallel technologies (that are faster to research) to improve existing units (that belong to the current era).

    The number of such mini technologies can be very large and players will have to choose the ones that fit most to their current strategy.

    Similar mini technologies can be added for the economy and culture (in the same manner) for small additional benefits within the existing era.

    These new mini technologies will fill the gap of playing shorter era range while adding a new dimension to research.

    That will also allow FA to add a new “Futuristic” Era with many new Futuristic units that will be included in a few mini mods.

    These new mini mods will give players the flexibility of playing any Era range they want (within some limits) with additional mini technologies to spice up the game and to make it more unique.

  4. #4
    Mind you HoI2 is a much more focused game than Civ. HoI is about the largest war in history, therefore its almost all warfare. Civ is about expansion, diplomacy, trade, and warfare. That being said, I think the attachment feature is pretty much covered by promotions. I like the Sub-Techs Idea though, that could be very cool. Maybe make certain sub-techs only available to certain Civs?

  5. #5
    Join Date
    Feb 2010
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    Civ V isn't about micro-managing crap. It would turn me off if I had to go in and individually tweak each unit beyond the already-annoying unit promotions

    sub-techs, however, may not be a bad idea if it's done in moderation. perhaps it should be rolled up into your civ traits, much like the unique buildings and units

  6. #6
    Join Date
    Feb 2010
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    If I may, I would like to elaborate a little more about Sub-Technologies.

    As we all new some new technologies grant us new units that are more powerful than the previous ones that they replace (e.g. Artillery replacing Cannon).

    Sub-Technologies will be faster to research and they will upgrade certain units (e.g. stronger Knights).

    This can prove to be very strategic.

    Should the player move on to the next technology that grants him Cavalry replacing Knights? or should he research a certain Sub-Technology (faster research) that grants him a better Knight unit?

    This decision can make the difference between winning or losing the current war.

    What Sub-Technology to research can also be proven to be crucial in war times.

  7. #7
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    Very good comments/suggestions. I too think the sub-techs could add depth to an already good game. I wonder if it could be a feature that one could turn off, or on, in custom games. The question here would be how the AI managed the two "different" tech-trees. Would it add that much more to programming the AI?

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