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Proteus_MST
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Sounds good,
but Cities in (or adjacent to) Jungles
should be able to view all units in all the tiles
neighboring the city (regardless of tile type).
After all you can assume,
that cities have watchtowers of a certain heigth
and therefore are better able to spot enemy units,
even in jungles
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:18
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quote: that cities have watchtowers of a certain heigth |
Actually, instead of the radar towers, you could give the "outpost" worker improvement a useful quality that could detect enemy units in forests.
quote: I wouldnt wanna send troops into a forest and have them die cuz something was hiding there. |
Like in SMAC, First attempt to move into an occupied square reveals the enemy unit, then you get to decide if you really want to move into that square (attack) or do something else.
A feature like that would add a great strategical element to the combat part of the game. You can use it to your advantage both in attacks and defense.
If you are attacking, if helps you sneak attack. If you have airpower or long range artillery, you can try do destroy the nearby 'outpost', so the defensive player can't see your movement anymore.
If you are defending, you can set up ambushes - let enemy pass, then cut them off. It also helps cover up your force strength at that boarder. And as long as the defender has a nearby outpost intact, the defender has the maneuvering advantage.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:18
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quote: Originally posted by General Ludd
Either make it only possible with units that have a guerilla/partisan ability, |
I'm all for that!
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sophist
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Agreed. Hiding doesn't seem to be useful enough unless they can attack without being revealed. That's a powerful enough capability that it shouldn't be available to all units by default. Perhaps they'd have to earn the ability like the other civ4 combat promotions. Maybe it is restricted to infantry and cavalry. Raiding would be especially interesting if there were supply lines, but that's another discussion for another time.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:18
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DBTS: I disagree somewhat.
It all depends on your playstyle and the given situation.
I wouldn't necessarily go after a stack with one guerilla unit, hoping to kill one unit, because that surely would mean death in the next turn.
Rather its useful for attacking smaller groups (if you have a group yourself). Also don't forget the ability to move around in 'hidden' terrain after making a sneak attack. The Enemy would have to devote resources(units) and time to finding an enemy unit hopping around in mountainous(sp?) terrain. Kinda like whats happening in afghanistan today. Also, don't forget the defense bonus forests/jungles/mountains provide. That surely would boost the survivability rate of such units.
Another important funtion of them would be to destroy infastructure before a major attack. Kinda like the US sending in commandos into iraq that would get into position and destroy vital routes on the day of the major attack.
**edit: oh and its not like its a super unit. As i've said, there should be tile improvements, like the outpost, that would discover these units.
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patcon
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quote: Originally posted by Grandpa Troll
it would be nice say if you could "sway" a unit you ran into, say offer them a home and in exchange they join you |
IIRC, this was in Civ2 as a function of the spy unit. Your spy could approach a unit and try to get them to defect. You would be told what the gold cost was, then decide whether to offer the bribe or not. Units in democracy were immune to bribery. I liked this feature, particularly as it somewhat offset the advantage non-democratic govs had in waging war.
What ... a post with no parenthetical comments? How very odd.
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Sabre2th
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quote: Originally posted by Alex
In Pirates!, units taking part on a land battle are invisible if they hide in a "forest" square. I wouldn't be surprised if Firaxis incorporates this feature into Civ4. |
They were given a cover bonus when attacked and were harder to see, but were not strictly invisible.
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