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dainbramaged13
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Dumbass
Mar 2000 time: 00:14
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quote: Originally posted by Provost Harrison
Why can't they have it like in SMAC where you pay a lump sum to upgrade your armies, which is the best idea. Comes straight out of the coffers. A poor and shabby nation in reality would not be able to equip it's soldiers with the most modern weaponry, or if the army is too big for the nation to support feasibly. It would also favour a bit more thought into military forces rather than a huge block of units (unless you are rolling in dosh of course ).
Upgrades for cash, as was the case in SMAC, is the way forward... |
While i agree with the idealism of Cyclotron (mostly, see other post) i realize that really, if a complex system of unit upgrading is not already implemented by now (which i doubt it is, and if so, what are we arguing about) , what if anything do you think they will think about doing? THIS ( /\ ) is the only thing that will ever be implemented in civ3, and, it is not too far off from reality, maybe just skipping a few steps in micromanagement. The other option is to have a PW-like portion set away for unit upgrading that you can use later, or is automatically used whenever units are available for upgrading
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Jarouik
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Helsinki, Finland, EU
Dec 2000 time: 07:14
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quote: Originally posted by Rasputin
you can upgrade your ironclad to detroyer at hefty proice already, its called disbanding and rush building....
I think this should only be done in citys with barracks or a new City improvement (whatever it caleld) to do this.. perhpas having to leave unit in city for certqain number of turns as well to learn all the new technolgies. |
The problem with this kind of more elaborate upgrade scheme (or indeed, disbanding your units and building new ones one by one) is that it adds too much micromanagement. I never upgrade my entire army to modern units in Civ 2 just because it takes too much time and attention, so I end up having just phalanxes defending my modern metropolises if I haven't built Leonardo's, which I by the way always do because it does all the hard work for me, for free 
My point is that the upgrade system of SMAC is the only one simple enough to actually bother using. It models realistically enough the enormous cost of upgrading your armies (as even unit support is now only modelled with money!), and of course, there should be some limits to which units can be upgraded into which, as in Civ 2 with Leo's. Of course, as Civ 3 limits the number of cities more than Civ 2, you are not going to have such huge issues with micromanagement, but I still like the straightforward approach of upgrade with cash. You could balance the situation by at least lowering the upgraded units' veteran status and making them lose their movement points for the turn.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:14
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I digged back a little, because this topic was debated many times before. I don't want to ignore the good suggestions many of you do in this thread, only add some previusly mentioned opinion.
Me, Tiberius and others debated about auto upgrade, but supposing Civ units similar to SMAC's, so we mentioning minor and major upgrade. We are supposing the extended level or experience used in SMAC (very green, green, hardened, veteran, commando, elite) will be used instead of Civ 2 two level (Green/Veteran)
Just a brief excerpt/summary of the old thread I mention:
Major upgrades
Upgrade command possibilities:
a) one unit-by-one (selected by "right click menu")
b) all units inside one-city/one-base (one kind of unit)
c) entire civ (one kind of unit)
Upgrade will cost money: I suggest to balance it starting from "rush build" cost for the difference from existing unit to new one.
Duration (turns unit will be unable to move/attack, similar to artillery rule):
1) One turn in military bases (inside cities or fortress/airport)
2) Two turns for the rest of the units (on the field)
After major upgrades units will lose 1 level of training/morale (maybe 2 outside mil. bases).
Alternatively, outside military base/cities the upgrades could take only one turn but be more expensive (+25%).
I underline once more it's all a playability problem: upgrading unit must be a decision balancing from keeping the experience level and building a unit from scratch, not really a free gift for dedicated warmonger. 
I somewhat disagree about upgrading of very different unit type, as from chivalry to tank or from galeon to transport. In that case I consider unit disbanding (getting back half shields as usual) a more realistic model. 
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