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like, each civ would have little weaknesses and advantages in certain or most of their units. A sort ov refinement of the RedAlert country specifications...
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I do understand their point. I do agree with it, perhaps this units should be better or worse depending on the technology and maybe production level of the nation...
however, it should be possible to build weaker but cheaper versions of an unit. (ie, Russians T-40s during WW2, i think they produced 1,000 per day or so, of course i could be wrong)
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Well, there is a form of a CIV-related unit already - the Fanatic in a Fundamentalist Government...or was that only in CTP and CTP2... 
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Lung
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of my princess Anastasia!
Mar 1999 time: 15:12
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This brings up an important point. Population should determine the upper level of units a civ can produce, or certain types of units at least e.g. militia units. In addition to normal fully-trained and equipped musketeers or riflemen, you could cheaply build militia units, but at a cost of population, say, 1 pop point per 5 militia units. They would be weaker than the most modern infantry you can build at the time, but you could build lots of them.
When your war's over, or you otherwise no longer need them, you can disband them, which would add the population points back to the city whence they came. Say you build 15 militia units from one city, and 8 die. When you disband them you would get one pop point back. Of course, this depends on whether Civ3 has city-based or civ-based military support.
It would be a strategic tool, to be used when your desperate, or to overwhelm an opponent. As it comes at a cost to your population, it wouldn't be used all the time, so it would add to the gameplay options as another way of fighting warfare. Anything to avoid the annoying predictability found in CTP! 
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