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dunk
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Philadelphia, PA
Mar 2002 time: 00:20
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I think it's fine the way it is. No need to change it. I would, however, like to not see swordsmen in my build options in 1945. They should become obsolete with riflemen (a land unit with higher attack). Same with longbowmen. Obviously, if these units are the only ones I can build, by all means, I want them in there. But I don't want my Domestic Advisor suggesting I build swordsmen after I complete the Interplanetary Party Lounge.
EDIT: Added text below.
Here is a link to a "Civilization Calculator" that someone made. Great work.
http://www.columbia.edu/~sdc2002/civulator.html
A pikeman fortified in a metropolis on grassland will destroy an attacking tank about 16% of the time (assuming both units are veteran). That's fine to me.
EDIT: corrected the number.
Last edited by dunk on 10-07-2002 at 01:08
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Ben Williams
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Ithaca, NY
Apr 2002 time: 00:20
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I like the idea of eliminating extream combat differances by making it impossable for some units to destory others. Because an upgrade is the equivilant of re-arming and re-training the same men (ignoring for a moment that nobody lives 5000 years), a unit of troops is defined by the weapons they use, a pikeman cannot sneak up on a tank and throw an explosive at it because they do not have them. The basic problem would arise from the AI using dated units, changing the probablity of victory in some situations from slim to none, giving the player a great advantage. This could be fixed as well, however, just by making the AI upgrade periodically, say at the beginning of every age.
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:20
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I mod swordsmen and longbowmen to upgrade to riflemen. No muss, no fuss, you can upgrade, and they both poof out of the build menu. Nice. Did a similar thing for ships. Probably the simplest solution I can think of.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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quote: Originally posted by dunk999
I think it's fine the way it is. No need to change it. I would, however, like to not see swordsmen in my build options in 1945. They should become obsolete with riflemen (a land unit with higher attack). Same with longbowmen. Obviously, if these units are the only ones I can build, by all means, I want them in there. But I don't want my Domestic Advisor suggesting I build swordsmen after I complete the Interplanetary Party Lounge. |
As XarXo says... "I agree." 
I do think that as it is now, it is great in terms of the game balance. A unit of longbowmen can occasionaly toast a unit of tanks. But an army of longbowmen has absolutely no chance against an army of tanks. And that is the point.
Besides, consider the fact that longbowmen have even a higher attack value than riflemen... and you would probably not feel outraged seeing a bunch of characters armed with rifles eliminating a small group of tanks (remember that the first tanks as seen in WW1 were something completely different from the tanks in WW2! Civ3 does not distinguish between WW1 tanks and WW2 tanks - even a bunch of longbowmen would be able to obliterate a unit of WW1 tanks as those machine were highly unreliable and had various technical issues that were seriously limiting their use as a fighting weapon).
OTOH, I do support the idea of changing the graphics (like what happens to workers) and maybe even names of "obsolete" units in such a way that they retain their ADM values, but bear more realistic names. That would do absolutely nothing to the game balance, while enhancing the feeling of realism in the game.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:20
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People have surprisingly little imagination.
Firaxis could make obsolete units like Longbowmen, and any unit for that matter, be pegged to a technology scale -- that is, the technology of the current tech leader multiplied by some constant.
This would in effect give a bonus to all existing and obsolete units as the overall state of technology on the planet increases. This would make sense.
A militia in 2002 is not the same as in 1776, and while they may be represented by the same graphic, the 2002 militia have guns.
Firaxis chose the path they chose for the simple reason of efficiency. I suppose they could have crated a variant unit for each obsolte unit to track its progression from longbowmen, to lowbowmen with modern bows and sidearms, but it is frivolous and would likely cause even more slowdowns as your CPU manages the massive amoints of unit graphic files and variants and keeping track of multipliers and which civ's unit is at such and such level vs. another civ's similar unit.
It is rather nightmarish for the programmer and the system that is going to run the game. Considering Firaxis isn't exactly Blizzard when it comes to resources, it would be a very difficult proposition to make.
The current system is an ABSTRACTION. When a pikeman kills a Tank, think of it as a modern Pikeman, with guns. But still a PIKEMAN unit. It is the same as adding mutipliers to keep up with technological advancement, changing unit graphics and the like.
For those who still don't see my point
2/3 = two thirds. 200/300 is still two thirds, despite the numerical difference. Giving unit technology bonuses by pegging them to a scale is essentially upping the the unit's POWER, to keep them relatively as powerful as before so that you don't face 1 D vs 1,000 Attack point situations.
By throwing out the pegging system and keeping units relatively closer to each other in terms of A/D , you abstract the pegging system by making it possible for less advanced units to defeat more advanced ones. It is in fact, an ingeneous design implement into that game that does the job of far more complex systems.
To throw another analogy, I'd rather have my cake with 2 pounds of icing now, than have my cake with ten tons of icing. At some point, adding anymore icing to that cake isn't going to matter. Principle of diminishing Returns.
I however agree with the point that obsolete units should be separated. Perhaps a separate menu? I'd still want access to them in cases where I build ceremonial guards (hehe) usually my ceremonial guards are a Civ's UU if they get it earlier or some unit class that had distinguished in some major conflict.
Last edited by dexters on 10-07-2002 at 14:16
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:20
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Dexters has a very nice point, and so does Trip.
Generally, I can easily live with one in twenty Tanks I have being beaten by an old an weak unit. Really, if you want "fairer" combat results, there are two options:
1) Increase HP for all units by 2 by going to the Experience Levels tab in Editor, so that a Conscript had 4 HP and an Elite had 7 HP. This will slightly decrease the chances of an inferior unit beating a superior one.
or
2) Increase units by 1 HP per age in the Units tab - so that a regular Pikeman had 4 HP, a regular Rifleman had 5, and a regular Mech Inf would be at 5 points. This will also decrease the chances of a unit earlier on the tech tree beating a more adanced, but, IMHO, isn't too fair. If you're in the Industrial Age, and the opponent is still in the Middle Ages, you get an advantage in combat...
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