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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-General/Help/Strategy > CTP II Med mod sugestion
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Drakenred is offline Drakenred
Warlord
Hou Tx
Jan 1970
time: 05:12
Post  Old Post 07-11-2000 01:29
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CTP II Med mod sugestion Support Apolyton, buy Call to Power 2

Please realise that this comes from a bias of considering the Local police, homeguards and "militias" as being way underpowered compared to the Millitary, especialy in modern times, But. . .

If Cities will get the free militia, to me it makes a bit more scence that they be a litle underpowered(roughly a 75% reduction in HP, Defence,and firepower compared to the paid for unit, (they should also have a reduced suport cost from the main units becuase they are imobile and "softer" than Profesional units)

For example, you might make the mil-Phalanx a
Units/Cost/Support/Attack/Range/Defense/Hit Points/Firepower/Movement/Vision look more like

Militia-Phalanx(SLIC trigerd)/1/1/0/2/8/2/0/1
Militia-Frydman (")/2/1/0/2/10-11/2/0/1
Militia-Arquebusier (")3/1/2/2/11/3/0/1
Militia-Musketeer (")/10/3/3/3/11/3/0/1
Militia-Rifleman (")/15/6/0/6/11/3/0/1
Militia-Machine Gunner (")/17/8/0/8/15/3/0/1
Militia-Plasmatica (")25/14/0/14/15/3/0/2,

Granted, since you dont actualy have to build the Militia units, the suport cost is a trivial mater, but my point is still(a somewhat nit-pick point i grant) the point that "homeguards" "Local Police" and "Citizen-Millitias" tend to be undertrained or under-equiped compared to the Full time troops, a problem that is only agrivated by advancing tecknology.(case in point, recently the (if im not Mistaken) LA police had a problem with a group of hevily armed Gunmen who had robed a bank, it took a considerable amount of firepower(some of it "borrowed" from local gunshops) to stop them, a simular problem happend her in Houston shortly theirafter when another pair of individuals with converted semi-automatcs and Bulit proof vests causes a simualr incident,

Also (for thous not familiar with the Med-mod mod, and having a coronary over the numbers,) the vertions are ~ 75% strength mods of the Med-mod, not the original game, for example the Med-Mod-4 Plasmatica is 2,000 50 18 0 18 20 4 3 2

(Granted we are going to have to see just how the Modified unites work in CTP2,(hopefully Armor alome fixes the Phalax Vs Everthing else bug)
(that is if it is posible to keep them Trigered only units that cant be purchased, otherwise just have them each be the most expesnive unit to buy)
, Fyrdman, Arquebusier, Musketeer, Riflemen, Machine Gunner and Plasmatica. Space

Dida is offline Dida
Prince

Jan 2000
time: 05:12
Post  Old Post 07-11-2000 05:03 Visit Dida's homepage!
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Got spare money?

Everything about the Med Mod is very good except the new Bomber and Carrier and Heavy Cruiser units, their graphy looks so ugly the first time I saw the AI flying his Bomber over me I wonder what that gigantic flying object was. And the Heavy Cruiser and Carrier being so dark in color look as if they are pieces of floating woods. All other units are cool, the new Galleon and Bombard units were my favorite.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 08-11-2000 06:35 Visit WesW's homepage!
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Support Apolyton, buy Civilization: The Boardgame

Below is the text from the gameplay text for the Militia unit.
I decided to make them the same strength as regular units so that your cities would not be under-defended if attacked. It would be bad to have to disband your militias in order to get full-strength units into your city for defense.

Btw, I never intended for militias to be police forces. I was thinking historically as them being civilian levees or Minutemen, with a modern equivalent being the National Guard.
They would still be less effective man-per-man than regular troops, but I fudged that by saying that you could imagine them having more men than regular units.
I remember debating this same point over emails with the creation group at that time. It's one of those 'realistic accuracy vs. gameplay' issues, which I always come down on the side of gameplay if having to choose.

"Militias are defensive units created automatically upon the founding of a city. Since militiamen support themselves by holding regular jobs, these units only require half the support that regular units require. Also, the relative readiness of militias is about the same whether the civ is at war or peace, so these units are designated as Special Forces. The training of militias is less than that of regular units man-per-man, but since the size of a city's militia would be greater than that of a single regular unit, their defensive strength is set equal to that of a regular unit.
The militia may be called out in times of civil unrest, and thus they exert martial law like regular units. However, since militias are not standing units, being called upon in times of emergency, they do not prevent slave revolts. Finally, since militias are called out to defend their homes, they have no movement or offensive capabilities."

As to Dida's comments, the B-17 graphic is too large for my liking, but that was all I had to work with. I think that the form of the unit is pretty good, actually.
I think that the Heavy Cruiser's color is fine. You need something to set it apart from the other ships, anyway.

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