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quote: Originally posted by Wittlich
Yes, you can modify the unit upgrades through the editor...but it isn't realistic:
How can a flesh-and-bone horse (Cavalry) upgrade to to a steel encased Tank?
How can a wooden ship/iron based ship upgrade to a steel ship?
I just consider these non-upgradable units as going obsolete and I either use them until they are destroyed or I end up decommissioning them. At least this makes sense. |
If you want realistic how can ANY unit be upgraded over lengthy periods of time. The Warrior I built in 3600 BC should not be around as a Guerilla in 1980 AD!
The only upgrading we should see(maybe) is from one unit to the next without skipping upgrades of previous units in that line of technology; once a unit is upgraded to it's next highest ability it shouldn't be available for an upgrade. Units should also have a natural attrition rate in which the unit sort of fades and gets turned into shields (for their equipment value)
At least this is my opinion of a more realistic representation of the world.
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quote: Originally posted by WarpStorm
Iran had units that were over 2500 years old in RL. Sure the people changed, sure the technology changed, but the units themselves traced their origins from the time of Darius. |
What are you typing about?
This doesn't even begin to touch on the subject at hand.
If I had a 'rock thrower' unit; should he be around 2500 years from now? Heck, the rocks he throws may not even last that long!
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Fosse
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U.S.A.
Mar 2002 time: 23:24
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quote: What are you typing about? This doesn't even begin to touch on the subject at hand. |
Well, he's just trying to give a historical example of a unit existing for millenia... being that a few posts ago people were talking about how units can't exist for millenia...
The idea is that maybe it's silly to imagine a galley eventually turning into a modern transport, but if you look at the gold spent as an investment in new equipment and then imagine that you transfer the command and soldiers curretnly serving in the unit... then it's at least palatable.
Nobody thinks that a rockthrower built in 3500 BC is going to be composed of the same guys in 2000 AD (or 3550 BC!), but the idea is that the civ is continually recruiting and training that UNIT with new members.
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FNBrown
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of the Sierra Nevada foothills
Dec 2001 time: 21:24
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quote: Originally posted by Wittlich
Ah, but wouldn't training the men on how to drive tanks be the same thing as building the tank (not upgrading)?
I do see your point FNBrown, but I also see Firaxis'. I guess if you were able to upgrade Cavalry to Tanks, it would lead to an unbalancing effect in the game... |
That's the bottom line... against a human player, it doesn't unbalance the game too much, because most intelligent players would gladly pay for the upgrade. The AI, on the other hand, doesn't upgrade nearly as much as it should.
Not only that, but the AI doesn't count on upgrades as much as a human player. For example, under standard rules, during the late industrial age, I don't mind building riflemen, because I know they will eventually be upgradeable all the way to MI. This is the time of the game when my empire is really rolling, and able to churn out good units. However, if I'm thinking offense, I'm less likely to crank out a ton of Cavalry I know I'll have to disband later on when Tanks hit the scene. So the upgrade path is always a factor in my strategy - and, I dare say, it is NOT a factor that the AI is capable of considering when giving build orders.
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FNBrown
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of the Sierra Nevada foothills
Dec 2001 time: 21:24
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quote: Originally posted by planetfall
Isn't the root of the problem that there are too many useless unit production capabilities in the Modern Era?
The only reason many add upgrade paths is not that the upgrade makes sense but rather the UI to select city build options is very very painful to use when the list of build options gets long. It may be humorous to see police dressed in warrior or legionairre uniforms but they are not useful military units. About like the guards around Buchinham Palace. Get for that tourist shot and a smirk.
What we need is an option to choose which eras a unit is available in. Thus by allowing warrior's in Ancient and Middle ages but not in industrial or Modern times. Implimentation could be either
A- minimum change: build change
No building of units who do not have a flag for the current Era checked in the editor. -or-
B- maximum change: retire units
Units existing without flag for current year would have to 1) upgraded, or 2) disbanded within 10 turns of entering new Era. We would need a popup: ## warriors are obsolete and will be retired in year ####.
If obsolete units not retired, then they would disappear from world. So a player has 10 turns to either build cash to upgrade some/all of obsolete units or disband them for some shield credit. If not disbanded, units are lost.
What do you think?
== PF |
Automatically disbanding the units is a little harsh. It can leave a less wealthy civ defenseless.
I propose an alteration of your suggestion:
1. ) Obsolete units can't be built. There needs to be a resource-independent basic offensive, defensive, and naval unit for each era; not just the rifleman.
2. ) If you enter a new era with obsolete units, they are automatically upgraded to regular resource-free equivalents (offense, defense, or naval), regardless of barracks or harbor presence. In fact, they don't even have to be in a city.
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CerberusIV
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I am currently playing my own mod that allows frigates and ironclads to upgrade and also cavalry to tanks. It seems to me that the issue is cost and that the industrial and modern era units are too cheap. I like the Ottomans but find it hard to accept that a sipahi costs just as many shields as a panzer when you think what you get for that investment.
I pushed the cost of tanks up to 140 shields and MA to 220. Anybody tried this kind of change? How did it work out?
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planetfall
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Incoming from CO
Jan 2002 time: 22:24
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quote: Originally posted by SK138
I like your idea planetfall but I think having a pop-up every turn telling you that a unit is going to be disbanded would be too much trouble. |
In the maximum change scenario, I only envisioned the popup coming up at the beginning of each era. Something like this:
Current Year: ####
Retirement Year: #### + 10 turns
List of units that will be retired:
warriors ... ##
spearmen ... ##
etc.
I actually think max change is too severe as it my unnecessarily hinder weaker civs. A better option would be automatic upgrade to conscript unit of era. Upgrading to regular unit seems to both make auto retirement too powerful and would not give unexpected military bonus for players who plan on using autoretirement feature.
Remember th goal is to improve game play and remove obsolete units from:
1. city build queue
2. F3, military advisor screen
because the GUI's for these screen take longer to read the more obsolete items you find listed. I would be somewhat happy with the minimum change, Option A. I am tired of trying to find that lone archer to I can upgrade or disband so I have a free line on the F3 screen. Especially with the PTW bug on scrolling and reading military data, this is so, so, so painful and is definitely having an effect on my enthusiasm for the game.
Switch I like your idea of a short and long list for city build.
Maybe something like this in editor:
Show on short list: {default}
UNIT Ancient Middle Indust Modern
warrior [ x ] [ x ] [ ] [ ]
spear [ x ] [ x ] [ ] [ ]
...
tank [ ] [ ] [ x] [ ]
Thus in standard build queue
ancient: warrior, spear,...
middle: warrior, spear,
indust: tank... {no warrior or spear}
modern: ... {no warrior, spear or tank}
{Control} {click on build queue} -- brings up
entire list of buildable units, including obsolete units.
== PF
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elcapjtk
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Hannable MO
Dec 2001 time: 05:24
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I think of it as the actual units surviving 6000 years, but the division of your military that survives.
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All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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