Before this game came out, I was imagining all the different weapons we would be able to customize our units with. Was hoping we get maces, swords, shields, armor etc. So we could outfit our soldiers with different things. Like era 3 would have
Armor
Leather (one extra movement)
chainmail (more health)
plate mail (same health as chainmail but take less damage).
Shields - would all reduce arrow damage
bucklers (less arrow protection but adds armor)
regular shields (more arrow protection and armor but costs more)
Tower shields (more armor and arrow protection but costs more then regular shields).
Melee Weapons
Swords (flat damage)
axes (less damage then sword but piercing)
mace's (less damage then axe but pierces armor and small cavalry bonus)
The bigger versions would be two handed and so more damage.
Ranged weapons
Bows (can shoot over units)
crossbow (can be paired with shields)
Arbalest (two handed crossbow that does more damage)
Shields - would all reduce arrow damage
bucklers (less arrow protection but +1 armor)
regular shields (more arrow protection and +2 armor but costs more)
Tower shields (+3 armor and arrow protection but costs more then regular shields).
Horses
Horse (+3 speed bonus and charge)
Warhorse (+2 speed bonus but more health)
Armored warhorse ( +1 speed bonus, same health as warhorse adds +2 armor)
Spears
Short spear (can be paired with shields, cavalry bonus)
Long spear (better cavalry bonus)
Pikes (better cavalry bonus and armor piercing but costs more)
At least something to that affect. Would have been pretty cool.
I think it would make sense if there was some sort of general system - the generals would get the equipment and it would apply to whatever units they are in control of. But not each, individual unit. That's too much micromanagement.
Sorry, but I just can't see it working out in a historical-ish across-ages type of game. I don't really feel like there's a balance there to strike between ending up with archetypes that are already represented by the current unit roster (obvious missing spots in Classical aside) and cluttered micromanagement nightmare. I can't even imagine how you'd skip from sword'n'board, to pike'n'shot and finally modern infantry/vehicles in a smooth way, without ending up with a confusing system - not to mention that you'd either need to teach AI to handle it or make it utilize set templates that could be cheesed around by human players.
I feel like it would also require a lot more stats on every unit to make sense and it's again a lot of things to juggle just for sake of juggling things and less readability overall, in my opinion. You'd end up needing to check every single unit in a battle.
All of that being said, I do recommend looking at Revival: Recolonization, which does something along those lines in a more, let's call it, lore-friendly way. If the name Revival rings some bells, it was a series of mobile, sci-fi clones of Civ games in which you took civilizations from simple warriors to cyborgs, all while trying to eliminate other high-tech emissaries and keeping yours alive (it was neat that you and other leaders were an actual, extremely vulnerable unit on the map). The proper PC game they're working on now is incredibly janky from the last time I played the demo, but has some very interesting takes, highly customizable units included.
Sorry, but I just can't see it working out in a historical-ish across-ages type of game. I don't really feel like there's a balance there to strike between ending up with archetypes that are already represented by the current unit roster (obvious missing spots in Classical aside) and cluttered micromanagement nightmare. I can't even imagine how you'd skip from sword'n'board, to pike'n'shot and finally modern infantry/vehicles in a smooth way, without ending up with a confusing system - not to mention that you'd either need to teach AI to handle it or make it utilize set templates that could be cheesed around by human players.
I feel like it would also require a lot more stats on every unit to make sense and it's again a lot of things to juggle just for sake of juggling things and less readability overall, in my opinion. You'd end up needing to check every single unit in a battle.
All of that being said, I do recommend looking at Revival: Recolonization, which does something along those lines in a more, let's call it, lore-friendly way. If the name Revival rings some bells, it was a series of mobile, sci-fi clones of Civ games in which you took civilizations from simple warriors to cyborgs, all while trying to eliminate other high-tech emissaries and keeping yours alive (it was neat that you and other leaders were an actual, extremely vulnerable unit on the map). The proper PC game they're working on now is incredibly janky from the last time I played the demo, but has some very interesting takes, highly customizable units included.
Well, endless legend had it. So I figured it would fall under the same lines. Also I figured there would already be preset unit types. Endless space also has a lot of customization. The OG alpha centauri has a ridiculous amount of customization. Anyways the way to make it easier would be to upgrade the weapons, so you only have one sword type which gets upgraded. Same with the bow but separate bow, crossbow and muskets.
But your right in that the AI already does have issues and this would confuse it more. But it was what I originally thought the game was gonna have.
Customizable units, storing luxuries for empire-wide edicts to buy with them, and individual ideological and ethnic identities of citizens are the things from Endless games that I find the most surprising to not have ended up in Humankind. Like, *this* is what would've set it apart further.
Customizable units don't need to go all into the different materials, but general choices about whether your culture's cavalry is heavy or light, your light infantry uses javelins or bows, your heavy infantry uses swords or spears, etc. would be nice, complemented by a mercenaries system where you can hire other unit configurations not covered by your own unit roster.
If strategic resources accumulated every turn, it would also allow for more quantity vs. quality choice. You could have armored horse archers if you want, but they would be incredibly expensive and another empire might go for lighter cavalry on the flanks of a heavier infantry battle line instead.
I think epecially the whole early modern transition to gunpowder would become more interesting and also more authentic, as you'd be able to gradually abandon armor based on your opponent's weapon progress, instead of your own.
And yes, maybe we would need more stats, but I think combat could really benefit from that, with separate attack and defend values making things more tactically interesting and not just a race for high ground.
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