Sid Meier's Civilization V

Sid Meier's Civilization V

[G&K] Amestris (Fullmetal Alchemist)
Possible Edits / Suggestions for Unique Units
I thought this would be a good way to touch bases between us players testing it out and the mod creator. I scrolled through the entire comment section for this just to see what people had come up with for ideas and what was being responded to. My ideas for this really only concern the UUs, as I really enjoyed the other mechanics done for the civ, but if people want to use this page to bounce ideas of other sorts for Edits I think we could have some healthy discussion. Not only that, but it would be all in one place for the mod creater, so win-win. Anywho, let me get started.

The UU for the State Alchemist is solid, though I had a couple thoughts on it. First, a major concern I've heard people having about it is that it shows up really late in the game. I think having the civ really focused for the Industrial Age is great, but a few people suggested that maybe the State Alchemist could be unlocked a bit earlier, maybe around the time of the Great War Infantry to more coincide with the flavor of the FMA universe. It is well known that the world of FMA was based on European culture, but more specifically based on Pre-War time Germany. I will have to double check on specific dates, but it was my understanding that the events of FMA were mirrored to be around late 1800s, ending up just at the turn of the century. So having the State Alchemist unlocked earlier would be a bit more realistic in that sense, and happen just at the intro of the Industrial Age.

This brings me to the next discussion, of what to do about stats and such for the unit. If it is moved up and unlocked earlier, of course it needs to be a weaker unit for balance purposes. But I also really enjoyed the use of having this unit late into the game as well. What I propose is this: edited research tree so that the State Alchemist has a way of upgrading. It was suggested by a few people to make its own research tree, though I'm not sure how game balance will be affected there. But I like the idea. I also think that the unit should be upgradable to a point so that they can be carried through later eras of combat, seeing as they are really useful. I like the abilities it currently has, but maybe it can simply upgrade across its own unuique path? I.e. State Alchemist -> State Alchemist (Colonel) -> State Alchemist (Brigadier General). Someone could come up with flashier names if they want, but I think this would allow the Mod Creater to more easily give stat upgrades to keep up with the tech upgrades over time.

Third, and last idea for the State Alchemist UU, is maybe having a mechanic for increased experience? Another mod I've used before included giving a UU a 75% boost in experience earned, therefore allowing an easier way for the unit to not ever obsolete. While maintaining game balance is always a concern, I wanted to toss this one out there as another idea for the UU to maybe add in to keep the unit fresh?

Overall, I really liked the mechanics already built for this unit for earning better science and having a siege bonus and being good against infantry. That's solid. Love it. But it would really neat to play with having it earlier and a bit longer, just so loving FMA fans like us can enjoy the unit as long as possible while still keeping close to the original story.
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MamaCoffeeCat 30 Apr, 2016 @ 4:08pm 
Could you please update this mod to be BNW compatable? As a massive FMA Fangirl I would love this mod but since it doesnt work with BNW it brings a tear to my eye. No FMA civ for me and all that. Thank you! If you could reply I would be so thankful! ~<3~ Thank you for your time!
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