A NEW LOOK AT SID MEIERS CIVILIZATION:
REVISED UNITS AND IMPROVEMENTS
BY DAVID G.D. HECHT (70612.2332@COMPUSERVE.COM)

ACKNOWLEDGMENTS

This article was inspired by Greg Bezoff and Gus Smedstad, who proposed a revised set of unit values based on a similar algorithm to that which I have used in a dialogue on CompuServe last July, and who have both contributed immeasurably more to the State of the Art than I ever will. My thanks also go to Steve Cotelesse, creator of the Civilization Resource Editor (CIVEDX.EXE), without which none of this would have been possible. My fellow CIVaholics, Alex Sheldon and Brandon Brylawski, also contributed to this effort.

INTRODUCTION

Who has not felt the teeth-grinding frustration of watching pirate Knight units capture a city defended by Riflemen?  Who has not felt the shameful glee of wiping out enemy cities held by Musketeers with Chariots?  After these things occur for the hundredth time, I felt it was time for a change. My thinking was that there should be clear levels of differentiation among the three eras of Civilization: Antiquity, the Middle Ages, and the Industrial Age. Armed with units from a subsequent era, one should easily and quickly destroy enemies unlucky enough to face one with units of a prior era.

ALGORITHMIC APPROACH

I set out to develop an algorithmic approach that would effectuate this era differentiation. Inspired by Messrs. Bezoff and Smedstad, I chose to accept their definition of Combat Value (CV), with a few minor modifications:

CV = (AV x MV) + DV,

where AV is Attack Value, DV is Defense Value and MV is Movement Value. This tended to undervalue units that could ignore the effect of City Walls (units with an Attack Value of exactly 12), so these units were treated as if they had an Attack Value of 18, and did not account for the Transportation Capacity of naval units. For these, besides the basic CV, I added a factor to account for this:

CV(Naval) = CV0 + (TC x MV) + MV,

where CV0 is the basic CV from above and TC is the Transportation Capacity in units.
I now needed to develop a CV modifier that would factor in the investment cost of technology. Like Bezoff and Smedstad, I initially tried dividing by the square root of technological depth, but found this not to have a sufficient effect. I therefore switched to using the square root of total cumulative advances, reasoning that this better represented the true investment cost in any case. My adjusted CV formula thus became:

CV(Adj) = CV divided by [SQRT (Advcum)],

where Advcum represented the cumulative number of advances needed to research before producing a unit.

After experimenting with this for a while, I also decided that I should do something to bring back some of the underutilized units into the game. I had achieved a reasonable balance in the Antiquity and Medieval periods, but felt that certain Industrial Age units were, albeit correctly valued, underutilized. These included the Cruiser (rarely used because of the presence of the Battleship), the Submarine (relatively ineffectual), Artillery (far too late arriving to be of any use once Bombers are in play), and Mech. Inf. (too hard to research since the Labor Union requires Communism as a prerequisite, with the attendant demolition of the Pyramids and Michelangelos Cathedral). Additionally, the Knight and Frigate units were rarely brought into play. I therefore adjusted the requirements for certain units to bring them back into the mainstream.

Having done this, I also observed that certain lines of research were generally not pursued due to either high collateral costs (as with Communism), or low payoff (as in the Monarchy to Feudalism to Chivalry sequence). I therefore changed certain of the prerequisites for city improvements and Wonders of the World (WoWs). These changes are summarized as follows:

- Monarchy (vice Masonry) allows the Palace improvement and the Pyramids WoW.
- Feudalism (vice Masonry) allows the City Walls improvement.
- Chivalry (vice Religion) allows the J.S. Bachs Cathedral WoW.
- Engineering (vice Construction) allows the Aqueduct improvement.
- Electricity (vice Mass Production) allows the Mass Transit improvement.
- Communism (vice Industrialization) allows the Factory improvement.
- Refining (vice Industrialization) allows the Transport unit.
- Computers (vice Robotics) allows the Artillery unit.
- Steel (vice Mass Production) allows the Submarine unit.
- Mass Production (vice Labor Union) allows the Mech. Inf. unit.
- Labor Union (vice Steel) allows the Battleship unit.

As can be seen, these changes really bring some of the underutilized technologies back into the game, and force some very hard choices, particularly concerning the Pyramids, J.S. Bachs Cathedral, and the Factory improvement.

The results of all this analysis are presented on the following page:
Era 	Unit(1) 	AV 	DV 	MV 	TC 	Tech Required(2) 	# of 	CV 	CV Adj 	Adj CV 	Ideal	Proj	Over/
		(2)	(2)	(2)			Adv				Cost	Cost	(Under)(3)

Antiquity 	Militia 	1 	1 	1 	 	None 	1 	2 	1 	2 	10 	10 	0  
Antiquity 	Phalanx 	1 	2 	1 	 	Bronze Working 	1 	3 	1 	3 	15 	10 	(5) 
Antiquity 	Legion 	4 	2 	1 	 	Iron Working 	2 	6 	1.41 	4.24 	21 	20 	(1) 
Middle Ages 	Musketeers 	6 	6 	1 	 	Gunpowder 	13 	12 	3.61 	3.33 	17 	20 	3  
Industrial Age 	Riflemen 	10 	10 	1 	 	Conscription 	24 	20 	4.9 	4.08 	20 	20 	0  
Antiquity 	Cavalry 	2 	0 	3 	 	Horseback Riding 	1 	6 	1 	6 	30 	30 	0  
Middle Ages 	Knights 	4 	2 	2 	 	Chivalry 	8 	10 	2.83 	3.54 	18 	30 	12  
Antiquity 	Catapult 	10 	0 	1 	 	Mathematics 	3 	10 	1.73 	5.77 	29 	30 	1  
Middle Ages 	Cannon 	12 	0 	1 	 	Metallurgy 	19 	18 	4.36 	4.13 	21 	30 	9  
Antiquity 	Chariot 	3 	0 	2 	 	The Wheel 	1 	6 	1 	6 	30 	30 	0  
Industrial Age 	Armor 	24 	12 	3 	 	Automobile 	38 	84 	6.16 	13.63 	68 	60 	(8) 
Industrial Age 	Mech Inf 	16 	16 	3 	 	Mass Production 	40 	64 	6.32 	10.12 	51 	50 	(1) 
Industrial Age 	Artillery 	12 	0 	3 	 	Computers 	27 	54 	5.2 	10.39 	52 	50 	(2) 
Industrial Age 	Fighter 	10 	0 	10(4) 	 Flight 	36 	50 	6 	8.33 	42 	40 	(2) 
Industrial Age 	Bomber 	100 	0 	8(5) 	 	Advanced Flight 	40 	100 	6.32 	15.81 	79 	80 	1  
Antiquity 	Trireme 	0 	1 	3 	2 	Mapmaking 	2 	10 	1.41 	7.07 	35 	30 	(5) 
Middle Ages 	Sail 	0 	1 	3 	3 	Navigation 	8 	13 	2.83 	4.6 	23 	30 	7  
Middle Ages 	Frigate 	2 	2 	4 	4 	Magnetism 	10 	26 	3.16 	8.22 	41 	40 	(1) 
Middle Ages 	Ironclad 	6 	3 	4 	 	Steam Engine 	19 	27 	4.36 	6.19 	31 	30 	(1) 
Industrial Age 	Cruiser 	10 	6 	5 	 	Combustion 	34 	56 	5.83 	9.6 	48 	50 	2  
Industrial Age 	Battleship 	12 	20 	6 	 	Labor Union 	41 	128 	6.4 	19.99 	100 	100 	0  
Industrial Age 	Submarine 	8 	4 	3 	 	Steel 	31 	28 	5.57 	5.03 	25 	30 	5  
Industrial Age 	Carrier 	1 	24 	6 	8 	Advanced Flight 	40 	78 	6.32 	12.33 	62 	60 	(2) 
Industrial Age 	Transport 	0 	4 	5 	8 	Refining 	32 	49 	5.66 	8.66 	43 	40 	(3) 

Notes:	(1) Units are listed in the order they are shown in CIVEDX.EXE.
	(2) Changes from original values are highlighted.
	(3) Over/(Under) column represents amount by which unit is over or undervalued.
	(4) Must return to base every turn. MV treated as five for purposes of analysis.
	(5) Must return to base every other turn. MV treated as one for purposes of analysis.

Several things may be noted from the above table: early multiple-attack units, and missile units, are considered to be ineffectual defenders; naval transport units (with the exception of the Frigate, a hybrid unit) do not cause unrest, and a reasonable progression occurs which will tend to bring some of the more underutilized units back into the game.ANALYSIS

I felt some analysis and explanation would be reasonable, and so propose to do this in two ways: by period, and by type of unit.

ANTIQUITY

This period begins at the game start and lasts until the discovery of Trade and The Republic. The military units associated with this period are: Militia, Phalanx, Legion, Cavalry, Chariot, Catapult and Trireme:

Unit 	AV 	DV 	MV 	Cost 	Advance Required 	Comments  

Militia 	1 	1 	1 	10 	None 	
Phalanx 	1 	2 	1 	10 	Bronze Working 	Replaces Militia as basic defender. 
Legion 	4 	2 	1 	20 	Iron Working 	Good, cheap attack value, excellent defense, but slow. 
Cavalry 	2 	0 	3 	30 	Horseback Riding 	Best used as a scout and explorer. Highest land MV until Industrial Age. 
Chariot 	3 	0 	2 	30 	The Wheel 	Moderately powerful, fast attack unit. Not as effective as Legions, especially
						against entrenched defenders. 
Catapult 	10 	0 	1 	30 	Mathematics 	Slow, but powerful. Will need defenders to avoid being blown up by city defenders.
Trireme 	0 	1 	3(1,2) 	30 	MapMaking 	No longer causes unrest. 

Notes:	(1) 50 percent chance of sinking away from shore.
	(2) Can carry up to two units.

The most controversial aspect of these values, I believe, is the elimination of Defense Values for the Cavalry and Chariot units. My reasoning here is that these units combat capability is primarily in the attack, and their defense is their mobility. These units should not be even as effective as Militia in the defense. It should be noted that, due to the one unit defends at a time rule in cities, these units still provide some defense capability: however, units attacking them do so at no risk.THE MIDDLE AGES

This period begins with the discovery of Trade and The Republic and lasts until the discovery of Conscription, Electricity and Industrialization. The military units associated with this period are Musketeers, Knights, Cannon, Sail, Frigate and Ironclad:

Unit 	AV 	DV 	MV 	Cost 	Advance Required 	Comments  

Musketeers 	6 	6 	1 	20 	Gunpowder 	Replaces Phalanx and Legion as all-purpose defender with moderate attack value. 
Knights 	4 	2 	2 	30 	Chivalry 	Clearly better than Chariots and a mobile unit, but outclassed even in this era. 
Cannon 	12 	0 	1 	30 	Metallurgy 	First unit that can ignore City Walls. Needs defenders outside a city during an
						assault. 
Sail 	0 	1 	3(3) 	30 	Navigation 	No longer causes unrest. 
Frigate 	2 	2 	4(4) 	40 	Magnetism 	First combat-capable naval unit. Has better legs to provide some incentive for
						upgrading from Sail units. 
Ironclad 	6 	3 	4 	30 	Steam Engine 	First naval unit with serious combat capability against an enemy shore. 

Notes:	(3) Can carry up to three units.
	(4) Can carry up to four units.

My real problem here was what to do with the Frigate?  Now that Sail units no longer cause unrest, there had to be a better reason to go for Magnetism than just a one-third increase in payload. So I decided to increase their Movement Value as well: reasoning that, since Magnetism negates the effect of the Lighthouse WoW, that power should now be intrinsic in the units producible in the new era. Effectively I have made Frigates into Clipper ships, which were, after all, the fastest thing afloat until well into the era of steamships.INDUSTRIAL AGE

This period begins with the discovery of Conscription, Electricity and Industrialization and lasts until the game ends. There are really two phases to this period: the Imperial Age, which lasts until the discovery of Combustion, and the Modern Age, which begins with the discovery of Flight and the Automobile and lasts until the game ends.

IMPERIAL AGE

The military units associated with the Imperial Age are Riflemen, Artillery, Transport and Cruiser:

Unit 	AV 	DV 	MV 	Cost 	Advance Required 	Comments  

Riflemen 	10 	10 	1 	20 	Conscription 	Replaces Musketeers as the all-purpose defender with moderate attack value. 
Artillery 	12 	0 	3 	50 	Computers 	These units are essentially World War I artillery: the best offensive unit in an era
						when the big gun was the Queen of Battles. 
Transport 	0 	4 	5(8) 	40 	Refining 	With Refining now the prerequisite, these units will now allow Frigates to play a
						greater role. Movement Value increased to provide an appropriate differential. 
Cruiser 	10 	6 	5 	50 	Combustion 	With Labor Union now the prerequisite for Battleships, these units are an attractive
						value, both as sea control ships and as escorts for Transports. Essentially
						pre-Dreadnought class battleships. 


Note:	(8) Can carry up to eight units.

MODERN AGE

The military units of the Modern Age are those which we have come to associate with World War II and its aftermath: Mech. Inf., Armor, Battleship, Carrier, Fighter and Bomber:

Unit 	AV 	DV 	MV 	Cost 	Advance Required 	Comments  

Mech. Inf. 	16 	16 	3 	50 	Mass Production 	A powerful, all-purpose unit: excellent attack and defense values, and good
						mobility. 
Armor 	24 	12 	3 	60 	Automobile 	Primarily an attacker, but a better defender than Riflemen. 
Battleship 	12 	20 	6 	100 	Labor Union 	High mobility, excellent defense value and an attack value that can ignore city
						walls make this unit excellent for sea control, escort duty, and bombardment against
						an enemy shore. 
Carrier 	1 	24 	6 	60 	Advanced Flight 	A mobile and defensible platform for air units. 
Fighter 	10 	0 	10(1) 	40 	Flight 	Useful for picking off barbarians, pirates and guerrillas as well as zapping enemy
						Bombers. 
Bomber 	100 	0 	8(2) 	80 	Advanced Flight 	Best offensive punch in the game, marred only by its inability to attack more than
						once every other turn. These will be needed to assault cities defended by Mech. Inf.
						units. 


Notes:	(1) Must return to base every turn.
	(2) Must return to base every other turn.INFANTRY

Unit 	AV	DV	MV	Cost 	Advance Required 	Era 

Militia 	1 	1 	1 	10 	None 		Antiquity 
Phalanx 	1 	2 	1 	10 	Bronze Working 	Antiquity 
Legion 	4 	2 	1 	20 	Iron Working 	Antiquity 
Musketeers 	6 	6 	1 	20 	Gunpowder 	Middle Ages 
Riflemen 	10 	10 	1 	20 	Conscription 	Imperial Age 
Mech. Inf. 	16 	16 	3 	50 	Mass Production 	Modern Age 

MOBILE UNITS

Unit 	AV	DV	MV	Cost 	Advance Required 	Era 

Cavalry 	2 	0 	3 	30 	Horseback Riding 	Antiquity 
Chariot 	3 	0 	2 	30 	The Wheel 	Antiquity 
Knights 	4 	2 	2 	30 	Chivalry 		Middle Ages 
Artillery 	12 	0 	3 	50 	Computers 	Imperial Age 
Armor 	24 	12 	3 	60 	Automobile 	Modern Age 
Fighter 	10 	0 	10(1) 	40 	Flight 		Modern Age 

ASSAULT UNITS

Unit 	AV	DV	MV	Cost 	Advance Required 	Era 

Catapult 	10 	0 	1 	30 	Mathematics 	Antiquity 
Cannon 	12 	0 	1 	30 	Metallurgy 	Middle Ages 
Artillery 	12 	0 	3 	50 	Computers 	Imperial Age 
Armor 	24 	12 	3 	60 	Automobile 	Modern Age 
Bomber 	100 	0 	8(2) 	80 	Advanced Flight 	Modern Age 

	Notes:	(1) Must return to base every turn.
		(2) Must return to base every other turn.

TRANSPORT UNITS

Unit 	AV	DV	MV	Cost 	Advance Required 	Era 

Trireme 	0 	1 	3(1,2) 	30 	MapMaking 	Antiquity 
Sail 	0 	1 	3(3) 	30 	Navigation 	Middle Ages 
Frigate 	2 	2 	4(4) 	40 	Magnetism 	Middle Ages 
Transport 	0 	4 	5(8) 	40 	Refining 		Imperial Age 
Carrier 	1 	24 	6(8,9) 	60 	Advanced Flight 	Modern Age 

	Notes:	(1) 50 percent chance of sinking away from shore.
		(2) Can carry up to two units.
		(3) Can carry up to three units.
		(4) Can carry up to four units.
		(8) Can carry up to eight units.
		(9) Can only carry Fighter, Bomber, and Nuclear units.

COMBAT UNITS

Unit 	AV	DV	MV	Cost 	Advance Required 	Era 

Frigate 	2 	2 	4(4) 	40 	Magnetism 	Middle Ages 
Ironclad 	6 	3 	4 	30 	Steam Engine 	Middle Ages 
Cruiser 	10 	6 	5 	50 	Combustion 	Imperial Age 
Battleship 	12 	20 	6 	100 	Labor Union 	Modern Age 

	Notes:	(4) Can carry up to four units.
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