I haven't looked at how the Warhammer or FfH mods are progressing for some time, but you're right that there is a great deal of ground covered unit-wise by those things. I imagine that you could plunder those things for a lot of the stuff you'd want to use one way or another. Not really sure how the copyrights work on that though.
There are a number of things about MoMmod that would be easy once you wrap your head around them. For example, both building Culture and setting a Culture Rate would be unlocked by what is effectively Future Tech – the Spell of Mastery. You could even put in the differences between the High Elves and the Dark Elves by putting magic requirements in addition to race requirements on certain units. That is, if you have an Elven City and you have Death Magic you can have it build Night Blades if you have the right buildings.
One thing that I really butted my head against is Resources. The way Civ IV handles resources is really dumb and ends up making the entire game something of a cluster fuck because the starting resources of your starting area are so
random. It makes the entire thing not very good as a
game because your strategy isn't nearly as important as the pre-start random elements. That can be addressed somewhat by having resources be
incredibly common. And once you start adding in all the crazy shit like lemons and chickens that people have modded in for various mods, it's not like it would get that repetitious. However, we're still at the point where once you have Adamantine somewhere in your empire you're going to be beating holy fuck out of everything because your whole army from everywhere is going to Adamantium Armed Paladins instead of the normal ones that other fuckers are stuck with.
What I would like is for the production resources to go to the city they are next to and only get shipped off to other cities if a city has 2 or more.
While I am at it, I fucking hate the CivIV food system where if you don't have Rice resources you can fuck off, because apparently your people are too stupid to figure out agricultural secrets like “planting shit somewhere else you dumb paste eaters.” I would prefer a system like Master of Magic's in which it was essentially your city's
Health values that generated population growth. I mean shit, Health is basically meaningless in Civ IV, which is a damn shame. Using Food surpluses to make and/or feed troops would be ideal of course, but I am not sure how to do that off the top of my head.
Anyway, the core of any strategy game is what people have been calling “counters” in this thread. That is, if there is a “best” strategy, the game becomes completely uninteresting, no matter how many colorful flashes it throws around. Some of this needs to be at the unit level, having everyone make 10 axemen because “they are the best” is frustrating and dull. The future war, in which people build “infantry” is even worse. At any level of industrialization, there should be multiple things that you'd be interested in doing,
depending on your opponent's stuff. That means that since Civ only has a single strength value, that units need to have a lot of key words and a lot of conditional bonuses and penalties if they are to actually fill that set of criteria. The R-P-S of what beats what on the attack and the defense should be complicated enough that there is more than a single if-then statement about what you should be doing. Just off the top of my head, I would say that the minimum number of acceptable units that are appreciably different for a level of industrialization would be 5. More would be preferable.
So you'd have several categories, and as you added more buildings (and in later cases, unlocked specific resources and the like), you'd advance one of more of them. Preferably in a non-linear fashion. Deadlock was completely ruined by the fact that you could get the highest tech planes off the top of the research building tree. You wouldn't want it to be that the building that allows you to make the pikemen leads to the building that gives you Nightblades.
Basically, you want fast nasty animals that will cut down archers but be driven off by spears. And you want spears that hold off beasts but get chewed up by archers. That's the minimum RPS system, and it's pretty much solved by building any two units and sending them out in stacks. So honestly, you want it to be more convoluted than that. Halberdiers that hack up spearmen or cav. Phalanxes that do well against archers or cav. Off hand, I'd want to set up a relatively long list of tags:
- Light Armor (most archery units get a bonus against lightly armored foes)
- Heavy Armor (Illusions and Doom Bolts get a bonus against heavy armored foes)
- Archery
- Cavalry
- Beast (Fire and Fear stuff gets a bonus against you, as do spears)
- Giant (Giants are only one monster, so “single target” stuff like Ballistae and mind blasts get a bonus)
- Construct (gets a huge bonus against psychic and illusionary stuff)
- Poison (Undead and Constructs get a bonus against you)
- Skirmisher (Explosive attacks like firebreath get a penalty against you)
- Lucky (Bonus against magic)
And so on.
So your basic Orc Warrior is a dude with an Axe. He's a Light Armored Skirmisher. He can be gunned down easily by basic archers but he does very well against Hell Hounds. Your basic Halfling Militia is a bunch of hobbits with spears. They get a bonus against Cavalry and Beast enemies. They are Light Armored Lucky troops. They gt chewed up by archers and hold their own against Necromancy. And yeah, the basic Orc Warrior probably has a bigger base number than the Hobbit Militia, so the early Orc rush is probably at an advantage against the Hobbit Rush.
Which goes to another complaint, which is that Civ IV pretty much just has one toggle: Attack Now or Attack Later? There aren't a lot of things to do as far as choices that meaningfully alter your strategy. The development curve needs to branch a lot more than it does in Civ. Some of that is because the game isn't pretending that give a fuck about developing a written set of musical scales. So while I think it is definitely a good plan to have different races have basic competency differences at the different levels of industrialization, it's also a good idea for both the magic and industrialization ends of the total war to be able to be bent towards wildly different goals and productions. Just because two players are both starting with Death Books doesn't mean that they should be flinging the same spells or summoning the same units. One player might have gone running up the necromancy route and gotten a bunch of soul drains and some powerful Incorporeal wraiths (incorporeal creatures get a huge bonus against foes who don't have the “magic” tag); another player might have gone the demonology route and taken a bunch of bonus spying and some big firebreathing pit beasts.
And to further add to my tirade on how Civ IV was an unnecessarily weak game, they really blew it with the unit veteran abilities. They really had promise, but the final analysis is that none of them make a difference that is really that big and they don't stack properly and so you end up pretty much taking the “Combat” bonuses over and over again and no one cares. The +10% combat things shouldn't exist. Being a generalist should not be an option. Or rather, it should come free with your Cheerios when you take any of the ones that give some sort of conditional benefit. So you take the one that makes you fight and move better in Forests? Congratulations, you
also get +10% all the time. Take the one where you get a bonus fighting Archers? Congratulations, you
also get +10% all the time. Veteran units should
all have some sort of interesting thing to justify their existence.
But it occurs to me that I didn't answer your question about how bombarding things works in Alpha Centauri. Basically you get to bombard squares within 2 of yourself. And you do collateral damage or devastate improvements from there and you are totally safe unless there is a bombard unit
there, in which case you'll go to an artillery duel. So if the targets want to not get shelled into suckitude and then have you roll over them with rovers and infantry, they have to sortie out of their cities and break your artillery. I think something similar can be arranged by “summoning” “missiles.”
But my big dream is have everything inflict collateral damage of some kind. Then have most Cavalry have a low strength but have a collateral damage max of 100%, so if the enemy army is weakened you can clean it up by sending in cavalry to hunt down stragglers. Something appeals to me about having dire wolves chase down frightened and broken footmen.
-Username17