If someone walks into a bar holding a knife to try and kill someone in that bar, who turns out to have a gun, would the one with the knife not try to gain some sort of advantage? Of course he would. If he so happened to think quick enough, he would try to toss the knife into a vital part of the man with a gun. Is this the original intent of use on this combat knife? No, they're designed for melee and not ranged. This man adapted its use to counter a bigger threat that he noticed. So, why not apply such logic into C2C? If a country uses a nuke, would not all others try to defend themselves with whatever they have? Of course they would. So the one with artillery would re-purpose and redesign it to aim up and try to shoot a missile out of the sky. Sure it may appear illogical at first, but since when were men logical in the face of certain death? This is why I propose a new module I'm calling Reactive Past.
Reactive Past will try to simulate such deviations from the normal use of units to try and compensate for bigger threats that a nation's current equipment just wasn't designed for. There are no new technologies and no new unit graphics - it's just making new units to simulate re-purposed ones to counter something that it wasn't designed for originally.
For example, Nation A has spearmen, but nation B has early tanks. Logic dictates that tanks win by making road-kill of them and shooting them from a distance. Now if nation A was smart, they would re-purpose the spearmen for guerrilla warfare and ambush the tanks, thrust their long pointy sticks through the tank peepholes, killing the squad inside the metal box on wheels. This anti-early tank spearmen unit will be specialized in killing that type of tank unit, but nothing else - they will no longer be specialized in killing mounted units simply because their fighting tactics dictate so.
In this spearman vs tanks case, it would best be handled by a promotion. This promotion cannot stack with other Reactive Past promotions and cannot be applied by a building. It can only be unlocked if this early tank unit was discovered before hand.
I realize this can turn out to be quite a large project simply because of the amount of units already in-game, but be assured that the Reactive Past initiative will only apply to units that has the means to defeat another yet was not originally intended to. Another example would be a Mobile Sam re-purposed to intercept nukes instead of planes.
This is, of course, only a concept outline. Please discuss your thoughts and concerns - keep in mind this is not to give power to technologically-backwards civs, but rather to give them a way to keep their sorry behinds alive long enough to keep the late-game interesting.
Reactive Past will try to simulate such deviations from the normal use of units to try and compensate for bigger threats that a nation's current equipment just wasn't designed for. There are no new technologies and no new unit graphics - it's just making new units to simulate re-purposed ones to counter something that it wasn't designed for originally.
For example, Nation A has spearmen, but nation B has early tanks. Logic dictates that tanks win by making road-kill of them and shooting them from a distance. Now if nation A was smart, they would re-purpose the spearmen for guerrilla warfare and ambush the tanks, thrust their long pointy sticks through the tank peepholes, killing the squad inside the metal box on wheels. This anti-early tank spearmen unit will be specialized in killing that type of tank unit, but nothing else - they will no longer be specialized in killing mounted units simply because their fighting tactics dictate so.
In this spearman vs tanks case, it would best be handled by a promotion. This promotion cannot stack with other Reactive Past promotions and cannot be applied by a building. It can only be unlocked if this early tank unit was discovered before hand.
I realize this can turn out to be quite a large project simply because of the amount of units already in-game, but be assured that the Reactive Past initiative will only apply to units that has the means to defeat another yet was not originally intended to. Another example would be a Mobile Sam re-purposed to intercept nukes instead of planes.
This is, of course, only a concept outline. Please discuss your thoughts and concerns - keep in mind this is not to give power to technologically-backwards civs, but rather to give them a way to keep their sorry behinds alive long enough to keep the late-game interesting.