magicciv/public/resources/encyclopedia/unit_classes.json
2026-04-07 17:52:04 -07:00

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{
"id": "unit_classes",
"name": "Unit Classes",
"category": "combat",
"summary": "The taxonomy of unit types across land, naval, and air domains, from civilian founders to sky fortresses.",
"body": "Every unit in Magic Civilization belongs to one of three domains: land, naval, or air. Within each domain, units are classified by their role as military, civilian, or support. Military units are further divided by their attack method into melee (blade or pierce), ranged, siege, and anti-air subtypes. This classification determines which promotion trees a unit can access, how it interacts with zones of control, and what combat bonuses apply to it.\n\nLand military units form the core of any army. Melee units like Warriors and Axemen use blade attacks for consistent damage, while Spearmen use pierce to punish lightly armored targets. Ranged units such as Crossbowmen and Arbalests attack from distance without taking retaliation damage, making them devastating when properly screened. Siege units like the Catapult and Bombard carry the siege attack type with massive bonuses against structures and mechanical targets, but they are slow, fragile, and nearly defenseless in melee. Anti-air specialists like the Flak Battery exist to counter the airborne threat with their +12 bonus against flying units. The Steam Golem and Forge Colossus represent late-era mechanical units that combine high durability with devastating attack power.\n\nNaval units operate exclusively on water tiles and follow their own progression. The River Galley and War Galley provide early waterway control, while Frigates and Deep Frigates extend naval reach with ranged naval guns. Steam Corvettes and Steam Warships bring industrial-era firepower. Destroyers carry torpedo attacks that hard-counter other naval units and submarines. Dreadnoughts are the capital ships, combining naval guns with massive HP pools. Submarines use the submerged attribute to remain invisible unless detected by sonar-equipped vessels, striking with devastating torpedo attacks. Carriers serve as mobile airfields, allowing air units to project power across open ocean.\n\nAir units enjoy unparalleled mobility. Gyrocopters are fragile but fast scouts with pierce attacks. Steam Bombers carry aerial bombs that devastate structures, ships, and mechanical targets. Iron Hawks and Mithril Hawks are fighters that dominate air-to-air combat. The War Zeppelin provides heavy aerial bombardment, while the Sky Fortress is the ultimate air platform. All airborne units ignore zones of control and can fly over any terrain, but they must end their turn on a friendly airfield or carrier to refuel.\n\nCivilian and support units round out the roster. Founders are consumed when they establish new cities. Engineers and Smiths build tile improvements, with higher-tier variants working faster. Scouts and their upgrades provide vision and exploration. Prospectors reveal hidden resource deposits. Support units carry the escort keyword, meaning they stack with a combat unit rather than occupying the tile alone. If caught without an escort, support units are captured or killed. Specialist units with keywords like healing_touch or mass_heal provide battlefield support that can turn the tide of prolonged engagements.",
"design_notes": "The domain and type taxonomy mirrors Civilization V's unit classification but adds the escort stacking mechanic from wargames. Support units that stack with combat units create interesting decisions about force composition without the complexity of unlimited stacking. The naval and air trees are intentionally deep for dwarves, reflecting their industrial and engineering identity.",
"related": ["combat_system", "promotions", "zone_of_control"],
"tags": ["units", "domains", "land", "naval", "air", "civilian", "support", "escort", "melee", "ranged", "siege", "military"]
}