Simultaneous turns

V. Soma

long time civ fan
Joined
Apr 13, 2004
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Below I will outline a way to make all unit actions happen at the same time.
Edited: to include attacking action phase from fort to adjacent tile

This will not a short post, and in fact, it will two posts,
as the battle needs elaboration and example for illustration.

But I tried to make things clear...

In short:
There is a planning phase which is for all units of all civs,
and there is an action phase the same way,
actions played out at once, simultaneously.
The action phase means moves and then fort unit attack/bombarding/other and finally battle action.

Now, let's start with it, now only for military units:

*

Military unit actions in a turn

PLANNING PHASE OF MOVEMENT*:

*Movement actually means that by moving the tile of destination is to be occupied.

You may set each unit a destination tile (DT) with the cursor.

Plans are strictly for a move of one turn,
and no plans longer than that are allowed to be set by the cursor.

There is a route automatically planned and shown from the starting tile (ST) to the DT,
But the player can set all tiles of the route manually, too.

- If there is an enemy unit on visible tile of the planned route, it blocks the way,
and thus – if possible – automatically an alternative route is suggested.
If no route is possible (unit cannot get to DT in one turn), the player must chose another DT.

- Enemy units in fog of war tiles (and therefore not visible)
are not disturbing the planning of a route.

- If the route would go through yet undiscovered tiles (black)
then the route for those tiles is not planned with consideration of the real land,
all such tiles are considered to be the same kind of tile as the last discovered tile of the route.
and the route is just straight line to the DT (and therefore is a presumption only).

- A unit can stay on its ST, in this case it is fortified (if possible).

- Recon unit:
There would be a recon unit that has two (maybe more?) move points
(modern unit may have more);
Would be invisible except to other recon units and animals;
Could not fight;
Could not capture city.

ACTION PHASE:

All units of all civs carry out the move to the DT.
Moving to the DT means indication of occupying the tile.
Units in war conflict can only “get into conflict” on their DT.

Move on visible tiles and fog of war tiles are carried out exactly
as it was planned and fixed by the route.
When the unit is about to move onto tile yet undiscovered at the time of planning (black),
the unit itself automatically tries to make a best way to get to the DT
(either it gets there or not – depending on terrain)

If no enemy unit stays or gets to the tile of the DT
or the tile the unit gets to by the end of its move,,
then the unit moves onto the tile and occupies it.

If by the end of move units of civs in war conflict get onto the same tile,
then a battle is about to start (see separate description)

Actions to be added after movement:

- Bombarding:
Artillery unit-type unit can set a tile for bombardment,
thus giving support for friendly forces that will fight on that tile in the turn.


- Attacking an adjacent tile from a fort or a city:
Orders can be given to any unit that is in a fort and has movement point left
to attack enemy unit(s) on a set adjacent tile.
By this the unit enters into the list of units fighting on the set tile and
takes part the same as if it was on the tile of war conflict.
But - and it is important - the unit will not move from its fort after the battle
 
BATTLE

/the example is of a complicated one but I hope it shows
that the model fits such complex situations.../


Units participating

There can be three ways:

A: Participants are units that are on one same tile (tile of conflict (ToC)) and in war with each other

B: Participants are units that are on one same tile (tile of conflict (ToC)) and in war with each other
PLUS unit(s) joining the battle from an adjacent fort/city

C: Participants are unit(s) from a fort/city and the unit(s) on the tile the fort/city's unit(s) is attacking

1.
One or more groups of civs are defined

in which all of the civs are in war with each other.
Such group can be of 2 civs or more.

Example:

Civs on the tile are: France, Spain, Germany, Russia, England

Units (all with full strength)

France: Musketeer, Longbowman
Spain: Cavalry
Germany: Rifleman
England: Maceman, Maceman, Longbowman, Longbowman
Russia: Knight, Maceman

Germany is in war with Russia but Russia is not in war with any other civ.
Spain, England and Germany are all enemies to each other,
England has yet another enemy: France.
The groups are then:

A: France, England
B: Germany, Russia
C: Germany, England, Spain


2.
Setting up a round


We set up a “round” where “fighting matches” are played out between
the strongest possible front line units of the civs.
If there is no front line unit left, then what unit is left on the tile gets to fight the match.

Front line: melee, mounted, gunpowder, armored unit type.
This means that no archer, siege etc unit type enters a fight
if there is a single front line unit left alive for the next round
(it can be even a warrior with strength 0.5)

Help of allied units:
In case there are units on the tile that are allied to one civ against the match opponent,
Then for that match the allied units are taken into account and can be chosen to do the fight
(in case that given allied unit is strongest)

In the round each civ has the same chosen best unit to do the matches.

Example:

A:
France-England: Cavalry vs Maceman
Spain is allied to France against England, so the Spanish unit is chosen as it is stronger

B:
Germany-Russia: Rifleman vs Knight

C:
Germany-England: Rifleman vs Maceman
England-Spain: Maceman vs Cavalry
Spain-Germany: Cavalry vs Rifleman


3.
Fighting matches


Before starting a fighting match,
archery line units (archery type units) and
helicopter line units (see specific rule for helicopter unit type in battle)
this is not yet elaborated
of the respecting civs and their allies do damage to the enemy unit

Then the fighting match is played out, unit can:
- win, enemy unit dies
- enemy unit withdraws
- lose and die
- withdraw
And in result the units either die (it is “enough” to die in any one of the matches)
or has a new strength value that is the average of all the values that is left after matches

Example:

A:
France-England: Cavalry vs Maceman: Cavalry: s:7, Maceman dies,
France had support of 1 Longbowman,, England had support of 2 Longbowmen

B:
Germany-Russia: Rifleman vs Knight: Rifleman: s:10, Knight retreats s:2,

C:
Germany-England: Rifleman vs Maceman: Maceman dies, Rifleman: s:8
England had support of 2 Longbowmen
England-Spain: Maceman vs Cavalry: Maceman dies, Cavalry: s:4
England had support of 2 Longbowmen
Spain-Germany: Cavalry vs Rifleman: Cavalry dies, Rifleman: s:3

English Maceman died
Spanish Cavalry died

Russian Knight has s:2
German Rifleman has strength average of 10, 8, 3, that is s:7

France did not have to fight, as Spain sent the Cavalry into fight instead of the Musketeer


4.
A new round is set up
, see 2.

Example of Round 2

Spain is no more present…

A:
France-England: Musketeer vs Maceman

B:
Germany-Russia: Rifleman s:7 vs Maceman

C:
Germany-England: Rifleman s:7 vs Maceman


AND SO ON…
 
The real question, to me, is "why". The "what" can be worked out, and has been proven in a few other games. But why would Firaxis change something so technical and fundamental to the franchise? How does it improve warfare, let alone the game?
 
Also wouldn't this make it incrediblily hard to attack since combat only happens when two units end their turn on the same square. All the AI would have to do is keep moving their units and your units would miss the attack most often.
 
Also wouldn't this make it incrediblily hard to attack since combat only happens when two units end their turn on the same square. All the AI would have to do is keep moving their units and your units would miss the attack most often.

yes, I have a solution for that (adjacent tiles), will modify the description soon :)
 
Added the concept of units attacking from a fort in a phase after movement,
thus joining a battle or creating one.

This is to alleviate the problem "escaping" and at the same time
giving forts, probably chain of forts an important role

check first posts

EDIT: fort or city
 
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