ViterboKnight
King
- Joined
- Feb 6, 2006
- Messages
- 795
I've always been a supporter of the ∞UPT.
Yes, I'd like 1UPT, it's quite fun, but it ends up to be a total mess when the "carpet of doom" appears, and the AI is totally ineffective to handle it.
On the other side, ∞UPT is very odd and unlikely, and tends to form unstoppable armies.
Hence, the search for an alternative solution, a half-way. Something that recalls the old Civ1 mechanics (when a losing
defending stack is totally destroyed if the defending unit loses), but not that extreme. And also adding a bit of Civ5's.
This is my "vision". I'm going to implement it in a Civ4 mod, and then I'll see how it actually works.
Basically, the ∞UPT rule is still alive.
However, when a defending unit loses a battle, the ENTIRE stack suffers damage (similar to collateral damage for the entire stack),
and, after some battles, it might end with the units in the stack (or even the entire stack) being destroyed (similar to CIV1, but just extends to
several battles instead of a single one, and not necessarily for the entire stack).
This does NOT apply to cities/fortresses (see below: city garrison).
Also:
Defending stacks: a fully prepared (fortified) stack is able to deploy its best defender to counter an attack (as it happens now).
This would cause invading stacks to be smaller, more spreaded, and easier to counter.
And so, also city attacks risk to become quite harder.
Therefore, let's take a little bit of Civ5 rules: the concept of "city garrison", but not just 1 unit, let's widen it up a bit.
City garrisons: city defense works the same as Civ4 (so, no extra collateral damage for every unit, and always the best defender fights).
Rebalancement: with this new rule, it's also needed to rebalance existing collateral damage from siege, and flank attacks, that otherwise would risk to become too weak.
Yes, I'd like 1UPT, it's quite fun, but it ends up to be a total mess when the "carpet of doom" appears, and the AI is totally ineffective to handle it.
On the other side, ∞UPT is very odd and unlikely, and tends to form unstoppable armies.
Hence, the search for an alternative solution, a half-way. Something that recalls the old Civ1 mechanics (when a losing
defending stack is totally destroyed if the defending unit loses), but not that extreme. And also adding a bit of Civ5's.
This is my "vision". I'm going to implement it in a Civ4 mod, and then I'll see how it actually works.
Basically, the ∞UPT rule is still alive.
However, when a defending unit loses a battle, the ENTIRE stack suffers damage (similar to collateral damage for the entire stack),
and, after some battles, it might end with the units in the stack (or even the entire stack) being destroyed (similar to CIV1, but just extends to
several battles instead of a single one, and not necessarily for the entire stack).
This does NOT apply to cities/fortresses (see below: city garrison).
Also:
Defending stacks: a fully prepared (fortified) stack is able to deploy its best defender to counter an attack (as it happens now).
an unprepared (non-fortified or partially fortified) stack might need to send a random defender to counter an attack (there's a % to send the best defender or a random one).
This does NOT apply to cities/fortresses (see below: city garrison).
This does NOT apply to cities/fortresses (see below: city garrison).
This would cause invading stacks to be smaller, more spreaded, and easier to counter.
And so, also city attacks risk to become quite harder.
Therefore, let's take a little bit of Civ5 rules: the concept of "city garrison", but not just 1 unit, let's widen it up a bit.
City garrisons: city defense works the same as Civ4 (so, no extra collateral damage for every unit, and always the best defender fights).
However, a city can have a garrison of a certain number of units (depending on its size and the buildings in it: barracks, military academies,...).
If, for example, a city garrison is max 4, only 4 (selectable) units can actually defend, while the others are just stationed inside (like for ships).
If, for example, a city garrison is max 4, only 4 (selectable) units can actually defend, while the others are just stationed inside (like for ships).
Rebalancement: with this new rule, it's also needed to rebalance existing collateral damage from siege, and flank attacks, that otherwise would risk to become too weak.
Collateral damage from siege becomes safer, with siege units that have a higher withdrawal chance when attacking.
Also for flank attacks, flank-attacker units have a higher withdrawal chance when attacking stacks outside cities.
Also for flank attacks, flank-attacker units have a higher withdrawal chance when attacking stacks outside cities.