sir_schwick
Archbishop of Towels
For this model, I am going to assume a few things.
1) Fatigue and morale really only matter in combat, so only during combat will it be considered.
2) As units fight, they grow tired.
3) Losses, especially lots of consecutive, worsen morale.
4) Seeing the enemy die increases morale.
Civilization is a turned based game, so the real time nature of combat is hard to simulate, especially in regards to fatigue and morale. However combat is many small turned-based turns inside the bigger turn. Using that scale of time, each round represents some passing of time.
Fatigue
Based on assumption two above, we can assume that units also lose combat effectiveness. In Civ terms this means that they get worse stats as they get tired. Because fatigue should be a strategy, not frustrating factor, stat progression would be fixed. It would also be variable based on terrain, as this example shows with Knights(A/D/M)
Terrain = Round 1 = Round 2 = Round 3 = Round 4
Desert = 4/3/2 = 3/2/2 = 2/2/2 = 2/1/1
Grassland= 4/3/2 = 4/3/2 = 3/2/2 = 2/2/2
Because I do not how units will be in Civ 4, here are general rules for fatigue.
*Hot terrain affects armoured units more than unarmoured
*Difficult terrain is more tiring, especially for mounted units
*ARmoured units tire more easily
*Cavalry tends to have really high stats but tire out easily
*Spear types have very good fatigue progression
I'll add the section of morale later....
1) Fatigue and morale really only matter in combat, so only during combat will it be considered.
2) As units fight, they grow tired.
3) Losses, especially lots of consecutive, worsen morale.
4) Seeing the enemy die increases morale.
Civilization is a turned based game, so the real time nature of combat is hard to simulate, especially in regards to fatigue and morale. However combat is many small turned-based turns inside the bigger turn. Using that scale of time, each round represents some passing of time.
Fatigue
Based on assumption two above, we can assume that units also lose combat effectiveness. In Civ terms this means that they get worse stats as they get tired. Because fatigue should be a strategy, not frustrating factor, stat progression would be fixed. It would also be variable based on terrain, as this example shows with Knights(A/D/M)
Terrain = Round 1 = Round 2 = Round 3 = Round 4
Desert = 4/3/2 = 3/2/2 = 2/2/2 = 2/1/1
Grassland= 4/3/2 = 4/3/2 = 3/2/2 = 2/2/2
Because I do not how units will be in Civ 4, here are general rules for fatigue.
*Hot terrain affects armoured units more than unarmoured
*Difficult terrain is more tiring, especially for mounted units
*ARmoured units tire more easily
*Cavalry tends to have really high stats but tire out easily
*Spear types have very good fatigue progression
I'll add the section of morale later....