Hans Lemurson
Prince
The goal of this project is to bring about change in the combat system of Civilization 4 to effect the following:
-Introduce issues of supply and logistics into warfare. This will be my first priority.
-Render fortification improvements useful, and in fact necessary.
-Turning away from a "to the death" combat system, to a "mutually damaging" one.
-Cause the warring of large armies to be spread across the terrain, resulting in genuine front lines.
-To do all of this in as simple a manner as possible.
Be sure to read later posts as well, since these ideas will evolve.
As this occurs, this post will be updated and edited as needed by me to reflect the latest version of the plan.
Supply Lines:
Supply lines keep troops supplied. They begin at your cities and extend along your trade network. All areas that your trade network can legally extend into can carry your supply lines. Forts, supply units, and friendly cities will provide supplies to your units within a radius. Combat units outside of supply will slowly lose health and be unable to heal themselves, with some exceptions.
How supply may be transmitted to otherwise inaccessable regions:
-Roads can be built through wilderness.
-Some sort of supply unit can help to transmit supply through enemy territory.
-Fortresses can be chained together to form networks in hostile or otherwise undeveloped territory. The forts must be garrisoned by a friendly army and be themselves within supply limits.
-For amphibious invasions, a beach-head may be established and maintained by a friendly navy, through which supplies may be directed to the shore, and then conducted in the other manners described here. These beach-heads must be themselves connected to your trade-network.
-Pillage enemy (non-road) improvements to provide temporary supply to your forces.
How to mess up an opponent's supply lines:
-Pillage roads that feed your enemy.
-Target and kill enemy supply units.
-Attack and capture/destroy fortresses
-Block sea trade-routes, or destroy the beach-head.
-Be careful with your improvement placement, and maybe practice scorched-earth (pillage self) to deny your opponent supplies.
If you can cut off the supplies to an enemy army, you should be able to cause the withdrawl or defeat of a much larger foe than yourself.
Non-Lethal Combat:
Just like non-lethal weapons still kill people, non-lethal combat does not prevent killing, it just does not make that the guaranteed outcome of the match.
Instead of two units fighting to the death, combat will only take place for a fixed number of rounds, each unit dealing damage to the other as per normal,
but ending after that. Both units will (probably) end up damaged, the stronger of the two having ended up the better.
This system will have two major effects on warfare:
-Outnumbering your opponent will provide a much greater advantage, as you will be able to pick on a progressively weakening opponent without worrying about chance losses.
-The number of wounded units appearing and fighting on the battlefield will be drasticly increased. Many wounded will arise and need to be retreated and healed.
Dispersed Combat:
Obviously such combat as I proposed would cause the only teneble fighting technique to be ridiculous "Stacks of Doom". So let's just get rid of stacks then shall we?
There shall be a limit on the number of units which can occupy a tile. For most tiles, this limit shall be 1, but for Cities and Fortresses, 2 shall be allowed. The seas will have a larger limit (else early coastal warfare would become rather a traffic jam...), as will tiles containing Generals (I'll talk about them later).
With such a system, concentrating your forces and surrounding your enemy will become the prime tactics (as they should be). Large armies will require room to maneuver, and will spread out on front-lines. Having a contiguous front will help protect your units from being surrounded and destroyed, and provide protection for retreating wounded units, as well as vulnerable supporting units. Fast units like cavalry will be able to pursue vulnerable units, and retreat when wounded. Superior mobility will allow you to concentrate your forces and choose your battles. Just be careful of spears.
Other Necessary (or cool) Changes:
Messing with some of the basic fundamentals of CIV warfare will undoubtedly require some changes elsewhere.
-We'll need at least one new unit; the General.
Movement 2, non-combat unit. Increases the number of units that can be on a tile by 2 (this includes himself). Cumulative with forts and cities. When supplied, extends supply to all units within his radius. When out of supply, provides support to the 4 nearest combat units within his radius.
He shouldn't be like a great person I don't think...perhaps can be built, but expensive? Maybe you get a free General when you build the Heroic Epic? Perhaps there is a restriction on the number you can maintain, like based on the number of cities, or number of barracks? They need to be sorta special
-Medics who can only heal those in the same square would be rather useless dont'cha think? The medic promotions will have to be tweaked a bit (possibly just creating a seperate Medic unit instead).
-Artillery's (relatively) unique collateral damage ability ain't quite the stack-killer it used to be is it? Best we change this to "freeby attacks" like those of Civ3. Might have to increase their range too.
-Given the restrictions on maneuverability and mobility of an army caused by supply lines, and the large maneuverability requirements created by the spread-out armies, generally increasing the movement of units might be in order. This is a maybe, as it could get a bit hard to balance with other aspects. At least units should be able to attack even after having exhausted their movement (otherwise wounded units could infinitely retreat) (perhaps wounded units should have movement penalties?).
-Given the emphasis on large numbers of units, perhaps there should be a general lowering of cost for combat units. Cost of maintainance for the larger number of units should be adjusted accordingly as well.
-A lot of healing of units will be happening, and not as much dieing. In order to make warfare hit you where it hurts a little more, how about a cost of 1 gold per turn for every unit, ever turn that it is healing? Now damaging units actually means something, and medics are even more your friend, since they reduce healing time and thus costs.
-Since landing forces will only be very useful in large numbers, and to facilitate the transport of large numbers of troops, I propose that a new class of transport vessels be created. Relatively cheap, non-combat (or very weak) ships that will carry one or two units. These ships will need to be escorted by a navy in order to actually reach their intended destination. It would suck if they got sunk en route wouldn't it? These should probably upgrade to new and better forms with technology I think. They should probably also replace the current (relatively armed) transport-type vessels.
-Given the importance of Forts as an improvement now, there should probably be a better way to build them than with a valuable, expensive, pricey worker. Maybe some military units could, or maybe that would be one of the general's abilities. Not sure on this yet.
In Conclusion:
I think this would have an interesting transformative effect on combat and warfare in Civilization 4, making it more tactical and challenging.
There are several difficulties though:
-I do not myself know how to program this into a mod.
-The AI sure as heck won't know what to do with this.
-There are probably many problems and imbalances that I have not yet come up with.
Help and support in any of these areas will be appreciated, but not required. I want to iron out the wrinkles in this plan before I'm going to worry about putting it into action.
Critiques, criticisms and creativity are welcome and appreciated. Enthusiasm too. I need feedback, and advice is free!
-Introduce issues of supply and logistics into warfare. This will be my first priority.
-Render fortification improvements useful, and in fact necessary.
-Turning away from a "to the death" combat system, to a "mutually damaging" one.
-Cause the warring of large armies to be spread across the terrain, resulting in genuine front lines.
-To do all of this in as simple a manner as possible.
Be sure to read later posts as well, since these ideas will evolve.
As this occurs, this post will be updated and edited as needed by me to reflect the latest version of the plan.
Supply Lines:
Supply lines keep troops supplied. They begin at your cities and extend along your trade network. All areas that your trade network can legally extend into can carry your supply lines. Forts, supply units, and friendly cities will provide supplies to your units within a radius. Combat units outside of supply will slowly lose health and be unable to heal themselves, with some exceptions.
How supply may be transmitted to otherwise inaccessable regions:
-Roads can be built through wilderness.
-Some sort of supply unit can help to transmit supply through enemy territory.
-Fortresses can be chained together to form networks in hostile or otherwise undeveloped territory. The forts must be garrisoned by a friendly army and be themselves within supply limits.
-For amphibious invasions, a beach-head may be established and maintained by a friendly navy, through which supplies may be directed to the shore, and then conducted in the other manners described here. These beach-heads must be themselves connected to your trade-network.
-Pillage enemy (non-road) improvements to provide temporary supply to your forces.
How to mess up an opponent's supply lines:
-Pillage roads that feed your enemy.
-Target and kill enemy supply units.
-Attack and capture/destroy fortresses
-Block sea trade-routes, or destroy the beach-head.
-Be careful with your improvement placement, and maybe practice scorched-earth (pillage self) to deny your opponent supplies.
If you can cut off the supplies to an enemy army, you should be able to cause the withdrawl or defeat of a much larger foe than yourself.
Non-Lethal Combat:
Just like non-lethal weapons still kill people, non-lethal combat does not prevent killing, it just does not make that the guaranteed outcome of the match.
Instead of two units fighting to the death, combat will only take place for a fixed number of rounds, each unit dealing damage to the other as per normal,
but ending after that. Both units will (probably) end up damaged, the stronger of the two having ended up the better.
This system will have two major effects on warfare:
-Outnumbering your opponent will provide a much greater advantage, as you will be able to pick on a progressively weakening opponent without worrying about chance losses.
-The number of wounded units appearing and fighting on the battlefield will be drasticly increased. Many wounded will arise and need to be retreated and healed.
Dispersed Combat:
Obviously such combat as I proposed would cause the only teneble fighting technique to be ridiculous "Stacks of Doom". So let's just get rid of stacks then shall we?
There shall be a limit on the number of units which can occupy a tile. For most tiles, this limit shall be 1, but for Cities and Fortresses, 2 shall be allowed. The seas will have a larger limit (else early coastal warfare would become rather a traffic jam...), as will tiles containing Generals (I'll talk about them later).
With such a system, concentrating your forces and surrounding your enemy will become the prime tactics (as they should be). Large armies will require room to maneuver, and will spread out on front-lines. Having a contiguous front will help protect your units from being surrounded and destroyed, and provide protection for retreating wounded units, as well as vulnerable supporting units. Fast units like cavalry will be able to pursue vulnerable units, and retreat when wounded. Superior mobility will allow you to concentrate your forces and choose your battles. Just be careful of spears.
Other Necessary (or cool) Changes:
Messing with some of the basic fundamentals of CIV warfare will undoubtedly require some changes elsewhere.
-We'll need at least one new unit; the General.
Movement 2, non-combat unit. Increases the number of units that can be on a tile by 2 (this includes himself). Cumulative with forts and cities. When supplied, extends supply to all units within his radius. When out of supply, provides support to the 4 nearest combat units within his radius.
He shouldn't be like a great person I don't think...perhaps can be built, but expensive? Maybe you get a free General when you build the Heroic Epic? Perhaps there is a restriction on the number you can maintain, like based on the number of cities, or number of barracks? They need to be sorta special
-Medics who can only heal those in the same square would be rather useless dont'cha think? The medic promotions will have to be tweaked a bit (possibly just creating a seperate Medic unit instead).
-Artillery's (relatively) unique collateral damage ability ain't quite the stack-killer it used to be is it? Best we change this to "freeby attacks" like those of Civ3. Might have to increase their range too.
-Given the restrictions on maneuverability and mobility of an army caused by supply lines, and the large maneuverability requirements created by the spread-out armies, generally increasing the movement of units might be in order. This is a maybe, as it could get a bit hard to balance with other aspects. At least units should be able to attack even after having exhausted their movement (otherwise wounded units could infinitely retreat) (perhaps wounded units should have movement penalties?).
-Given the emphasis on large numbers of units, perhaps there should be a general lowering of cost for combat units. Cost of maintainance for the larger number of units should be adjusted accordingly as well.
-A lot of healing of units will be happening, and not as much dieing. In order to make warfare hit you where it hurts a little more, how about a cost of 1 gold per turn for every unit, ever turn that it is healing? Now damaging units actually means something, and medics are even more your friend, since they reduce healing time and thus costs.
-Since landing forces will only be very useful in large numbers, and to facilitate the transport of large numbers of troops, I propose that a new class of transport vessels be created. Relatively cheap, non-combat (or very weak) ships that will carry one or two units. These ships will need to be escorted by a navy in order to actually reach their intended destination. It would suck if they got sunk en route wouldn't it? These should probably upgrade to new and better forms with technology I think. They should probably also replace the current (relatively armed) transport-type vessels.
-Given the importance of Forts as an improvement now, there should probably be a better way to build them than with a valuable, expensive, pricey worker. Maybe some military units could, or maybe that would be one of the general's abilities. Not sure on this yet.
In Conclusion:
I think this would have an interesting transformative effect on combat and warfare in Civilization 4, making it more tactical and challenging.
There are several difficulties though:
-I do not myself know how to program this into a mod.
-The AI sure as heck won't know what to do with this.
-There are probably many problems and imbalances that I have not yet come up with.
Help and support in any of these areas will be appreciated, but not required. I want to iron out the wrinkles in this plan before I'm going to worry about putting it into action.
Critiques, criticisms and creativity are welcome and appreciated. Enthusiasm too. I need feedback, and advice is free!