MosheLevi
Prince
I have noticed that defenders end up having a huge advantage in the modern age.
This is due to several tile movements the defenders have in their own territory VS only one tile movement the attackers have in enemy territory.
In early ages there is not much difference between the tile movement that the defenders have VS the attackers, so this is an issue for modern age only.
In my current game I had two huge stacks of 50 units each (which was much larger than the enemy’s).
However, when I moved into enemy territory I was exposed to numerous attacks by fighters and bombers, as well as mobile artillery units that caused massive collateral damage.
The slow advance of my SoD’s (one tile per turn) allowed the enemy to attack my stacks many times and reduce their strength to almost nothing.
I had many SAM Infantry in my SoD’s but since they don’t intercept aircraft every time my SoD’s still suffered al lot of collateral damage from enemy bombers.
My fighters were also out of range so they could not intercept the enemy’s bombers.
Needless to say that my invasion was a failure.
So I loaded back earlier saved game, declared the war all over again, but this time I didn’t move my SoD’s into enemy territory.
I just waited for the AI to send his SoD’s to my territory and I then used my bombers, fighters, guided missiles, and mobile artillery units to destroy the enemy’s SoD’s.
I pretty much did to the AI what it did to me earlier.
The AI had no chance.
I therefore cannot help myself from arriving to the conclusion that the slow movement in enemy territory (in modern age) is a prescription for Failure .
In the modern age we have bombers, fighters, and guided missile that can destroy the invasion force without much of resistance.
SAM infantry don’t intercept all aircraft attacks (even with promotions) so all it takes is a few bombers to slip in and to lower most unit’s HP to the point that they will be defeated by the enemy’s ground forces.
The one tile movement in enemy territory just makes thing much worse while the defenders can move their forces several tiles giving the defenders huge advantage.
My proposal (for CIV 5) is to introduce two types of movements in enemy territory.
One type that uses enemy roads which allows 2 or 3 tile movements for infantry units (and more for mobile armory).
This type of movement will be vulnerable to enemy bombers and guided missile attacks.
The second type of movement will be a guerilla warfare movement that doesn’t use enemy’s roads.
This type of movement will allow only for one tile movement per turn.
However, units that use this guerilla movement CANNOT be intercepted by bombers and guided missiles.
They can only be intercepted by fighters, and gunships.
This will give players two methods they can use to invade enemy territory.
1. Faster movement (via enemy roads) with vulnerability to bombers and guided missiles.
2. Slow movement (guerilla movement off enemy roads) with protection from bombers and guided missiles.
Once the player arrives to a city and attacks it, only then his forces can be intercepted by bombers, and guided missiles.
This would make army invasion in the modern age more viable with less unfair advantage to the defenders.
I would also like to add a few more suggestions that are related to this matter.
1. Add more “Intercept” promotion to SAM Infantry so they can reach up to 80% interception chance against aircraft.
2. Add “Multiple Interceptions” promotion to SAM Infantry so they can intercept aircraft more than once per turn.
3. Introduce new transportation vehicles for artillery and infantry units in the modern age to allow for faster infantry/artillery movement in enemy (as well as friendly) territory.
This is due to several tile movements the defenders have in their own territory VS only one tile movement the attackers have in enemy territory.
In early ages there is not much difference between the tile movement that the defenders have VS the attackers, so this is an issue for modern age only.
In my current game I had two huge stacks of 50 units each (which was much larger than the enemy’s).
However, when I moved into enemy territory I was exposed to numerous attacks by fighters and bombers, as well as mobile artillery units that caused massive collateral damage.
The slow advance of my SoD’s (one tile per turn) allowed the enemy to attack my stacks many times and reduce their strength to almost nothing.
I had many SAM Infantry in my SoD’s but since they don’t intercept aircraft every time my SoD’s still suffered al lot of collateral damage from enemy bombers.
My fighters were also out of range so they could not intercept the enemy’s bombers.
Needless to say that my invasion was a failure.
So I loaded back earlier saved game, declared the war all over again, but this time I didn’t move my SoD’s into enemy territory.
I just waited for the AI to send his SoD’s to my territory and I then used my bombers, fighters, guided missiles, and mobile artillery units to destroy the enemy’s SoD’s.
I pretty much did to the AI what it did to me earlier.
The AI had no chance.
I therefore cannot help myself from arriving to the conclusion that the slow movement in enemy territory (in modern age) is a prescription for Failure .
In the modern age we have bombers, fighters, and guided missile that can destroy the invasion force without much of resistance.
SAM infantry don’t intercept all aircraft attacks (even with promotions) so all it takes is a few bombers to slip in and to lower most unit’s HP to the point that they will be defeated by the enemy’s ground forces.
The one tile movement in enemy territory just makes thing much worse while the defenders can move their forces several tiles giving the defenders huge advantage.
My proposal (for CIV 5) is to introduce two types of movements in enemy territory.
One type that uses enemy roads which allows 2 or 3 tile movements for infantry units (and more for mobile armory).
This type of movement will be vulnerable to enemy bombers and guided missile attacks.
The second type of movement will be a guerilla warfare movement that doesn’t use enemy’s roads.
This type of movement will allow only for one tile movement per turn.
However, units that use this guerilla movement CANNOT be intercepted by bombers and guided missiles.
They can only be intercepted by fighters, and gunships.
This will give players two methods they can use to invade enemy territory.
1. Faster movement (via enemy roads) with vulnerability to bombers and guided missiles.
2. Slow movement (guerilla movement off enemy roads) with protection from bombers and guided missiles.
Once the player arrives to a city and attacks it, only then his forces can be intercepted by bombers, and guided missiles.
This would make army invasion in the modern age more viable with less unfair advantage to the defenders.
I would also like to add a few more suggestions that are related to this matter.
1. Add more “Intercept” promotion to SAM Infantry so they can reach up to 80% interception chance against aircraft.
2. Add “Multiple Interceptions” promotion to SAM Infantry so they can intercept aircraft more than once per turn.
3. Introduce new transportation vehicles for artillery and infantry units in the modern age to allow for faster infantry/artillery movement in enemy (as well as friendly) territory.