MosheLevi
Prince
Did you ever wonder why SoDs are so popular?
The answer is simple: That is the only viable strategy attackers have.
SoDs are indestructible because there are always units left with full health to capture a city once the SoD reaches it.
Splitting one huge stack into several smaller stacks and trying to capture several cities simultaneously is not an option because the other player can destroy these stacks one by one with no problem.
Why is that? Because the defender has 10 movements points compared to 2 movement points the attacker has.
The attacker is facing another problem where he cannot anticipate the movement of enemy units because of their high movement points.
I believe that CIV 5 can be more fun with lower movement points where players can look at the big picture and calculate/anticipate the movements that the enemy can do.
I am talking about CIV 5 that is a Chess like game.
A CIV 5 game that is about out-maneuvering your opponent where you can see his forces and anticipate his actions.
Huge SoDs should be discouraged but at the same time attackers have to be given additional tools and advantages to replace the SoD strategy.
So here are a few ideas how can that be done:
1. First, Collateral damage should NOT have hard limit.
The limit for units that are affected by collateral damage should be based on percentage.
The more units in the stack the more units get damaged via collateral damage.
This should discourage huge SoDs.
2. Defenders should have 4 maximum movement/attack points VS attackers with 2 movement points.
Defenders can still move up to 10 tiles (via railroad) but they CANNOT attack on that turn.
This will make the game more like a chess game where players try to out-maneuver each other.
3. Attackers should be able to use air-drops and air lift-offs deep in enemy territory (with certain unit limitation).
This will allow attackers to conduct small raids to take undefended cities by surprise.
4. Introduce additional vehicles such as trucks to transport infantry units in enemy territory.
This will allow infantry units to move 2 tiles instead of 1.
5. Give Jets promotions for more range so they can defend the troops that are in enemy territory.
Players should be able to set jets to either defend friendly territory or air cover for units in enemy territory.
6. More range for paratroopers so they can be dropped deeper in enemy territory.
7. More ideas are welcome ..
EDIT:
Moderator,
Please change Fan to Fun in the title.
I misspelled that word, lol.
The answer is simple: That is the only viable strategy attackers have.
SoDs are indestructible because there are always units left with full health to capture a city once the SoD reaches it.
Splitting one huge stack into several smaller stacks and trying to capture several cities simultaneously is not an option because the other player can destroy these stacks one by one with no problem.
Why is that? Because the defender has 10 movements points compared to 2 movement points the attacker has.
The attacker is facing another problem where he cannot anticipate the movement of enemy units because of their high movement points.
I believe that CIV 5 can be more fun with lower movement points where players can look at the big picture and calculate/anticipate the movements that the enemy can do.
I am talking about CIV 5 that is a Chess like game.
A CIV 5 game that is about out-maneuvering your opponent where you can see his forces and anticipate his actions.
Huge SoDs should be discouraged but at the same time attackers have to be given additional tools and advantages to replace the SoD strategy.
So here are a few ideas how can that be done:
1. First, Collateral damage should NOT have hard limit.
The limit for units that are affected by collateral damage should be based on percentage.
The more units in the stack the more units get damaged via collateral damage.
This should discourage huge SoDs.
2. Defenders should have 4 maximum movement/attack points VS attackers with 2 movement points.
Defenders can still move up to 10 tiles (via railroad) but they CANNOT attack on that turn.
This will make the game more like a chess game where players try to out-maneuver each other.
3. Attackers should be able to use air-drops and air lift-offs deep in enemy territory (with certain unit limitation).
This will allow attackers to conduct small raids to take undefended cities by surprise.
4. Introduce additional vehicles such as trucks to transport infantry units in enemy territory.
This will allow infantry units to move 2 tiles instead of 1.
5. Give Jets promotions for more range so they can defend the troops that are in enemy territory.
Players should be able to set jets to either defend friendly territory or air cover for units in enemy territory.
6. More range for paratroopers so they can be dropped deeper in enemy territory.
7. More ideas are welcome ..
EDIT:
Moderator,
Please change Fan to Fun in the title.
I misspelled that word, lol.