imho melee is a fine attribute before-gunpowder units, but after it's pretty much useless. and drop morale and discipline [which can be incorporated(tied) into experience attribue] for starter. and add them later.
You raise good points, Hail and I agree with you (at least about the melee being more pre-gun powder). This is true, melee weaponry became fairly much defunct (at least as soon as multi-shot weapons were developed).
The main example I thought of for splitting these was for the greek-style phalanx; they are very versatile at melee defence (but their defence against an archer, is well, non existent).
(You don't know my plans, so this certainly isn't an argument against what you say, just more information...)
I am trying to develop my version of civ to be less historically accurate and more self deterministic. e.g. the player gets to create their own civ (with a high degree of flexibility), not just a copy of a civ that has been before.
For starters, I hope to make each epoch of the game richer - so theoretically you could spend a lot longer in the game where melee weapons are more useful than currently.
I am hoping (although my idea still waivers as to if this is a good idea) to have a SMAC like unit builder. So for example, you can choose to give your "spearmen" soldiers a sidearm sword if you want. You can decide how you are going to arm your civilisation.
I'm going to add elements of an RPG on a civ-level (so you can gradually over time make your people smarter or stronger or better skilled at various tasks). YOU shape your people.
If you decide you want to maintain slavery indefinitely of subjugated people, then you should be allowed to do so. Sure, the other civs might disapprove, but if enough people agree with you then why should it be an atrocity? YOU shape your civilisation.
Also, I will be having futuristic weapons/techs - so it's always possible that high powered melee will be resurgent in the future.
As for discipline and morale; I think they have always been present on the battlefield, and always will be. One of the reasons why the romans won was through discipline and training of the troops. The veterancy level of the unit will effect the following items:
- Combat bonus (%) this is applied as a multiplier to the A/D value (after all other modifiers)
Morale hit (%) morale hit is the morale decrease that occurs to a unit when something bad happens. The morale hit is always expressed as this is how bad it would be to a normal person. (Note: good morale factors are not modified at all by veterancy). (Thus a lower moraleHit is good)
- Awe (%): When units visit a city, they may inspire the populace (+recruiting, +chance of parade). This can occur once every 10 turns.
- Skill slot (#): When a unit gains veteran level they gain an ability slot (max: 2), which lets them select a special bonus. This bonus will give them a further +20% bonus in certain situations. (The same skill cannot be selected more than once per unit).