killmeplease
Mk Z on Steam
here are my ideas (some of them are influenced by discussions on this forum) that i am planning to realize in my mod to come some day:
STRATEGIC CONCEPTS:
* Supply lines: land units need supplying them if there is no link with any of friendly cities (road or water way with no enemy culture - works similar to trade route). Units with no supply gradually lose their hp.
* Supply units: special units carrying 'supply points' (representing fuel/ammo/food/medicines) to supply an army in enemy or neutral lands (with no connection to homeland). Supply reserves are consumed each turn. Supply units instantly restore their reserves if stay one turn linked with any of home cities by road or water way.
* Movement in enemy lands: there is no penalty on movement speed, and roads can be used, but supply units must be quite slow (say 2/3 moves per turn) so defenders have an advantage.
* Blitzkriegs: units start to lose hp 1 turns after their supply was cut off. so there's possible to make blitzkriegs by fast units (there are 2 turns to capture enemy city and establish communication with own lands). Tough mounted have to have -N% attacking cities.
* Siege: city that is cut off other cities can supply not more than *sity size* troops. if there are more defenders than city size, they start to lose hp (but slower than completely unsupplied stack).
* Foraging: certain amount of supply can be obtained from enemy lands by foraging unit mission or by pillaging (significantly more supply but improvements are destroyed).
* Military units affecting surrounding plots owner (see post #6). Also spies can be used for making areas of land temporarily neutral or of any minor presented culture.
* Water transport can not move and unload troops at the same turn (for defenders have time to react).
* Ships can not move and pillage/bombard at the same turn (same reason).
* To move by rail road, units must be loaded into it as they do loading into transports. Land units can not to move by rail road and attack at the same turn. You can not to load more than N units on rail road from the same tile.
* Roads as the rail roads have to cost more for player. Maybe they have to require to maintenance. This will prevent player from building roads and rail roads on each plot.
* Land units can not use rail roads on the enemy territory.
TACTICAL CONCEPTS:
* Different artillery: artillery never dies in attack. It bombs units/fortifications/population/improvements. Ships works as an artillery attacking coastal tiles.
* Commanders: Great General unit gives modifiers to units of his stack. He receives experience when units under his command fight, get levels and promotions affecting units under his command.
* Occasional promotions: see my post here.
* Defender withdrawal: defenders can withdraw. In that case battle with next defender is automatically started.
* Panic: units can flee in panic if their stack suffers great losses. Fled units move the direction opposed to attacker and lose their movement points next turn.
* Mobile withdrawal: fast units can escape from battle moving 1 plot from attacker. Movement cost is substracted from next turn MPs. Withdraw at full HP if a 'worry state' is on.
* Ranged Combat: ranged units can fire upon approaching troops before actual battle occured (like in civ3).
do you like it?
please comment what do you think of it.
STRATEGIC CONCEPTS:
* Supply lines: land units need supplying them if there is no link with any of friendly cities (road or water way with no enemy culture - works similar to trade route). Units with no supply gradually lose their hp.
* Supply units: special units carrying 'supply points' (representing fuel/ammo/food/medicines) to supply an army in enemy or neutral lands (with no connection to homeland). Supply reserves are consumed each turn. Supply units instantly restore their reserves if stay one turn linked with any of home cities by road or water way.
* Movement in enemy lands: there is no penalty on movement speed, and roads can be used, but supply units must be quite slow (say 2/3 moves per turn) so defenders have an advantage.
* Blitzkriegs: units start to lose hp 1 turns after their supply was cut off. so there's possible to make blitzkriegs by fast units (there are 2 turns to capture enemy city and establish communication with own lands). Tough mounted have to have -N% attacking cities.
* Siege: city that is cut off other cities can supply not more than *sity size* troops. if there are more defenders than city size, they start to lose hp (but slower than completely unsupplied stack).
* Foraging: certain amount of supply can be obtained from enemy lands by foraging unit mission or by pillaging (significantly more supply but improvements are destroyed).
* Military units affecting surrounding plots owner (see post #6). Also spies can be used for making areas of land temporarily neutral or of any minor presented culture.
* Water transport can not move and unload troops at the same turn (for defenders have time to react).
* Ships can not move and pillage/bombard at the same turn (same reason).
* To move by rail road, units must be loaded into it as they do loading into transports. Land units can not to move by rail road and attack at the same turn. You can not to load more than N units on rail road from the same tile.
* Roads as the rail roads have to cost more for player. Maybe they have to require to maintenance. This will prevent player from building roads and rail roads on each plot.
* Land units can not use rail roads on the enemy territory.
TACTICAL CONCEPTS:
* Different artillery: artillery never dies in attack. It bombs units/fortifications/population/improvements. Ships works as an artillery attacking coastal tiles.
* Commanders: Great General unit gives modifiers to units of his stack. He receives experience when units under his command fight, get levels and promotions affecting units under his command.
* Occasional promotions: see my post here.
* Defender withdrawal: defenders can withdraw. In that case battle with next defender is automatically started.
* Panic: units can flee in panic if their stack suffers great losses. Fled units move the direction opposed to attacker and lose their movement points next turn.
* Mobile withdrawal: fast units can escape from battle moving 1 plot from attacker. Movement cost is substracted from next turn MPs. Withdraw at full HP if a 'worry state' is on.
* Ranged Combat: ranged units can fire upon approaching troops before actual battle occured (like in civ3).
do you like it?
please comment what do you think of it.