trickofthehand
Prince
- Joined
- Oct 16, 2007
- Messages
- 310
As originally posted by Trias:
An absolutely excellent idea for getting rid of Stacks of Doom and making warfare a bit more strategic. So with this in mind, I propose new and enhanced utility to Forts and Firebases (please note that Firebases are merely modern names for Forts, and not as some think bases filled with fire, though that would be oddly awesome).
I'd love to see the maps in civ get a greater depth, so that each tile represents less ground than currently in order to give units realistic zones of control and bring deeper utility to siege and archery units (bombard options). Well to be honest I'd like to see a tile-less system but thats not what this is about so please don't post that here, you can instead post your tile-less ideas and groans here: http://forums.civfanatics.com/showthread.php?t=347674
This post is written with just such an enhanced depth to maps feature implemented.
Anyways, Trias mechanic of securing enemy roads is very realistic and much needed in my opinion. Though the importance of doing so in the present scale of civ is not great (move 3 turns and get to an enemy city) imagine a greater depth map where you gain full use of roads you control and without them it takes you 6 or 9 turns to get from city to city. Ofcourse his post is more then about movement though it's actually about the logistics of keeping an army moving forward, and making stacks at least a little more realistic and manageable.
So in keeping with his original idea I propose that Forts and Firebases be buildable in enemy terrain and exert a zone of control for X amount of squares (upgradeable thru tech ofcourse). Enemy roads (not occupied by enemies and outside of enemy fort's zone of controls) would be useable by your army. This makes it important to defend forts and to take out enemy forts. Furthermore all enemy improvements within your fort's ZoC would be unworkable again making it important for the enemy to liberate these areas by knocking out your forts.
Logistics and Forts:
An army marches on it's stomach, therefore without proper supply lines an army will starve. I propose a logistical limit on units in-game. Now to avoid over-complication and extreme micromanagement this will only be a statistic that takes effect while in enemy territory (so explore away!). Basically a unit's logistic ability will determine it's battle strength while in enemy territory. If you penetrate too deep, too fast, then your logistics will decrease and your units will begin to weaken over time doing reduced damage on defense and offense. Eventually a spearman will indeed beat a tank if you neglect your supply chains.
So how to prevent 'logistics debuff'? As you enter enemy territory combat engineer unit (or a worker, whatever is decided on) that accompanies your troops will establish forts along the advance of your army. The forts will have to be manned by troops (duh) in order for their bonuses to take effect. Each fort will project a ZoC that keeps your troops fully supplied, obviously the range will increase as you tech.
The fort's ZoC will ensure uninterrupted supplies to your troops even if enemies are between your troops and the fort on a road, I know this digresses from reality a bit but this is still a game... I don't wish to completely micromanage every aspect of an invasion and I don't think others do either (feel free to create customized scenarios though). However a Fort will be able to be 'suppressed' by having enemy units move next to it and blockade it (just like in ocean) or by air attacks (giving new functionality and importance to aircraft) or by naval units (if ur fort is supplying troops on a nearby island).
Forts and Logistics pt.2 What value does this actually bring?!
Improved SoD mechanics for starters. It'll be impossible to just penetrate your enemy's empire with an unstoppable stack with complete disregard to rear security. It will also make war a tad more realistic and give more objectives than just taking/killing cities and pillaging improvements. Your mighty SoD will have to split itself amongst route security and front line offensive. By allowing forts to 'liberate' enemy roads then you'll actually be able to respond to a counterattack or someone laying siege to your fort.
Forts and Combat Support:
Forts will take on a new role besides just logistical hubs. Having a forward base inside enemy territory will not only give your units a safe place to heal but provide other passive bonuses as well.
Fire Support
Modern firebases are able to provide units in the field with wide-ranging support options from surveillance to fire support to medical support. With the proper technology an artillery unit will be able to base itself in a fort and provide fire support for units within the fort's ZoC. This could come in a variety of forms: passive bombardment of enemy units within the ZoC, ordered attacks or automatic offensive/defensive assists. Obviously the range which artillery could provide support will increase with tech, modern rocket artillery is capable of incredible range.
Why base arty in a fort and not attach it to your SoD? In the real world artillery with preset fields of fire, preset optimal firing positions and known (not estimated) ranges are exponentially more effective than arty forced to 'quickfire'. The realism blurs a little here since I realize that each turn in civ is a large amount of time, but for the sake of a game concept, and to increase the effectiveness/usefulness of forts the power of fortified artillery would be slightly increased. Also because it IS a fort after-all it would be safe from attack. Again please note that all these concepts are with an increased depth in maps in mind.
Medical Support
Forts can give a passive bonus to health regen in their ZoC, representing troop reinforcements and re-supply. With the advent of Advanced Flight, a feature to allow X amount of units to be airlifted to the safety of a fort could be something to consider. In the real world only Infantry is capable of being picked up by transport helis, but again this is a game.
Combat Support
To represent the dominion of territory part of a Fort's projected power could include passive bonuses to units in it's ZoC. This could take the form of a general passive combat bonus or specific bonuses. Imagine a modern age firebase giving X amount of bonuses to your units per turn, against SPECIFIC units. This could be representative of modern UAVs, UCAVs and sattelite reconnaissance without having to add a new unit or mechanic to the game. The amount of bonuses projected by a fort could be quantified by the amount of support units dedicated to the fort (i'm still pushing for a combat engineer unit here), techs and the size of ZoC. Example:
A modern firebase with 5 combat engineer (or w/e support unit we go with) dedicated to it and a ZoC of 10 tiles can provide 10 offensive or defensive bonuses to 10 different units every turn (2 per support unit). Though you can set the priority, defense over offense, default will be offensive. Your modern armor inside of the firebase's ZoC attacks an enemy mechanized infantry and gains a +25% temporary attack bonus for that specific combat. The bonus is provided by UAV support to that unit's battlespace. End example.
The bonuses, amount of bonuses and all of that can be completely re-worked. This is just to give an idea of what they would do. One possibility is to simply have forts give a blanket bonus to all units in it's ZoC and blanket debuff to enemy units.
Opposing Forts!
When two forts are within each other's ZoC they partly nullify each other's bonuses the closer units are to the opposing fort until eventually reaching a no man's land where no fort has control. The fort's ZoC will clash much like current cultural borders, with the Fort who's tech level is higher and who has the most dedicated support units overpowering the other.
This makes it important to build and man defensive military bases, even during peacetime in your own territory.
Suppressed Forts
A fort can be suppressed by artillery, naval or aircraft bombardment; enemy units blockading; or spy units. A suppressed fort will suffer many of the penalties associated with an opposing fort in it's ZoC and can be completely shut down. Though a fortified position may be too strong to take, you can instead opt to suppress it and nullify any advantage it gives.
There you have it. All aspects are open to discussion and can be changed/replaced as need be. Some things I posted may work, some may not. Some things might even need to be added. So community thoughts now...
I think we can make it easier still (while retaining the same effect). Simply make the unit maintenance cost dependent on the number of movement points needed to reach the nearest friendly city.
To get the idea of managing supply lines this needs to be combined with an occupation mechanic, where units can occupy a tile as an action to give you access to the tile improvements such as roads. You could then occupy roads to reduce the numbe of movement points needed to reach your cities. This however requires you to spread out your forces to occupy the route. Reducing the size of stacks.
An absolutely excellent idea for getting rid of Stacks of Doom and making warfare a bit more strategic. So with this in mind, I propose new and enhanced utility to Forts and Firebases (please note that Firebases are merely modern names for Forts, and not as some think bases filled with fire, though that would be oddly awesome).
I'd love to see the maps in civ get a greater depth, so that each tile represents less ground than currently in order to give units realistic zones of control and bring deeper utility to siege and archery units (bombard options). Well to be honest I'd like to see a tile-less system but thats not what this is about so please don't post that here, you can instead post your tile-less ideas and groans here: http://forums.civfanatics.com/showthread.php?t=347674
This post is written with just such an enhanced depth to maps feature implemented.
Anyways, Trias mechanic of securing enemy roads is very realistic and much needed in my opinion. Though the importance of doing so in the present scale of civ is not great (move 3 turns and get to an enemy city) imagine a greater depth map where you gain full use of roads you control and without them it takes you 6 or 9 turns to get from city to city. Ofcourse his post is more then about movement though it's actually about the logistics of keeping an army moving forward, and making stacks at least a little more realistic and manageable.
So in keeping with his original idea I propose that Forts and Firebases be buildable in enemy terrain and exert a zone of control for X amount of squares (upgradeable thru tech ofcourse). Enemy roads (not occupied by enemies and outside of enemy fort's zone of controls) would be useable by your army. This makes it important to defend forts and to take out enemy forts. Furthermore all enemy improvements within your fort's ZoC would be unworkable again making it important for the enemy to liberate these areas by knocking out your forts.
Logistics and Forts:
An army marches on it's stomach, therefore without proper supply lines an army will starve. I propose a logistical limit on units in-game. Now to avoid over-complication and extreme micromanagement this will only be a statistic that takes effect while in enemy territory (so explore away!). Basically a unit's logistic ability will determine it's battle strength while in enemy territory. If you penetrate too deep, too fast, then your logistics will decrease and your units will begin to weaken over time doing reduced damage on defense and offense. Eventually a spearman will indeed beat a tank if you neglect your supply chains.
So how to prevent 'logistics debuff'? As you enter enemy territory combat engineer unit (or a worker, whatever is decided on) that accompanies your troops will establish forts along the advance of your army. The forts will have to be manned by troops (duh) in order for their bonuses to take effect. Each fort will project a ZoC that keeps your troops fully supplied, obviously the range will increase as you tech.
The fort's ZoC will ensure uninterrupted supplies to your troops even if enemies are between your troops and the fort on a road, I know this digresses from reality a bit but this is still a game... I don't wish to completely micromanage every aspect of an invasion and I don't think others do either (feel free to create customized scenarios though). However a Fort will be able to be 'suppressed' by having enemy units move next to it and blockade it (just like in ocean) or by air attacks (giving new functionality and importance to aircraft) or by naval units (if ur fort is supplying troops on a nearby island).
Forts and Logistics pt.2 What value does this actually bring?!
Improved SoD mechanics for starters. It'll be impossible to just penetrate your enemy's empire with an unstoppable stack with complete disregard to rear security. It will also make war a tad more realistic and give more objectives than just taking/killing cities and pillaging improvements. Your mighty SoD will have to split itself amongst route security and front line offensive. By allowing forts to 'liberate' enemy roads then you'll actually be able to respond to a counterattack or someone laying siege to your fort.
Forts and Combat Support:
Forts will take on a new role besides just logistical hubs. Having a forward base inside enemy territory will not only give your units a safe place to heal but provide other passive bonuses as well.
Fire Support
Modern firebases are able to provide units in the field with wide-ranging support options from surveillance to fire support to medical support. With the proper technology an artillery unit will be able to base itself in a fort and provide fire support for units within the fort's ZoC. This could come in a variety of forms: passive bombardment of enemy units within the ZoC, ordered attacks or automatic offensive/defensive assists. Obviously the range which artillery could provide support will increase with tech, modern rocket artillery is capable of incredible range.
Why base arty in a fort and not attach it to your SoD? In the real world artillery with preset fields of fire, preset optimal firing positions and known (not estimated) ranges are exponentially more effective than arty forced to 'quickfire'. The realism blurs a little here since I realize that each turn in civ is a large amount of time, but for the sake of a game concept, and to increase the effectiveness/usefulness of forts the power of fortified artillery would be slightly increased. Also because it IS a fort after-all it would be safe from attack. Again please note that all these concepts are with an increased depth in maps in mind.
Medical Support
Forts can give a passive bonus to health regen in their ZoC, representing troop reinforcements and re-supply. With the advent of Advanced Flight, a feature to allow X amount of units to be airlifted to the safety of a fort could be something to consider. In the real world only Infantry is capable of being picked up by transport helis, but again this is a game.
Combat Support
To represent the dominion of territory part of a Fort's projected power could include passive bonuses to units in it's ZoC. This could take the form of a general passive combat bonus or specific bonuses. Imagine a modern age firebase giving X amount of bonuses to your units per turn, against SPECIFIC units. This could be representative of modern UAVs, UCAVs and sattelite reconnaissance without having to add a new unit or mechanic to the game. The amount of bonuses projected by a fort could be quantified by the amount of support units dedicated to the fort (i'm still pushing for a combat engineer unit here), techs and the size of ZoC. Example:
A modern firebase with 5 combat engineer (or w/e support unit we go with) dedicated to it and a ZoC of 10 tiles can provide 10 offensive or defensive bonuses to 10 different units every turn (2 per support unit). Though you can set the priority, defense over offense, default will be offensive. Your modern armor inside of the firebase's ZoC attacks an enemy mechanized infantry and gains a +25% temporary attack bonus for that specific combat. The bonus is provided by UAV support to that unit's battlespace. End example.
The bonuses, amount of bonuses and all of that can be completely re-worked. This is just to give an idea of what they would do. One possibility is to simply have forts give a blanket bonus to all units in it's ZoC and blanket debuff to enemy units.
Opposing Forts!
When two forts are within each other's ZoC they partly nullify each other's bonuses the closer units are to the opposing fort until eventually reaching a no man's land where no fort has control. The fort's ZoC will clash much like current cultural borders, with the Fort who's tech level is higher and who has the most dedicated support units overpowering the other.
This makes it important to build and man defensive military bases, even during peacetime in your own territory.
Suppressed Forts
A fort can be suppressed by artillery, naval or aircraft bombardment; enemy units blockading; or spy units. A suppressed fort will suffer many of the penalties associated with an opposing fort in it's ZoC and can be completely shut down. Though a fortified position may be too strong to take, you can instead opt to suppress it and nullify any advantage it gives.
There you have it. All aspects are open to discussion and can be changed/replaced as need be. Some things I posted may work, some may not. Some things might even need to be added. So community thoughts now...