Horrors of War
I've decided to make a mod to the way military is handled in civ 5. I feel that a war is not much of a detriment to the winning side, or in a stalemate/draw to either side. You only really suffer if you are losing the war. A stalemate can even be a big bonus to both sides as the XP accumulates. There are several reasons why this occurs, this mod will try to address those as I identify them. The basic idea for this mod is to make war a difficult decision and something you want to push to finish quickly. The current system of healing and xp rewards extremely long drawn out wars, while the slow production punishes daring advances that may sacrifice units.
Progress
Technical challenges
Plans for the mod
Looking forward to your thoughts and ideas,
Thanks!
I've decided to make a mod to the way military is handled in civ 5. I feel that a war is not much of a detriment to the winning side, or in a stalemate/draw to either side. You only really suffer if you are losing the war. A stalemate can even be a big bonus to both sides as the XP accumulates. There are several reasons why this occurs, this mod will try to address those as I identify them. The basic idea for this mod is to make war a difficult decision and something you want to push to finish quickly. The current system of healing and xp rewards extremely long drawn out wars, while the slow production punishes daring advances that may sacrifice units.
Progress
- Got a name for the mod! "Horrors of War" I think it reflects my ideas to make war more of a negative influence on your civ.
- Have disabled all healing
- Have reduced cost of infantry/mounted units (mounted will cost a little more than the infantry)
- Reduces population on unit creation
- Reduced maintenance to be a flat 2g/unit (with the higher number of half strength wounded units I believe this will be necessary at least at first)
Technical challenges
- Not sure I'll be able to create or hook into an 'action' (fortify, sleep, alert, etc.) to allow the combining of units. I figured this would be easy but it's not. Doesn't seem to be exposed. More research needed!
- Don't see any way to make maintenance based on the HP of the unit. Might have to do it manually at the beginning of each turn?
- AI is going to be an issue until those functions are available.
- Need a way to limit production of units to cities with 2 or more population. I thought I could use the settler as an example but it is hard coded for some reason.
Plans for the mod
- Make most units take 1 population away from the city in addition to a much smaller amount of production. This would effect non-equipment based units. So catapults and tanks would still take lots of production but no population.
- Disable all 'free' healing for military units. I think this would be better for the AI since it handles healing very poorly at the moment, resulting in a huge advantage for the player.
- Allow similar units to be combined to produce a single unit with the cumulative HP of both units. So to heal a unit you would have to bring in replacement troops. You would not be able to heal an equipment unit that way Have to figure out a way to handle promotions cleanly.
- Disbanding a unit should return some food to the city it was created from. Perhaps an amount of food equal to the population point at the time of creation, reduced by a % of remaining HP.
- Have a mechanic unit to repair equipment units.
- Change the current unit upkeep to be based on the hitpoints of a unit.
- Create more of a shortage of strategic resources, and force decisions in every age between military units and economic improvements.
- Reduce the terrain bonuses and xp bonuses, with an eye to lowering the effect of exploiting the AI's weakness.
- Lower the power of ranged units. Maybe incorporate some sort of return fire as well. With no healing ranged units could become overpowered.
- Fix AI to deal with new system
Looking forward to your thoughts and ideas,
Thanks!