Idea: Formations and Tactic points

sendos

Immortal
Joined
Aug 12, 2008
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1,497
Location
Melbourne, Australia
Having finally acquired G&K upgrade for $5, thanks to sale, and having experienced how faith works, I was wondering whether civ 5, wehther it be BNW or another expansion, could add a new scheme, focused around unlocking tactics and formations. Most formations I have in mind are side-grades, so they could be available for various units already or you need to gain tactic points to unlock new formations/tactics. Total War games inspired me to make this idea.

How it works:

Like culture and faith, you need to produce tactic points to unlock a particular tree. To produce tactic points, you acquire these by:
- killing units in battle, both in defence and attack (bonus tactic points for use of flanking bonus)
- Expend great general to unlock free tactic or have him close by to generate more tactic points.
- Barracks, armory and military academies will help generate tactic points passively per turn.
- Brandenburg gate and Pentagon provide huge tactic point bonuses.

Types of strategies (that I have in mind. Feel free to add your own):

Ancient:
- Loose formation: Units receive +25% ranged resistance. -20% combat penalty against cavalry units.

Classical:
- schiltrom: spearmen and pikemen units immune to flanking bonus attacks. -15% resistance against ranged attacks.
- Testudo: (Roman only) - +50% ranged resistance. -1 Movement and increased flanking vulnerability. Bonus is reduced slightly over damage taken.
- Shield Wall: swordsmen and spearmen have increased fortification bonus from attacks from the front. Increased flanking vulnerability.
- wedge formation: cavalry have increased flanking bonus by 20%. -15% defence penalty.
- Ladder teams: melee infantry gain a 25% combat bonus against cities. -15% defence penalty.
- Cantabrian circle: ranged cavalry units (Keshiks, horse archers and chariots) receive 25% ranged combat bonus. -20% defence penalty from melee attacks.
- Skirmish mode: Although this is an Indican UU ability, all ranged units in classical and medieval era have a chance of withdrawing from combat. -25% defence penalty.

Medieval:
- Contagious carcasses - trebs can shoot diseased carcasses at enemy cities. City loses 5 food for 8 turns, slowly decreases by 1 after the 4th turn. City defence reduced by 25%. -90% damage.
- Stakes (British only): British longbowmen can put down stakes. 50% combat bonus against cavalry attacking from the front. Increased flanking vulnerability.

Renaissance:
- Shrapnel shots: 35% bonus damage for cannons against units. Reduced range by 1. -50% damage against cities.
- Call the Militia! (American only): Minutemen can be produced at half production. Food production stalled, like when recruiting settlers. 20% Combat penalty outside friendly territory. +25% maintenance cost when outside friendly territory. When this strategy is disabled. All minutemen produced after enabling the scheme are disbanded and towns that recruited them receive a small food bonus, similar to luxury resource bonuses.

Industrial or modern:
- Mustard gas: infantry on level 4 or higher can release mustard gas in a particular direction for 1 hex. Inflicted unit receives a 25% combat penalty for 5 turns. Units with medic promotion can recover quickly within 2 turns. Costs a turn and deals no direct damage.
- Cover fire: infantry to mechanized infantry as well as tanks have ranged combat ability by 1 hex when this is enabled. Ranged combat strength is 2/3 that of original strength.
- Trench warfare: 25% additional fortification bonus. Higher flanking vulnerability.
- Guerilla warfare: units ignore terrain costs within enemy borders that used to be friendly (i.e, puppet states, but not annexed states, to consider MP). Infantry units are invisible in forest and jungle until an enemy unit moves next to it. +20% combat bonus in forest and jungle. -20% combat bonus in open areas.
- Radio communication: Great generals have +10% increased combat bonus and their buff is dependent on whether the units are linked or not. If there is a break in the line, the units cut off receive a -15% combat penalty until the line is reconnected.
- Dive bombing: bombers receive +25% strength bonus when attacking either cities or units. +40% damage received from from attacking. Evasion is ignored.
- High altitude bombing: vice versa of Dive bombing.
- City Rubble resistance: Cities shelled by artillery or bombing receive increased defence points. Garrisoned infantry but not tanks receive a combat bonus when launching a sorty. City takes longer to recover points.


That's about it for now. It would indeed be nice to further diversify the combat element of the game a bit more. :)
 
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