rcoutme
Emperor
DO NOT POST IN THIS THREAD
Some of us have been working on a consolidation of the various ideas presented in this forum. The initial section will be contained here and the other sections will be added when they become available. To give credit for these ideas would be more than any of us could handle. Many of these ideas were posted more than once, as well. For individual threads regarding these ideas, see Ybbor's sticky. If you feel something was left out, please PM us or let us know in another thread. This thread is for the consolidation only.
Economics: See Ybbor's sticky http://forums.civfanatics.com/showthread.php?t=84849 and Trade-Peror's Unified Economic Theory v. 2 http://forums.civfanatics.com/showthread.php?p=2070431#post2070431
Troop morale: Troops at lower morale would not attack in certain instances; a veteran unit would be needed in the stack to give the conscript unit the will to fight. For the concepts of siege and surrender, morale could affect when a city would fall regardless of the owning players desire that the troops try to hold out. In the current hp system the average hp of the units could be totaled and that could be the number of turns that the force would be willing to hold out until surrender occurred involuntarily.
Supply/Logistics/Operating Range:
Some people have expressed the desire to model the effects of logistics and operational range for units. The basic idea is that units further away from a "supply base" (city, fortress, friendly territory, etc) would suffer some ill effect (loss of HP, degraded A/D/M, etc). The extent of the effect might further be a function of the unit, tech level, terrain, time away from base, if it is hostile foreign terrain, etc. There are many ways to implement it but the basic idea is to prevent (or make difficult) units operating in locations and distances that, logistically speaking, would be implausible in real life.
Supply 1: A unit would have a set number of turns that it could operate without tracing a supply source. Failure to be in supply would cause degradation of performance.
Supply 2. Units would need to take supply units with them if they ventured beyond a certain distance from friendly territory. Units could not operate out of supply.
Early Age units get longer times for operating without supply; sources would be friendly territory or military outposts. Supply units would be added. Terrain effects would apply. Naval units would have an operational range, as well. Possibly make the upkeep cost for units that are far away from the civ cost more
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Terrain bonuses could be unit specific as well as attacker/defender specific.
The basic idea is that cavalry and tanks, although nice to have in any army, are best used in open terrain where they can use their movement and (in the case of tanks) range to best effect. As a consequence, terrain combat effects would be modified.
I. Terrain bonuses/penalties: (Possibilities)
Mounted and tracked units would have penalties in forest, jungle, marsh and cities whether attacking or defending. Foot infantry would have bonuses in forest, jungle, marsh and cities when attacking mounted or tracked units (not including Mechanized Infantry). Mounted and tracked vehicles would have an attack bonus on flat terrain against vulnerable units. Such vulnerable units would include warriors, archers, longbowmen, medieval infantry, (possibly) musketmen. The following would be immune to this bonus against mounted units due to their specific attack types: spearmen, pikemen, all shooting units that are riflemen or greater.
Archers and other shooting types would gain extra defense bonuses on high terrain, including mountains, hills and cities with walls. This would simulate the better range for these units to shoot.
Cities would retain their defensive bonus. Thus, if the city size defines the defense bonus, then the highest size the city ever attained would be remembered by the computer and used for the purpose of city size for defending units.
II. Terrain bonuses/penalties:
A. The basic ideas are: Early Age units would be assumed to be assembling either on the open battlefield or behind city walls. The terrain benefits for defense would probably remain as they are now (i.e. only the defender would benefit from hills, mountains, forest etc.). If one side had cavalry and the other side did not, then a bonus for the cavalry might be applied for flat lands in non-city combat.
B. When heavily armored units, such as knights or swordsmen, start coming into the picture, some bonuses might apply based on the climate (guys in heavy armor tire out faster in the jungle, that is probably why the Zulu only carried shields for defense).
============================================================
For more modern units, the idea of stealth and terrain has been suggested. Certain units would be capable of hiding in certain terrain types and bonuses/penalties would likely apply to more circumstances. Infantry would hide in most places while tanks or mechanized infantry might only be allowed in areas more appropriate to such vehicles, squares could be limited on how many units hide, territory would need to be friendly or recently friendly.
For hiding in terrain the following might apply:
A. Hidden units automatically get a zone of control attack that comes from somewhere with the recipient not knowing where the attack comes from.
B. Hidden units would get an attack and defense bonus but not outside their own territory.
In all cases concerning hidden units, the owning player would not actually know if his units were successfully hidden (until they were attacked and destroyed, of course). He would always believe that the units hid successfully.
Guerillas: The guerilla unit would be a particularly important unit for the hiding ability. Two suggestions of guerilla units have been proposed, however this is dealing only with the idea of modern insurgents.
1. Guerilla units would be capable of hiding in the areas in which they were created.
2. Guerillas would have lower a/d values but would have some form of ability to attack without suffering loss. This could take the form of a low bombard that comes from nowhere, thus not revealing the hidden location, or it could be a stealth attack with the guerilla unit having a retreat capability along with a user-directed following move.
3. Guerilla units would (possibly) pop up in cities* where there are resistors or somewhere just outside such cities.
4. Guerilla units that are inside cities could do stealth attacks on installations in the cities and would have the option of making direct attacks on the occupying power.
Options on Guerillas
1. Guerillas could be created purposely by a civ whether or not that civ actually has any people of their own ethnicity in the city. The civ would have to know the ethnicity of people in the city and specify the nationality of the guerilla unit he wishes to create. (This might require that the creating civ research the city first!) If a civ attempts to create a guerilla of a nationality that does not exist in the city, the cost in materials is lost.
2. The guerilla unit would still be controlled by whichever nationality it conforms to.
3. Guerillas could be created in cities in which the creator is not at war with the city owner.
4. Guerillas would have to have a separate creation route (possibly cash only).
5. Guerilla units could be created by special operations forces. A new unit, Special Ops, would be created. This unit would be hidden and would have radar capability. It could search for expatriate workers (those that are not the same nationality as the owning player) and turn them into guerillas.
6. If a Civ loses its last city the remaining troops would do one of the following: become barbarian units, become guerilla units that attempt to retake one of their civs cities, join the conqueror as conscripts, join a rival civ as conscripts.
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Automatic Upgrade:
An idea for eliminating the ancient age units in modern age was the following:
All units would automatically upgrade when the tech tree created units two techs ahead for that civ. Any unit that is upgraded this way would lose one hp in the upgrade, and would be upgraded to the next level. Units could still be upgraded the standard way (in a city with a barracks) and would not lose hp. They would also be upgraded fully if done the standard way (not one tech behind).
For example, a veteran spearman would be upgraded to a regular pikeman when gunpowder was discovered by that civ. The regular pikeman would be upgraded to a conscript musketman upon discovery of either nationalism or replaceable parts. A conscript musket man would be disbanded either when replaceable parts was discovered (if the civ also knew nationalism) or when motorized transport was discovered.
==============================================================
List of other request ideas that are mostly self-explanatory:
1. Sell/loan units.
2. Make the quantity of units a civ can support population dependent
3. Make units obsolete at certain points (probably when an advanced tech is discovered)
4. Have air transport units (instead of the airlift capability of airports)
5. Give submarines hidden nationality as well as hidden unit status.
6. Allow 3D battles to be fought out as an option.
7. Require resources to upkeep units (i.e. if you lose your oil, your tanks dont move).
8. Allow great leader admirals to form armadas.
9. Have a prospector unit that finds mineral resources.
10. Allow a curragh to carry a scout unit (or explorer) only.
11. Have a military academy as a small wonder for units to train (presumably from conscript to regular to veteran)
12. Allow spy satellites that could recon areas anywhere on the map.
13. As in Civ2, allow pillaging units the option of what to pillage.
14. Allow worker units to be converted (drafted) into weak conscript units.
15. Have a Rally all of XYZ unit to this square command. This would be to wake all units of a given type (cavalry for instance) and have them make their way to the designated spot. This would, presumably be only for those ground units capable of getting there (also for sea units).
16. Allow a rock/paper/scissors system in the editor (we already know that Firaxis opposes doing this in the regular game).
17. Allow barbarian units that get created to be units that correspond to techs that all players already own. This would allow barbarians in the Medieval period to possibly be pikemen, Medieval infantry, knights, etc.
18. Make different types of units have different costs. Initial thoughts are: Foot infantry cost 1, horse adds +1, armor adds +1 (knights, swordsmen, etc), firearms adds +1, soft vehicle movement adds +1, armored vehicle movement adds +2, range bombardment (i.e. greater than 0) adds +1, launching capacity adds +1 (examples would be carriers and submarines) or +1 per two units, nuclear reactor adds +1, extra armor adds +1 or +2.
19. Have a history of battle for each unit.
20. Have a history of combat casualties for each civilization.
21. Have attack helicopters.
22. Have helicopters capable of launching from carriers (presumably those in 21, since troops are not carried on carriers in Civ)
23. Bring back armor and firepower variables.
24. Make units whose techs are in advanced ages have a x2 or x1.5 bonus in a/d values for each age in which they outclass their opponent.
25. Allow flavor units. In other words, have multiple icons for each unit type so that Eastern Asian swordsmen dont look the same as European ones.
Some of us have been working on a consolidation of the various ideas presented in this forum. The initial section will be contained here and the other sections will be added when they become available. To give credit for these ideas would be more than any of us could handle. Many of these ideas were posted more than once, as well. For individual threads regarding these ideas, see Ybbor's sticky. If you feel something was left out, please PM us or let us know in another thread. This thread is for the consolidation only.
Economics: See Ybbor's sticky http://forums.civfanatics.com/showthread.php?t=84849 and Trade-Peror's Unified Economic Theory v. 2 http://forums.civfanatics.com/showthread.php?p=2070431#post2070431
Troop morale: Troops at lower morale would not attack in certain instances; a veteran unit would be needed in the stack to give the conscript unit the will to fight. For the concepts of siege and surrender, morale could affect when a city would fall regardless of the owning players desire that the troops try to hold out. In the current hp system the average hp of the units could be totaled and that could be the number of turns that the force would be willing to hold out until surrender occurred involuntarily.
Supply/Logistics/Operating Range:
Some people have expressed the desire to model the effects of logistics and operational range for units. The basic idea is that units further away from a "supply base" (city, fortress, friendly territory, etc) would suffer some ill effect (loss of HP, degraded A/D/M, etc). The extent of the effect might further be a function of the unit, tech level, terrain, time away from base, if it is hostile foreign terrain, etc. There are many ways to implement it but the basic idea is to prevent (or make difficult) units operating in locations and distances that, logistically speaking, would be implausible in real life.
Supply 1: A unit would have a set number of turns that it could operate without tracing a supply source. Failure to be in supply would cause degradation of performance.
Supply 2. Units would need to take supply units with them if they ventured beyond a certain distance from friendly territory. Units could not operate out of supply.
Early Age units get longer times for operating without supply; sources would be friendly territory or military outposts. Supply units would be added. Terrain effects would apply. Naval units would have an operational range, as well. Possibly make the upkeep cost for units that are far away from the civ cost more
===============================================================
Terrain bonuses could be unit specific as well as attacker/defender specific.
The basic idea is that cavalry and tanks, although nice to have in any army, are best used in open terrain where they can use their movement and (in the case of tanks) range to best effect. As a consequence, terrain combat effects would be modified.
I. Terrain bonuses/penalties: (Possibilities)
Mounted and tracked units would have penalties in forest, jungle, marsh and cities whether attacking or defending. Foot infantry would have bonuses in forest, jungle, marsh and cities when attacking mounted or tracked units (not including Mechanized Infantry). Mounted and tracked vehicles would have an attack bonus on flat terrain against vulnerable units. Such vulnerable units would include warriors, archers, longbowmen, medieval infantry, (possibly) musketmen. The following would be immune to this bonus against mounted units due to their specific attack types: spearmen, pikemen, all shooting units that are riflemen or greater.
Archers and other shooting types would gain extra defense bonuses on high terrain, including mountains, hills and cities with walls. This would simulate the better range for these units to shoot.
Cities would retain their defensive bonus. Thus, if the city size defines the defense bonus, then the highest size the city ever attained would be remembered by the computer and used for the purpose of city size for defending units.
II. Terrain bonuses/penalties:
A. The basic ideas are: Early Age units would be assumed to be assembling either on the open battlefield or behind city walls. The terrain benefits for defense would probably remain as they are now (i.e. only the defender would benefit from hills, mountains, forest etc.). If one side had cavalry and the other side did not, then a bonus for the cavalry might be applied for flat lands in non-city combat.
B. When heavily armored units, such as knights or swordsmen, start coming into the picture, some bonuses might apply based on the climate (guys in heavy armor tire out faster in the jungle, that is probably why the Zulu only carried shields for defense).
============================================================
For more modern units, the idea of stealth and terrain has been suggested. Certain units would be capable of hiding in certain terrain types and bonuses/penalties would likely apply to more circumstances. Infantry would hide in most places while tanks or mechanized infantry might only be allowed in areas more appropriate to such vehicles, squares could be limited on how many units hide, territory would need to be friendly or recently friendly.
For hiding in terrain the following might apply:
A. Hidden units automatically get a zone of control attack that comes from somewhere with the recipient not knowing where the attack comes from.
B. Hidden units would get an attack and defense bonus but not outside their own territory.
In all cases concerning hidden units, the owning player would not actually know if his units were successfully hidden (until they were attacked and destroyed, of course). He would always believe that the units hid successfully.
Guerillas: The guerilla unit would be a particularly important unit for the hiding ability. Two suggestions of guerilla units have been proposed, however this is dealing only with the idea of modern insurgents.
1. Guerilla units would be capable of hiding in the areas in which they were created.
2. Guerillas would have lower a/d values but would have some form of ability to attack without suffering loss. This could take the form of a low bombard that comes from nowhere, thus not revealing the hidden location, or it could be a stealth attack with the guerilla unit having a retreat capability along with a user-directed following move.
3. Guerilla units would (possibly) pop up in cities* where there are resistors or somewhere just outside such cities.
4. Guerilla units that are inside cities could do stealth attacks on installations in the cities and would have the option of making direct attacks on the occupying power.
Options on Guerillas
1. Guerillas could be created purposely by a civ whether or not that civ actually has any people of their own ethnicity in the city. The civ would have to know the ethnicity of people in the city and specify the nationality of the guerilla unit he wishes to create. (This might require that the creating civ research the city first!) If a civ attempts to create a guerilla of a nationality that does not exist in the city, the cost in materials is lost.
2. The guerilla unit would still be controlled by whichever nationality it conforms to.
3. Guerillas could be created in cities in which the creator is not at war with the city owner.
4. Guerillas would have to have a separate creation route (possibly cash only).
5. Guerilla units could be created by special operations forces. A new unit, Special Ops, would be created. This unit would be hidden and would have radar capability. It could search for expatriate workers (those that are not the same nationality as the owning player) and turn them into guerillas.
6. If a Civ loses its last city the remaining troops would do one of the following: become barbarian units, become guerilla units that attempt to retake one of their civs cities, join the conqueror as conscripts, join a rival civ as conscripts.
===============================================================
Automatic Upgrade:
An idea for eliminating the ancient age units in modern age was the following:
All units would automatically upgrade when the tech tree created units two techs ahead for that civ. Any unit that is upgraded this way would lose one hp in the upgrade, and would be upgraded to the next level. Units could still be upgraded the standard way (in a city with a barracks) and would not lose hp. They would also be upgraded fully if done the standard way (not one tech behind).
For example, a veteran spearman would be upgraded to a regular pikeman when gunpowder was discovered by that civ. The regular pikeman would be upgraded to a conscript musketman upon discovery of either nationalism or replaceable parts. A conscript musket man would be disbanded either when replaceable parts was discovered (if the civ also knew nationalism) or when motorized transport was discovered.
==============================================================
List of other request ideas that are mostly self-explanatory:
1. Sell/loan units.
2. Make the quantity of units a civ can support population dependent
3. Make units obsolete at certain points (probably when an advanced tech is discovered)
4. Have air transport units (instead of the airlift capability of airports)
5. Give submarines hidden nationality as well as hidden unit status.
6. Allow 3D battles to be fought out as an option.
7. Require resources to upkeep units (i.e. if you lose your oil, your tanks dont move).
8. Allow great leader admirals to form armadas.
9. Have a prospector unit that finds mineral resources.
10. Allow a curragh to carry a scout unit (or explorer) only.
11. Have a military academy as a small wonder for units to train (presumably from conscript to regular to veteran)
12. Allow spy satellites that could recon areas anywhere on the map.
13. As in Civ2, allow pillaging units the option of what to pillage.
14. Allow worker units to be converted (drafted) into weak conscript units.
15. Have a Rally all of XYZ unit to this square command. This would be to wake all units of a given type (cavalry for instance) and have them make their way to the designated spot. This would, presumably be only for those ground units capable of getting there (also for sea units).
16. Allow a rock/paper/scissors system in the editor (we already know that Firaxis opposes doing this in the regular game).
17. Allow barbarian units that get created to be units that correspond to techs that all players already own. This would allow barbarians in the Medieval period to possibly be pikemen, Medieval infantry, knights, etc.
18. Make different types of units have different costs. Initial thoughts are: Foot infantry cost 1, horse adds +1, armor adds +1 (knights, swordsmen, etc), firearms adds +1, soft vehicle movement adds +1, armored vehicle movement adds +2, range bombardment (i.e. greater than 0) adds +1, launching capacity adds +1 (examples would be carriers and submarines) or +1 per two units, nuclear reactor adds +1, extra armor adds +1 or +2.
19. Have a history of battle for each unit.
20. Have a history of combat casualties for each civilization.
21. Have attack helicopters.
22. Have helicopters capable of launching from carriers (presumably those in 21, since troops are not carried on carriers in Civ)
23. Bring back armor and firepower variables.
24. Make units whose techs are in advanced ages have a x2 or x1.5 bonus in a/d values for each age in which they outclass their opponent.
25. Allow flavor units. In other words, have multiple icons for each unit type so that Eastern Asian swordsmen dont look the same as European ones.