Inkalu
Chieftain
Simultaneous moves
Movement of units is divided into two separate phases: planning phase and movement phase. This is similar to the game called Combat Mission 2.
In the planning phase the player plans movement for all of his units. In a multiplayer game this could be done simultaneously. Planned moves would be indicated by arrows or lines showing the route from unit's current position into the desired position. Empire management would also take place in this planning phase. After movement for all units has been planned out, the movement phase follows.
In movement phase all units move simultaneously resulting as ordinary movement and battle, and battle again would result in advancing or drawing back. Players are able to watch moves and their outcome over and over again until are satisfied and have a clear picture of what has happened. Obviously in quiet times there wouldn't be as much action and need to watch moves again as for example in wartime.
In the earlier mentioned Combat Mission 2, which is a game of tactical level, this kind of system works incredibly well. I see no reason why it wouldn't also work in a game of strategical level such as Civilization.
This system would make the movement more unpredictable. Players wouldn't be able to react to moves made in the same gameturn. Planning of movement would have greater significance especially in a situation involving great amount of units fighting each other. Obviously this kind of system would require a bit more effort and thought from the player compared to the 'old system', but would increase tension and fun-factor of the game.
As a problem I see large armies. Planning movement for them would probably be a bit tedious. Of course stacking movement of some kind should be implemented and maybe the number of units also could be restricted or generally lowered. At times in Civilization III there are huge number of units, maybe even too much but that is a subject which isn't relevant here.
Also watching dozens of units move simultaneously might be a bit confusing. Players being able to see movement several times helps but there is some room for ideas here.
-Inkalu
Movement of units is divided into two separate phases: planning phase and movement phase. This is similar to the game called Combat Mission 2.
In the planning phase the player plans movement for all of his units. In a multiplayer game this could be done simultaneously. Planned moves would be indicated by arrows or lines showing the route from unit's current position into the desired position. Empire management would also take place in this planning phase. After movement for all units has been planned out, the movement phase follows.
In movement phase all units move simultaneously resulting as ordinary movement and battle, and battle again would result in advancing or drawing back. Players are able to watch moves and their outcome over and over again until are satisfied and have a clear picture of what has happened. Obviously in quiet times there wouldn't be as much action and need to watch moves again as for example in wartime.
In the earlier mentioned Combat Mission 2, which is a game of tactical level, this kind of system works incredibly well. I see no reason why it wouldn't also work in a game of strategical level such as Civilization.
This system would make the movement more unpredictable. Players wouldn't be able to react to moves made in the same gameturn. Planning of movement would have greater significance especially in a situation involving great amount of units fighting each other. Obviously this kind of system would require a bit more effort and thought from the player compared to the 'old system', but would increase tension and fun-factor of the game.
As a problem I see large armies. Planning movement for them would probably be a bit tedious. Of course stacking movement of some kind should be implemented and maybe the number of units also could be restricted or generally lowered. At times in Civilization III there are huge number of units, maybe even too much but that is a subject which isn't relevant here.
Also watching dozens of units move simultaneously might be a bit confusing. Players being able to see movement several times helps but there is some room for ideas here.
-Inkalu