Okay. I see there is some confusion concerning some aspects of this. Sorry. I shuld have elaborated more. I'll get to that.
The only drwaback (could be the reason why Firaxis did not implement it)would be the AI might be puzzled by the use of this !
AS I understand it, the AI first 'reads' the base values of of each unit in 1:1 combat. By adding in the 'Unit Combat Modifier,' the AI would read the modifier right after the A/D. Then the Terrain modifier. And lastly would take any other tile bonuses into account. Once its counts up all the values, modifiers and tile bonuses, of each unit/tile it will commence the combat sequence.
The AI should have no problem with this since it already takes unit values into account. The trick is to take get it to see the units in relation to their modified values to the 'Affected Units' (i.e. Pikeman used against Knights but not against other units with the same ADM as Knights). I'm pretty sure that would be a walk in the park for programmers.
To get an idea of how AI handles this, check out the 'Total War' series --you will see Yari Samurai (essentially Pikemen) going out of their way to intercept mounted units. Although combat plays on a real-time battlefield with realistic numbers, the AI's ability to take 'modifiers' into account is a good example nonetheless.
As for Firaxis' reasoning for not including this (or even Microprose's in Civ2 for that matter), all I can say is that budget may have something to do with it --although Microprose wasn't as restricted in this sense and they didn't add it. This is a good question. I suggest you ask warpstorm what the response was when he brought it up.
I personally think that it's because developers know that it won't affect sales much and although most players would propbably appreciate at least having this as an option in the Editor, they don't really care either way because Civ3 is good enough as it is. Another probable reason why players haven't asked for this is is because they haven't considered it or simply don't know the option exists. That's part of the reason why I opened this thread and links to it in other forums.
At the same time, the actual reason(s) for not adding this in may in fact have nothing to do with any of this.
Questions :
- could there be a way of having a flag for unit transported in assault/siege units (siege tower, siege quiquereme) vs city defenses ? I know this one actually incorporates lots of different modifs.
- do you really think you could implement that, how and WHEN ?
I was going to say that if it can be done for Marines attacking from ships then a similar flag would apply here, but on second thought the Marine's 'Amphibious Assault' flag probably just means that it gets a bonus when attacking from water (hardcoaded terrain domain type) --the fact that it must do so from a ship unit is not the modifying factor.
The images I attached are just mock-ups that I based around the Editor's format. Designers and programmers would determine exactly how to implement it. My point is that it would give a ot to the game (in terms of combat) for the limited effort of implementing it into the program.
The former is gives most freedom, but the latter will make it a bit easier in use: It's easier to remember that a pikeman has double defense against mounted units than remembering that it has triple defense against knights and and horsemen but double against knights, not to speak of all the knight based UUs.
The example of the Pikeman unit vs the Knight unit could be applied to all mounted units. So just give the Horesman, Chariot, Cavalry, and UUs the same values as those for the Knight. This will give the Pikeman unit the same A/D (3/6) vs all mounted units. It would have exactly the same effect as a general flag and almost as simple, but allow for a high degree of depth. The reason why I settled for this sytem and not flags is because it just happens to be simpler and at the same time more flexible than having a whole bunch of 'x' and 2vs x' flags. It would take you just as long to change the mofier values for each unit as it would to select new flags --especially if you give the same values to unit general types as stated above. And at no extra cost, you would have an excellent scenario tool at your disposal.
I reserve flags for the more generalized rules that apply to specific circumstances, like attacking Cities for instance.
To make this all perfect however, there should be 3, not 2 terrain modifiers. In addition to the two suggested, there should be a terrain modifier that modifies attacker's attack factor based on the terrain it attacks from.
Civ3 terrain already does that. My Terrain modifier system just allows you to determine the attack bonus for individual units.
One thing I was thinking of adding though is new 'Double Defence vs Bombard' and 'Double Bombard Effect' flags for Terrain (i.e. in the Editor's 'Terrain window).
TW, for some reason I think the bonuses should be expressed in percentage of the A/D factor instead of absolute values.
Percentage modifiers would have the same effect but as I said, I would reserve that for generalized flags.
I think that should clear up any confusion concerning my proposed Combat Modifier system.