Military Idea

GeZe

elmo knows where you live
Joined
Jan 26, 2004
Messages
207
Location
look behind you
An Idea!

The Military should not be based on induvidual units, which combine people and weapons, but a group of people which you can recruit, conscript etc. and weapons which you arm the people with.

Example: You recruit a person from your capital, Rome (this would decrease Romes population by 1)(the person has 0 experiance level). You go to your military screen and assign this person to a basic combat camp. Once the person has completed the camp (giving unit experience) you go to the military screen and look at your stockpile of weapons (weapons are manufactured seperatly) and give the person a weapon. You could also trian this unit to be spcialized (sniper, terrorist, mountainer, etc.)

This would make upgrading easy as you just give the person a new weapon. Also you could reassign a unit, for instance you don't have enough defence units so you could take the weapons of an attacker and give him defensive weapons.

After a person leaves the military, they would be turned back into a population point. This would make the historic surge in population as people return from the war.

Overall, I think this would make the game more realistic and fun.

Ideas, comments, questions, please respond.
 
well, the example I laid out is the step by step aprouch, you could do the whole thing (well most of it) by right clicking things. (If you understand me)
 
Its still too complex.
Too many steps in an already complicated enough game.
 
Originally posted by Ilendil
Its still too complex.
Too many steps in an already complicated enough game.

already too complicated?as in 2times 6 is complicated? how long have you been playing?


anyway: i had a sim ilar idea not to long ago, but it was pointed out that upkeep would be killed, and it would be a nightmare to transport the weapons from city A to city B
 
No Thanks.
I am happy with how the military units are handled now.
 
Originally posted by ybbor
already too complicated?as in 2times 6 is complicated? how long have you been playing?


anyway: i had a sim ilar idea not to long ago, but it was pointed out that upkeep would be killed, and it would be a nightmare to transport the weapons from city A to city B
It is complex in terms of you having to train, equip, manage EVERY SINGLE unit that you are going to use.
Much more simpler if you just have your cities build your units without you bothering it.
 
Originally posted by Ilendil
It is complex in terms of you having to train, equip, manage EVERY SINGLE unit that you are going to use.
Much more simpler if you just have your cities build your units without you bothering it.

yeah, i know, this scheme is complicated, but you said

to an already complicated enough game

the currebnt scheme of civ3 is not at all complicated once u get used to it
 
Far too much micromanagement. Besides, the current system includes training, weapons, etc. in the build time (remember, it takes at least two years to train a unit).
 
How about units being brought back to barracks by way of a general command. That is at some point the player can click "recall Pikemen" (auto select all pickmen) The pikemen go to barracks (as per normal movement rules) and the option then is to immediately or progressivly upgrade the until to the next level.

Immediately upgrade would mean that all pickmen will upgrade at a specific cost each and be out of action for a turn.

Or progressivly upgrade the units at a reduced cost, but take them out of the game for several turns, (or pregressively releasing them over several turns).

EG:
<Player Action> Unit Menu: Select "RECALL TO BARRACKS", Select "PIKEMEN"
<Computer message>: "All PIKEMEN have returned to Barracks"
<Player Action> Unit Menu: Select "UPGRADE IN BARRACKS", Select "PICKMENT"
<Player Action> Popup: Progresive (x turns x cost) Immediate (1 turn, x cost)
<Computer message>: PICKMEN upgrading / upgraded

At which point the computer takes the funds from the treasury based on your choice and moves on to the next item.

The barracks would have to be present for the pikemen to return to the city. If the closest barracks is far from the front line then so be it.

Military Academy: If a city is able to build one of these in addition to a barracks it might reduce the cost of upgrading units. It could even produce vet/elite unit upgrades.
 
That sounds like a doable solution for upgrading units- something has to be done about that. The current way that is done is way to tedious, especially if you have hundreds of units and could miss upgrading one.
 
searcheagle said:
That sounds like a doable solution for upgrading units- something has to be done about that. The current way that is done is way to tedious, especially if you have hundreds of units and could miss upgrading one.

In most games it is not essential for all units to be upgraded in one go, just the ones that are likely to face combat. The idea should still be useful for the occasions where you just want to upgrade all your basic defence units but one problem would be units returning to a barracks but not actually being upgraded as the gold has run out so cities may be left defended whilst another city with a barracks might have 20 units waiting to be upgraded.
 
GeZe said:
An Idea!

The Military should not be based on induvidual units, which combine people and weapons, but a group of people which you can recruit, conscript etc. and weapons which you arm the people with.

Example: You recruit a person from your capital, Rome (this would decrease Romes population by 1)(the person has 0 experiance level). You go to your military screen and assign this person to a basic combat camp. Once the person has completed the camp (giving unit experience) you go to the military screen and look at your stockpile of weapons (weapons are manufactured seperatly) and give the person a weapon. You could also trian this unit to be spcialized (sniper, terrorist, mountainer, etc.)

This would make upgrading easy as you just give the person a new weapon. Also you could reassign a unit, for instance you don't have enough defence units so you could take the weapons of an attacker and give him defensive weapons.

After a person leaves the military, they would be turned back into a population point. This would make the historic surge in population as people return from the war.

Overall, I think this would make the game more realistic and fun.

Ideas, comments, questions, please respond.

Quite a good idea! :goodjob:

Allow me to add some thoughts of my own:
As I pointed out in the "finished goods" thread already, there could be a generic type of weapons for each area. So, in the ancient area you would produce "swords" which resemble any weapon of that area. In the medieval ages, it could be a "broad sword" resembling any kind of swords, crossbows, pikes and so on...
As it would be for finished goods, surplus weapons would be distributed from city to city by auto-moving horse carts/trucks, so you wouldn't have to bother with that.
For each unit, you would need 1 or 50 or whatever number (depends on the way how they are produced) of those generic weapons to equip them with.

Stock of weapons would be limited per town, so that you just can't go and make 7 citizens become soldiers at one turn (at the given town).

But, I think a unit should not be able to rejoin cities. This is the cost of having military. It is just expansive, not only in regards of money (gold). Instead, all units should be able to get upgraded.
My 0.02 Euro.
 
I like the idea but it all depends on the interface(to avoid too much micromanagenent)...any concise ideas about it?
 
Garbarsardar.jr said:
I like the idea but it all depends on the interface(to avoid too much micromanagenent)...any concise ideas about it?

Yep.

Say, you have an improvement called smithery. Here you could produce finished good / weapons, based on the raw shields input. This is determined by a slider determining how many shields currently gained go into improvements, and how many go into finished goods.
Your city produces 10 shields and the slider is on 50% (not like the science slider, so you could adjust any percentage, not just steps of 10).
This means that 5 shields are transformed to finished goods/weapons. If there were a second slider for the distinction between FG and W, even better. Let's say, the second slider states 60% FG, 40% weapons. Then, your smithery produces 3 FG/turn and 2 W/turn.

The game would start with settings of 50% / 50% (shields => finished goods / finished goods => weapons). The slider at your capitol could pre-define any new built town's one, until you adjust it manually for the given town.
This way, micro-management is almost nothing, the concept is clear, easy and understandable at first sight. Bingo!
 
almost got it but...
you say 2W. any 2W? how do you specify Weapons, and how do youassign them to prospective units? sorry for the nit-picking but I think that all ideas are more clear with some(internal) visual aid...thanks again
 
I'll agree with thos who say that it is too complicated. If you want your armies to be build like this, play another game, like Settlers. But it was nice to bring the idea; it can show how far we can go into the details.

But out of your idea, would I take one thing : return to population. There is one problem to simply add one citizen. In saying that a unit should cost one goes too far; it would slow drasticly your expansion. And by the way, 1 citizen represents at LEAST 10'000 personnes. But we can imagine someting else.

If you look closer, every food added by turn, represents a certain amount of personnes. That's why you have level 1 having 10'000 personnes when you build it and 13'000 on next turn. So, I think that a unit should cost 1 to maybe 5 food units when build and should bring it back when you re-incorporate it to a city, with it share of production (when dismanteled).

Then, you should have an option. Or you incorporate it into the city it is at, or you can creat a little settler. This one can, just like the usual settlers, build a city. The difference is that the level of the city would be 0 (under 10'000 inhabitants). Depending of the share of food it took to be built, you'll have a 1'000 to 5'000 village. Graphicaly, it will be quite like the barbarian hutes. To reach level 1 it will have to complete it reserves up to 10 food (20 from level 1 to 2). The cultural border generated by this village, will be 1 tile only. When level 1 reached, it will become normal (3x3 tiles).

Maybe it is a little bit "gnan gnan" but it will add some charme to the game.
 
Back
Top Bottom