I hadn't thought about that last point... that may have to be further considered.
But I've been considering that what we're really talking about here is much of what you just said. Troops ARE people and
should thus be considered a portion of your population. And that is exactly what CivIV has NEVER attempted to do.
This leads to issues with irrational troop counts and a complete strategic disregard for loss of life (though it is somewhat proxied by the happiness system and war weariness). But how to represent that troops are people of the nation?
My proposition is this.
- Unit Combat types define the percentage of population that each type of unit represents. Thus a Melee unit would represent .1 population. Thus that Melee unit would add .1 to a Troop Population count value.
- A Unit at home doesn't waste more food than a normal citizen in the city, thus you would create a numeric drain on the food of each city by totaling the amount of Troop Population inside the national borders and divide that total by the number of cities and each city is drained that much food each round.
- A unit in the field costs more to feed... more activity, more waste in transportation and maintenance of supply lines and storage methods etc... Thus each round we total the Troop Population outside the national borders, multiply it by two and divide that total by the number of cities and each city is drained that much food each round.
- We do the same as above with production as these troops would usually otherwise be included in industry.
- Current gold maintenance of units is already considered in a more complex system that considers the pay of those people, hazard pay, maintenance of the troops by purchasing goods provided by private sources that would otherwise never have gone to the state etc...
- When a unit DIES, its population is subtracted from the nation. This means that population must have a secondary # value that is decimalized, a Casualty value perhaps, that only impacts the population when it finally totals a full integer and doesn't impact cities with a population of 1. Otherwise it would tally much like the food costs except be a permanent growth until 1 is reached then it would take its toll on the city population and reset itself back down to 0. So in otherwords, when we lose a melee unit, .1 is divided by the amount of cities in the empire and that value is then added to the Casualty Value. Won't be much of course - with 5 cities, .1 becomes .02. Once a city's Casualty Value reaches a full 1, it subtracts one from the pop of the city and subtracts one from itself.
- If troops are given to another nation, I'm thinking casualty values would be added to the cities of the nation that gave and subtracted from the cities of the nation that received.
- When troops are dissolved, no changes are made in casualty values but those troops obviously stop being a drain on your food, production and wealth.
I think that would about cover it and wouldn't even take tooooooo much programming in the dll to enact. Not something to do overnight perhaps and the AI should then be taught to respect troop volumes a bit more but this would make the game feel 1000% more real to me. How about you?