rcoutme
Emperor
I started much of this in a new thread, forgive the overlap, please:
Instead of seasons, climactic effects would be better. Currently, I can produce a scout and have him live 6050 years. During this time he can go through jungles, deserts with no water, ice-capped mountains and frozen tundra. This has got to stop!
I think the best way is to cause damage to units in hostile environments unless they have supply lines. I also believe that units should be banned from going half-way around the world (in the AA) and giving you instant access to their maps.
I believe that units should have a range from supply in which they still have communications. Thus, a warrior might have a range of 3. This would mean that he could move 3 tiles from the civ border and survive. Some units would require supply (e.g. musketmen, riflemen). Units would have communication ability out to their range, supply might be linked to this ability. So, the above warriors might be able to be supplied only 1 square from their civ (although I kind of favor giving them a full 3 since they are likely going to be the primary explorers). Units that go beyond their supply range would take damage each turn that their movement was beyond the limit.
I would actually like to see something like the following:
Unit Range Supply range
Warrior 3 3
Horseman 4 4
Spearman 2 2
Swordsmen 2 1
Knights 6 4
Pikemen 2 2
Musketmen 3 1
The reasoning is that you must then have supply lines created in order to advance and you would have to maintain communications with your units in order to gain any benefits.
One of the ways to get around the limit would be that supply and range would also extend provided that you had an unbroken line of units reaching out. Thus, if I sent knights to attack my neighbor, I might send them 6 tiles in to attack. If I conquered a city, then all well and good, if I fail, each knight will take a point of damage. If, however, I leave a trail of knights, pikemen, etc. reaching all the way to my knights, then they would take no damage, and, for that matter, they would be able to go much further into the enemy territory since my "sphere of influence", or whatever you want to call it, would extend as far as my unbroken line of units.
This would also give my opponent the opportunity to cut my lines of communication. In that case, I would have to reestablish them in one turn or the units too far out would be eliminated (unless I moved them closer to communication lines).
Edit: Forgot about climatic effects. As I mentioned above, units in hostile climates should have a significant chance of taking damage. Thus, tundra, snowcapped mountains, desert, jungle, and swamp should have a good chance of wearing down an army. This could be made especially true for armored (e.g. knights and swordsmen) troops.
Another benefit of having the ranges above is that UU's could have longer ranges and more survivability in certain climates. Thus Impi would be immune to jungle effects, Mongol UU (I forget what it is) would be immune to mountain and tundra damage, etc.
Instead of seasons, climactic effects would be better. Currently, I can produce a scout and have him live 6050 years. During this time he can go through jungles, deserts with no water, ice-capped mountains and frozen tundra. This has got to stop!
I think the best way is to cause damage to units in hostile environments unless they have supply lines. I also believe that units should be banned from going half-way around the world (in the AA) and giving you instant access to their maps.
I believe that units should have a range from supply in which they still have communications. Thus, a warrior might have a range of 3. This would mean that he could move 3 tiles from the civ border and survive. Some units would require supply (e.g. musketmen, riflemen). Units would have communication ability out to their range, supply might be linked to this ability. So, the above warriors might be able to be supplied only 1 square from their civ (although I kind of favor giving them a full 3 since they are likely going to be the primary explorers). Units that go beyond their supply range would take damage each turn that their movement was beyond the limit.
I would actually like to see something like the following:
Unit Range Supply range
Warrior 3 3
Horseman 4 4
Spearman 2 2
Swordsmen 2 1
Knights 6 4
Pikemen 2 2
Musketmen 3 1
The reasoning is that you must then have supply lines created in order to advance and you would have to maintain communications with your units in order to gain any benefits.
One of the ways to get around the limit would be that supply and range would also extend provided that you had an unbroken line of units reaching out. Thus, if I sent knights to attack my neighbor, I might send them 6 tiles in to attack. If I conquered a city, then all well and good, if I fail, each knight will take a point of damage. If, however, I leave a trail of knights, pikemen, etc. reaching all the way to my knights, then they would take no damage, and, for that matter, they would be able to go much further into the enemy territory since my "sphere of influence", or whatever you want to call it, would extend as far as my unbroken line of units.
This would also give my opponent the opportunity to cut my lines of communication. In that case, I would have to reestablish them in one turn or the units too far out would be eliminated (unless I moved them closer to communication lines).
Edit: Forgot about climatic effects. As I mentioned above, units in hostile climates should have a significant chance of taking damage. Thus, tundra, snowcapped mountains, desert, jungle, and swamp should have a good chance of wearing down an army. This could be made especially true for armored (e.g. knights and swordsmen) troops.
Another benefit of having the ranges above is that UU's could have longer ranges and more survivability in certain climates. Thus Impi would be immune to jungle effects, Mongol UU (I forget what it is) would be immune to mountain and tundra damage, etc.