Commander Bello
Say No 2 Net Validations
The following is just a thought of mine, not really a proposal. More to wake some kind of awareness in a way.
As the team is currently developing a new military system, I want to talk about a point which is very important but - as I think - very often overlooked.
The operational value of military units depends mainly on two factors: power (as a result of weapons, armor and quantity) and speed.
The first factor has been adressed in all variations of Civ and Col (and their mods) in various ways. The second one typically is overlooked.
With speed I don't mean necessarily the movement points of a certain unit, but how long it takes it in terms of game turns.
If two cities A and B are four tiles away from each other, it doesn't make much difference if a unit can travel 2 or 3 tiles per turn. It will need two turns to go from A to B. This is at open terrain.
But we do have two different kind or tiles to be looked at: covered terrain (jungles, forests) and elevated terrain (hills). The movement costs of these kinds of tiles are high enough to slow most units down to 1 tile per turn. Even worse for units at foot which have a "speed" of just 1 tile per turn anyway. For these units all differences between tiles in terms of turns needed to travel just disappear.
This is causing problems especially for combat groups with artillery. Such combat groups just beeline towards the target as there is not difference in chosing different paths. That leads to the effect that combat groups with artillery are doing something which in reality they would avoid whenever possible: they are crossing forests all the time. And forested hills as well.
Additionally, all of this makes mounted units much more meaningless.
Now, at first glance you might think that giving all units some more movement points might solve the problem. But then they would become lightning fast on open terrain, even worse with roads.
The problem gets even worse due to the fact that a unit with even just one movement point still can enter any walkablle tile.
Therefore I am currently thinking about changing the movement system to something like in Civ6 (as I have heard): A unit can enter a tile only if it has enough movement points to completely cover the movement costs of that tile.
Which would mean that a unit might have to wait in front of a hill or a forest until it has saved enough movement points to enter there. And at the next tile it would be the same, and so on.
As far as I see it that would make open terrain much more desirable for any kind of movement, leading to completely other paths to follow. Open spaces in forests would become something which is important to control and battles rarely would take place in the middle of the jungle. The presence of forests would create a landscape with many chokepoints and thus would make military movements more interesting.
There are some problems though:
a) The AI would need to be instructed how to identify chokepoints and cleared paths (which should be doable without too much effort as it only would be needed under certain circumstances like at the start of the game, when a forest grows or when it is chopped) and how to keep that knowledge in mind (which I think might be done somewhere on plot level)
b) A unit/group waiting for the slowest unit to become able to enter the next tile would have to be made visually identifiable as waiting, but having movement orders (and some kind of "waiting counter" would be needed, maybe stored in a vector for the group's head unit)
c) the pathfinding algorithm would have to be changed
Just wanted to share these ideas with you guys and maybe learn how you are thinking about it.
As the team is currently developing a new military system, I want to talk about a point which is very important but - as I think - very often overlooked.
The operational value of military units depends mainly on two factors: power (as a result of weapons, armor and quantity) and speed.
The first factor has been adressed in all variations of Civ and Col (and their mods) in various ways. The second one typically is overlooked.
With speed I don't mean necessarily the movement points of a certain unit, but how long it takes it in terms of game turns.
If two cities A and B are four tiles away from each other, it doesn't make much difference if a unit can travel 2 or 3 tiles per turn. It will need two turns to go from A to B. This is at open terrain.
But we do have two different kind or tiles to be looked at: covered terrain (jungles, forests) and elevated terrain (hills). The movement costs of these kinds of tiles are high enough to slow most units down to 1 tile per turn. Even worse for units at foot which have a "speed" of just 1 tile per turn anyway. For these units all differences between tiles in terms of turns needed to travel just disappear.
This is causing problems especially for combat groups with artillery. Such combat groups just beeline towards the target as there is not difference in chosing different paths. That leads to the effect that combat groups with artillery are doing something which in reality they would avoid whenever possible: they are crossing forests all the time. And forested hills as well.
Additionally, all of this makes mounted units much more meaningless.
Now, at first glance you might think that giving all units some more movement points might solve the problem. But then they would become lightning fast on open terrain, even worse with roads.
The problem gets even worse due to the fact that a unit with even just one movement point still can enter any walkablle tile.
Therefore I am currently thinking about changing the movement system to something like in Civ6 (as I have heard): A unit can enter a tile only if it has enough movement points to completely cover the movement costs of that tile.
Which would mean that a unit might have to wait in front of a hill or a forest until it has saved enough movement points to enter there. And at the next tile it would be the same, and so on.
As far as I see it that would make open terrain much more desirable for any kind of movement, leading to completely other paths to follow. Open spaces in forests would become something which is important to control and battles rarely would take place in the middle of the jungle. The presence of forests would create a landscape with many chokepoints and thus would make military movements more interesting.
There are some problems though:
a) The AI would need to be instructed how to identify chokepoints and cleared paths (which should be doable without too much effort as it only would be needed under certain circumstances like at the start of the game, when a forest grows or when it is chopped) and how to keep that knowledge in mind (which I think might be done somewhere on plot level)
b) A unit/group waiting for the slowest unit to become able to enter the next tile would have to be made visually identifiable as waiting, but having movement orders (and some kind of "waiting counter" would be needed, maybe stored in a vector for the group's head unit)
c) the pathfinding algorithm would have to be changed
Just wanted to share these ideas with you guys and maybe learn how you are thinking about it.
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