Proper Armies

Beorhtric

Chieftain
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Nov 2, 2016
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I'd very much like to see Civ do Armies properly.. they are NOT three of the same unit CIv!

Below would be my suggestion on how they could be implemented, Allowing for combined arms, giving the player some choice and keeping combat interesting (i.e. not reducing it to the tedium of religious combat).. hopefully

So...

Instead of having large carpets of military units the player would group them together into an Army. Depending on the era, civics and empire size the player would be able to build a number of Armies. The number of armies a player could build would be relatively small, so as not to flood the map or make things too easy. Armies would consist of two parts a "field army" which contains the military units (including some field artillery) and a "siege train" which would contain units that were only required when besieging a city.

When created an Army would start out empty and the player would be required to build the individual units that made up the army. The composition of the army is entirely the players choice - this still provides the potential for unique units. The size of an army would be controlled by a stat called Supply - certain units would require more Supply than others - this would be era/civic/great general dependent and there would be a separate supply count for the "field army" and the "siege train".

When individual military units are produced they must be assigned to either a Garrison (city they will defend - garrisons have smaller Supply limits than armies) or an Army, the unit will then travel across the map to meet up with the Army.

Units (and the Army) would have an additional "Moral" stat - more on how this would work later.

Field Combat:

Field combat would be any time two armies meet each other in the "field". When an army is moving around the map they would do so in "column formation", an Army is "column formation" is more vulnerable to attack and therefore - up until the Modern Era - must "deploy" before they can perform any combat action (much like the need to "setup" siege equipment in Civ V). Once deployed an Army would be considered fixed (cannot move) and would require a specific order to be able to move...

Combat is done via issuing Orders to the army, having units of a specific type in the Army would provide it with additional Orders. There would be a limit of 2-3 orders that could be issued every turn.

Potential orders could be:

  • Deploy - deploy the army ready to fight
  • Retreat - Order the army to perform an organised retreat (Armies performing an organised retreat take less damage from harassing attacks)
  • Move - return to column formation.
  • Advance/Fallback - Require foot unit - range 1 - move any foot unit one tile in any direction (maximum two tiles from the Army), melee units (swordsmen, spearmen, etc) will attack any enemy unit in this tile (if they're moved into the opposing army then they will attack it, however they cannot be moved into the opposing army if they currently occupy a tile containing that armies foot). Note: units will stay in the tile they have been assigned to until ordered otherwise - if both sides have units in the same square they will duke it out until one of them dies). A tile can contain multiple melee units
  • Arrow Storm - Requires Archer/Crossbowman - range 2 - fire a volley of arrows at any tile dealing damage to all units in that tile.
  • Charge - Requires Heavy Cavalry - range 2 - charge a specific infantry unit in the specific tile, has a chance to Break Through dealing extra damage and preventing that unit from acting for a turn whilst it reforms.
  • Harass - Requires Light Cavalry - range 3 - charge a specific ranged, artillery or retreating unit dealing damage.

All units would have a Moral score that would be determined by a variety of factors, experience, odds, damage, etc. When a units Moral reaches 0 that unit would attempt to retreat form combat, if an entire armies Moral drops too low it would be a route and the entire army would fall into a disorganised retreat and would move away from the battlefield for a turn or two uncontrollable by the player.

Sieges:

Armies cannot enter enemy city tiles however they can take them using the Siege order - (Siege and Deploy being the two commands an Army in column formation can execute).

When order to besiege a city the army will be considered to be occupying all land tiles around the city (in the case of a navy this would be the sea tiles) any city that is completely surrounded (all tiles are occupied by an army and/or a navy) looses food and eventually health as the turns progress.

There are two ways for an army to take a city, either starve it into submission (this would happen when it reaches 0 health) - this would take a long time but the infrastructure would be unharmed - or use siege equipment to create a breech in the walls and then assault the city. (One thought is that breeches come in three sizes small, medium, large - moving up a size as the city is attacked, but certain units like the Battering Ram could create bigger breeches)

Like an Army fighting in the field an Army besieging a city is considered fixed but has a number of orders it can be given (the order list for a besieging Army is based on the contents of it's "siege train"), potential siege orders are:

  • Demolish Walls - Requires any ranged Siege weapon (e.g. Catapult, Cannon, etc) - Attack the walls attempting to create a breech.
  • Assault Gate - Requires Battering Ram - Attack the city with a Battering Ram deals more damage than Demolish Walls but takes more damage from defenders. (like melee units fighting in field combat once started this would need to be stopped)
  • Assault - Requires Siege Tower or a breech in the walls - Order melee units to attack the city and attempt to take it.

Garrisons:

Units can be assigned to cities (in a similar manner to assigning them to armies) in which case they form part of its Garrison. Although only some units would be of benefit to a Garrison (Ranged, Ranged Siege, Melee and Anti-Air). Whilst under siege a cities Garrison can be issued various orders:
  • Shoot - Requires any ranged unit - Shoot at the attackers dealing damage to units
  • Sally - Requires any foot melee unit - Send a melee unit out to attack a specific piece of Artillery.
  • Break0out - Requires an Army/Navy in the city - Attempt to break the Siege and initiate a Field Combat with the besieging army

So there it is.

Opinions?
 
As I mentioned in the thread that led me here...

Ranged units need to be limited to adjacent tile attacks in this system Range 1. (not going to quote whole post) It "fixes" a lot of the problems with ranged unit superiority that way, while promoting unit interdependence and meaningful choices in terms of army stack composition.

Another reason for this is it makes bombard units / indirect fire support more relevant.

Edit* Just thought about this element too - I think armies should be slower moving than single units, this can be a reflection of logistical demands. If this means that you increase movement on singular units all up by 1 tile and limit armies to the current values so be it, but I think it would be a good balancing factor.
 
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Great ideas but you are probably talking about a completely different game.

I've mentioned before about going back to Attack and defense values for units and combining units to be defensive, "glass cannon" or a healthy mix.
 
I've mentioned before about going back to Attack and defense values for units

That's already a thing in this game however. A bow unit has a different melee defensive mechanic / value than its ranged attack for instance.
 
Instead of having large carpets of military units the player would group them together into an Army. Depending on the era, civics and empire size the player would be able to build a number of Armies. The number of armies a player could build would be relatively small, so as not to flood the map or make things too easy. Armies would consist of two parts a "field army" which contains the military units (including some field artillery) and a "siege train" which would contain units that were only required when besieging a city.


Opinions?[/QUOTE]

I honestly was about to sign on to write the exact same post. I think this is right on. I think this could be done using the current structure of the game, and would eliminate both stacks of doom and carpets of doom. I would VERY much like to see this tried, perhaps in an expansion, and I hope that this gets enough attention so that it's always at the top of the discussions.

When the game begins, you would have two "generals," and they would act as containers for units. Later, with different civics/govts/eras, you could build more generals and the generals could command more units in their container. At the start, perhaps each player could get two armies, and each army can hold ten units. (Maybe five? Seven? Some testing is required.)

Incidentally, wou could increase the ability of the AI by giving the AI at higher levels more armies at the beginning, or automatically give a new general at the dawn of each new era.

Likewise, you'd get your first "admiral" when you build your first naval unit, and then maybe you'd get an additional one for every shipyard you construct. As for air units, you get your first "airwing" when you build your first airfield, and then one for each airfield you construct.

I do wonder about how to put new units in an existing army if there is an empty space or if one of the units is totally destroyed. Perhaps you could either send your army back to the place where it is built, or if you don't want to do that, you can send the new unit ahead, but it would be very vulnerable until it hooks up with the army. Without the necessary general, any unit on its own would be as vulnerable as a settler or a builder. But if the coast is clear, you could chance it and send the unit ahead.

Scouts would not be part of armies, and could act independently. Perhaps this could even be a special ability of some unique units: able to act independently outside of an army. But it would be rare.

SCB
 
As long as supply cannot be snowballed, those roads have limits and I abhor a stack of doom.

Nice post. Very positive rather than its broke bring back Civ IV

Whilst I havent crunched the numbers so to speak I was envisaging that you'd start with a single Army with say 3/0 Supply (Field/Siege) in the Ancient Era and gain one army each era (probably related to a Civic), supply would grow every other era (siege a bit faster at first) - meaning you'd end up with 8 armies of 8/4 units by the end game, with perhaps a policy cards that would give you one more command per turn, an extra supply or possibly army. Great Generals could then provide an extra command per turn or extra supply.
 
I'd argue keep the armies to corps and army sizes as they currently stand. No reason to make major changes there keep it simple. I'd keep the focus on number of armies allowed, arm construction, movement rules and arm construction.
 
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