While waiting...
...let me have a few words
about WAR
Today I spent a bit of time thinking about how units should fight.
I tried to think it over from the ground up...
So, not considering how Civ4 handles things now.
Well, it means there may be things in my outline that are the same as in the game now
So:
I.
The main point is that when two units start a fight,
then they both want to use all means to eliminate the enemy,
so only one value is needed to show power.
No different base value for attack and defense.
Civ4 has it this way,
But
I imagine that it is different to attack
from a hill to a plain (advancing downhill) and
from a plain to a hill (advancing uphill)!
Plus
Im my mind the attacker is moving, trying to capture the place of the defender,
who is trying to set foot and hold place!
(The result shows this: if the attacker wins and no other enemy unit is on the tile,
the attacker takes the tile where the defender was...)
Thus:
I would give each unit an
attacking and defending MODIFIER for each type of tile.
The attacker gets attacking modifier based on the tile the unit attacks from
the defender gets a defending modifier based on the tile the unit defends at.
Example:
Attacking from a hill means plus attacking modifier maybe
(which would show when attacking from hill to lower land).
Defending on a hill means the same plus value in defense...
(So, from hill to hill neither has additional bonus)
Well, based on the above theory, a set of modifier values should be worked out.
Maybe there wouldn't be many, and only hill would mean an advance for the attacker,
and only hill, forest, jungle for defense,
but there may be special cases of desert, for instance...?
I will try to come up with suggested table of such modifier values.
II.
There are
unit classes. Yes, and yes, they surely have a
relation to each other in fight.
Civ4 has it, but it should be given a re-done system, I think.
A few points for example:
archery, gunpowder units: should have NO first strike against mounted or armor (fast units)
archery, gunpowder units: should have extra defense in woods against non-archery or gun
siege: should have penalty against all other type (siege is siege, not to be used in close combat)
helicopter: should have bonus against all non firing units
etc - it should be worked out more detailed...
*
uhh, I was long... sorry...