Some of you may have seen me at times post about my idea of having siege units as attachments to other standard units. Well, this is a thread to attempt to formalise the idea.
The idea is basically as follows:
Siege are built as per in Civ4, but do not represent the same type of unit as in Civ4. There can be thought of more as equipment than an actual brigade, or military unit. To be utilised, they are then attached to a standard unit (i.e. Warrior, Archer, Longbowman, Musketman, Rifleman, Infantry, Mechanized Infantry), which will then be able to use the siege attachment as their turn, or as support during combat. So, a couple of examples (using Infantry and Artillery for ease) of the standard situation in which these siege attachments would come into use would be:
So those are the basic situations involving siege attachments. This should not only limit the power of siege through basically doubling their cost (by necessitating the building another unit to go with them) and doubling the movement cost by them to have the same effect (by necessitating the use of movement points by another unit to be used in utilising siege), but would also provide for a more realistic representation of siege within the game.
Now, there are a few other points to discuss with this idea. One of the most important ones is of what happens to siege when their 'parent' unit (the unit they are attached to) dies.
Additional factors to consider include what exact impact on combat attached siege will have, how upgrades of siege would work (I would suggest that it be the same), whether or not siege attachments can be attached and unattached at will, and whether or not there should be separate experience points, or indeed separate health levels, for the attachments and the parent units.
Discuss.
The idea is basically as follows:
Siege are built as per in Civ4, but do not represent the same type of unit as in Civ4. There can be thought of more as equipment than an actual brigade, or military unit. To be utilised, they are then attached to a standard unit (i.e. Warrior, Archer, Longbowman, Musketman, Rifleman, Infantry, Mechanized Infantry), which will then be able to use the siege attachment as their turn, or as support during combat. So, a couple of examples (using Infantry and Artillery for ease) of the standard situation in which these siege attachments would come into use would be:
- When an infantry with an artillery attachment is adjacent to an enemy city, the infantry can use its turn to bombard the city. This would also extend to bombarding adjacent units if that siege feature was also added to the game.
- When an infantry with an artillery attachment is attacked, or attacks, the artillery will assist in combat, acting like a promotion would currently. So, if an infantry with an artillery attachment defends, it will have a slightly higher strength, whilst if an infantry with an artillery attachment defends, it will cause collateral damage and have a slightly higher strength.
So those are the basic situations involving siege attachments. This should not only limit the power of siege through basically doubling their cost (by necessitating the building another unit to go with them) and doubling the movement cost by them to have the same effect (by necessitating the use of movement points by another unit to be used in utilising siege), but would also provide for a more realistic representation of siege within the game.
Now, there are a few other points to discuss with this idea. One of the most important ones is of what happens to siege when their 'parent' unit (the unit they are attached to) dies.
- If the parent unit dies in attack, there will be a 50% chance of the siege attachment being destroyed, and a 50% chance of the siege attachment detaching.
- Assuming that it is the only unit on a tile, if the parent unit dies in defence, there will be a 50% chance of the siege attachment being destroyed, and a 50% chance of the siege attachment changing hands to the enemy (similar to how workers can be captured).
- Assuming there is more than one unit on a defending tile, if the parent unit dies in defence, the siege attachment will be destroyed. If it was 50/50 being detachment & survival, and destruction, stacks would only be encouraged. So having mandatory destruction is the best option.
Additional factors to consider include what exact impact on combat attached siege will have, how upgrades of siege would work (I would suggest that it be the same), whether or not siege attachments can be attached and unattached at will, and whether or not there should be separate experience points, or indeed separate health levels, for the attachments and the parent units.
Discuss.