.

if you lost 20 riflemen in a war and you try to send more units to certain death, the script would have them change ownership or flee that 3 squares of road.
Shouldn't that also depend on the casualties of the enemy?
 
possibly, but you get the idea of how units would rebel against your poor strategy. unfortunetly Civ (possibly forever) lack a hyper efficeint combat engine.
 
good ideas, but then it doesn't really feel like civ any more. They tried armies in Civ 3 and it was an abysmal failure.

yeah i know. wouldn't be civ anymore. but maybe civ should be civ anymore. i don't know about you, but i play for either the wonderful civs i can build, or that failing, to kick some serious ai ass. and since i end up failing at research most of the time, i'm left to conquering my neighbors most of the time.

instead of going as far as i suggested (which probably couldn't be done with the sdk code thats been released), would it be possible to include such options as retreat, skirmish attacks, and double-timing a march?
 
i dont know know how to explain em much more.... retreat. if your unit has movement points it may retreat back into the square it attacked from. if you are attacked your unit may retreat one square away (but lose that movement point the coming turn). these retreats are only made possible by a roll of the dice or something similar to that. faster units have better odds of making a retreat. while you are retreating you may take an additional loss but will not do damage to the unit you are retreating from.

skirmish. similar to the retreat in that it is an attack only guaranteed for possible slight damgage to the oponent, but then the "skirmishers" retreat. this may possibly incur a slight loss to you instead, or both units in certain circumstances. this option should be available in a lot of cavalry and some infantry.

double-time. whipping your soldiers down the road. definitely a morale-lowerer. should also have the possibility of doing slight damage to the unit. and should only be able available for small lengths at a time on hills, grassland, or plains.
 
i have always thought that market and grocer come into the game way too late, this encourages cottage spamming. However a new building could come into the game almost right away to help with the early economy allowing a player to expand at a greater rate without cottage spamming.
I propose a new building

Slave Plantation
Requirements - Mining,Fishing,The Wheel,Agriculture,and Hunting
Bonuses - +5 trade routes,or just +5 gold, or even take that down a notch or two.
Side Effects - +25% rebel culture, or +1 unhappy person, something like this.

Slavery has existed in almost every time frame in almost every culture, so this would fit in with any civ. It has also not been looked upon kindly for very long by any civ, making the need for the side effects, which would also decrease the advantages of the bonuses, which may be high, but i think it should be right around there. The requirements for this building seem right to me, being the fact that these are all worker techs, and once most of them are researched that should be about time for using of slavery.

This building could also somehow be tied into the slavery civic, or kept seperate as i have proposed it here.

This building should also go obsolete at some point even though it is not a wonder. Say around the modern era, or maybe with constitution or democracy, etc, maybe period 4(don't know which one that is)

This might help with the whole cottage spamming thing or increase the need for it. But it will also help implament your civil war idea.
 
"Unit has 33% chance of winning"
"Unit has 17% chance of withdrawing"

is it possible to change the withdraw ability to a refusal? tied to a single unit; chance of refusing to fight would depend on the units morale, the higher the morale (greater strength of unit and/or health) the less chance of the refusal.

if a unit is suronded by enemies, 'blockaded', the unit would cease to recieve supplies so his morale will lower.

more promotions gives extra morale power as does technology level and/or era

i think the main point to mention is that morale should be used as the figure to determin a refusal to fight, not the health, as a unit will incredibly low health would have a incredible high refusal rate and wouldnt fight, even if it was important to take a city or plot. (as mentioned civics and tech could change how units behave)

Edit: how to stop the stack of doom i just found a post by Anthropoid in another thread but he had a idea that there is a plot limit of units in one tile. like 9 units(maximum of icons before the next unit is displayed on another line). 9 units in a tile across an entire border, instead of 40 units in one tile moving unstoppably
 
so supply lines and unit morale have just been fixed then, anything else to thro into the mod to end all mods? (Mead)

what if the civic option from the chinese scenario that was all military could be used? different military civic options available. governemnt civics that actually had a governemtn type (like in C3C) fascism, communism, democracy, monarch and so on.
 
Haven't downloaded the mod, but sounds like a great idea. Talking about a building to balance the economy got me thinking. What about an economic building that only multiplies the output from specialists? For example:

Town Market
Doubles gold produced by merchants
Availible with Code of Laws (first time merchants are really available)
Costs about the same as a normal Market
Obsoleted by Industrialism (although that may be a bit late)

I think that in the late game, there needs to be a large increase in specialist output. Early in the game, a specailist economy can keep pace with a cottage economey pretty well, but the late game (Printing Press on being "late") is where it struggles.

An idea that just popped into my head. Perhaps specialists should not count towards the happiness and healthiness cap. In every other way they would count as citizens (civic maintence, taking up food etc.), but only the farms supporting them would count towards the caps. Just an idea.
 
The trading post sounds about right. its a step in the right direction. It should enable a early economy for expanding early empires.

On the town market i think that doesn't complete the goal for what i was looking for. Its not early enough with code of laws, + at that time u get courthouses to help the economy.

Just the other day however i was playing a game as the japanese empire, and was expanding at will, stayed at 90 or 100% science most of the game except a small stretch i had to drop to 50 all done without a massive amount of cottages. I had 10 cities around 500 A.D. each city might have had 2 towns, that was it. didn't have any money probs. it was a huge map on noble. maybe an early econmic building wouldn't be necessary, but the trading post as light as it is might be a welcome addition.
 
back to that town market, i think it is a good idea to have an early building to help out specialists, don't know if thats the answer or not, or if it should stay in the civic options. It might encourage a strategy of early specialist use. Personally i rarely use the specialists in the early building of a city, sometimes an engineer if i can't get any production from the land but thats about it
 
another area of the game i've found to be extremely boring is early game production. unless you have a couple good production boosting resources your cities are almost useless until they grow in size and you have the ability to build mines. perhaps a cheap smith available with bronze-working could increase production by say 25%. but even this may be too long a wait. maybe bronze working should be available earlier or maybe copper working should be a prerequisite making this building available.
 
I posted something about a new type of economy (based mainly on trade routes) a couple of pages back. You might want to have a look at it.

O.K., I have now seen the post in question. I like the idea. But the one concern I have is that the trade route system is very "under the hood". I think something as important as your economy should be easier controlled by the human. I am not sure quite how to do this. Obviously, buildings that affect trade routes help. But they don't really change the "base commerce" of a trade route.
 
how about giving all units 5%withdrawal chance for every movement point,if archers attack from a stack the melle reciave damage aswell as the archers(the archers do damage depending on there 1st strickes,and recieve small damage).give the cannons the abillity to move and bombard in 1 turn.
you are welcome to use any ideas (see sig)
 
About morale, I think units in a stack should get a big boost to morale, it shouldnt be a more dangerous tactic to assemble your forces into one army.perhaps it would be possible for the number of attacking and defending units to influence morale? I dont like the idea of my grande armee scattering to the winds after one lucky attack by some crappy enemy unit...
 
This looks very promising. Plenty of good ideas listed there in the first posts. I especially like supply, something that I think ought to have been done since Civ3. I'll be eagerly awaiting for what is to come. :yup:

Too bad I suck at programming so I can't join in to help you. :(
 
About morale, I think units in a stack should get a big boost to morale, it shouldnt be a more dangerous tactic to assemble your forces into one army.perhaps it would be possible for the number of attacking and defending units to influence morale? I dont like the idea of my grande armee scattering to the winds after one lucky attack by some crappy enemy unit...

So don't stack your units into huge SoDs. In my opinion the worst aspect in Civ warfare has always been it favouring excessive stacking - there wont be any front lines! Collateral damage, supply and morale can and should be used to limit (not remove) stacking to sensible levels, where the optimal stack size is somewhere between 3-6 units. With more dispersed armies tactics and terrain become much more important in war.
 
I love your ideas Olleus:goodjob: I have some ideas that might be incorperated in Civ V. 1) Before someone declears war on you it brings up a negotiation table say Napoleon wants one of your cities or he'll declear war you can negotiate cities and techs with him or you can click a button that says Just try and get me if you click this it's war. 2) Liberation of cities so when your going bankrupt from your cities and your best buddy gets deleared war on ands loosing you can liberate his cities and when you do he gives you plus relations points. 3) Starting a new civilization say your Rome and then you get to big so you split your empire up and start the a new civ . 4) Civic spreading when you discover a new tech that opens new civics theres a chance that even if you don't adopt it that some of your cities may adopt that civic possibly leading to a civil war if a majority of your civ is slave holding and the other half is emancipation your people might overthrough your government unless you change to that civic. 5) Also would like to see if your city is super for hammers and it has enough it can produce more than one unit at a time.6) All diplomatic options available at all times.:king:
 
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