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Supplies (not started)
There have been many models for supply's but most of them were far to complicated to be included in a civ game. This on is a lot simpler. All units have a certain amount of supplies with them. Every turn they use up 1 point of supply, and every time they use up 1 movement point or attack or are attacked they also use 1 supply point. Once a unit has no supply points in can not move or attack, but can only defend until it gets more supply points. There are 2 ways or replenishing your supplies. 1) spend a turn in a friendly city or 2) build a supply unit and use it to refill your supply points. Supply units use both hammers and food while they are being build and also require different resources depending on the age you are in. Supply units disappear once you use them.
This should make attacking other lands a lot harder and require the full effort of your entire civ. No more sending troops and then forgeting about them.
Don't know if this was suggested already but I think there should be a third way to resupply->pillaging improvements.
Would love to see this (here and in WH;))
 
Any other good ideas in keeping with civ tradition...

The most important feature I need in any Civ mod is realistic bombardments (in the game option to turn it on or off). I like dales mod but think it lacks a little, and integrating it into another mod is tough.

Now I love the idea that your going in, the moral is great, but what strengthen and weakens it?

I think military buildings should be built in order to build military units, like a barracks for foot troops, uhh a tank factory for tanks, air field for planes and such.

Resources, you need wood to build early houses right..? Why not make trees (within city radius) a valuable resource, as with iron you need iron for metal buildings and such.

Captured Citys, you have got to have resistance right..? I loved it in Civ 2 where if you capture a large city rebels would surround the city to try and take it back. Viva la Resistance :D

2) build a supply unit and use it to refill your supply points

Great concept just excellent. Now suppose a unit is on a road (within the city boundary), if the supply unit is stationed in that city it should replenish that unit thats on the road.


:edit:

OK now... this one is a must and I know of your situation, but there has got to be more techs and units while in the modern and future era, the game needs something to look forward to once these eras are reached.
 
CrazyAce I released a mod unit prequisits that makes it so you need a barracks to build a swordsman ect The less advanced units as the axeman archer don't need a building to build. Check my signature for a link.
 
One idea I have really come to like is that I would like to be able to adjust the Science, Gold and Culture sliders on a city by city basis. This way you could focus a city on its desired purpose and not force all cities to the same spead/allocation ratio.

Yes it would be micromanagment, i know but I really like the idea. Science city = 100% Science, Commerce City = 100% Gold.
 
Thanx Navy Seal I will take a look at that mod of yours.

Hell spark that is an excellent idea; involving micromanagement to the Civ universe is the perfect thing IMO. In fact lets go a step further and add back City Governors, kind of combine it with the rebel mod, where as if the federal Government is not doing its job the city's may revolt to a new ruler.
 
Thanx Navy Seal I will take a look at that mod of yours.

Hell spark that is an excellent idea; involving micromanagement to the Civ universe is the perfect thing IMO. In fact lets go a step further and add back City Governors, kind of combine it with the rebel mod, where as if the federal Government is not doing its job the city's may revolt to a new ruler.
Yea - we all need more micromanagement, this I know is the downside.

The way I envision a feature like this working is that the global sliders for all cities would remain and that the new feature would be optional for our use if desired.

I would like the power it would give us to specialize cites. With this ability you could focus each city on what I want it to do - culture (for a city fighting a border/culture war for a resource), $ (for your commerce cities), or science (for the science city) - depending on what the city is for and the specific situation. This way you could get the most out of a city /cities based onwhat buildings/tiles they have. I believe this is similar to how we can now focus a city on food, great people or commerce; by manually changing the tile/specialist being worked or selecting a tile preference for the city.

BTW, I figure that we already have city City Governors in a way - are they not the ones who decide to use our new citizens in ~creative~ ways.
 
Excellent man :D I grow tired of cities over populated and polluted. At least this is one great way to manage and yet still effect the empire in several ways, a few of which you just exampled for us.
 
Couldn't have put it better myself Exel. I've found that 3-6 units is the optimum stack size, but with the new leader promotion this might be boosted considerably if you get a high Morale unit (say, a praetorian or a knight) and give it the leader promotion. I don't ever see how a stack bigger than 10 could be usefull though.

Forgive me if it has been brought up already, but it might serve you well to pick up Paradox' Hearts of Iron to see how they handle warfare. It may be a real time game, but I have not seen a better system for land warfare. (Naval, air, not as good)

Every unit has a leader, and grouped units (armies) have to have better leaders. The penalties for attacking with too many units in a stack are hideous.

There are many, many parallels in what you want to do and what they are already doing, too many to post.
 
I would like a rather more abstract supply system that doesn't involve micro-managing your units or building specific supply units. Like having to have a clean (no enemy units) land route to a friendly city or a nearby General unit (eg. for overseas operations) or else the unit couldn't move or attack. That would force players to watch being outmaneuvered and cut off, essentially having to form cohesive front lines instead of unit stacks.
 
Hi Olleus.

I see many recurring ideas here! :D

One point on morale and units running away:
As your third picture illustrates, stacks and indeed entire city garrisons are prone to running off in all directions when pushed back. Even when say an archer attacks a unit from inside a city, it can lose and city can be left defenceless as all troups just file out. :(

Several things can be done to minimise these events from occuring too often.
-all units could give units on the same tile a small moraleboost.
(cumulative boost reeks of stacks of doom, so highest value might be best)
-Another method might be to include the factor of units friendly/Foe (in surrounding 9 squares).
-Units in a city never run away.
(at least not all other units present in the city)


Succes on your newest enterprise, hopefully you'll still have some time left for WHFB.


--ps.. on supplies.
I have my own plans for those, but I'll not bother you with them here.

You might considder having supply-caravans able to build (unit dies) inns/stagingposts/beachheads/supplydepods/MASH/etc.

These would be improvements able to replenish your units,
as long as a traderoute is possible to one of your cities.
beachheads count as a harbour.
MASH, available with medicine/surgery/triage, heals units.
...
POW camps to sap an opponents morale. :D
Propaganda shortwave-radiostation. ;)
etc ideas aplenty.
 
Clear to me.
- units use supply, this cost is an abstract monetary value.
-distance from resupply, determined by routes, determines cost.

-Trace quickest movement route to a friendly city (as by wheeled/navalunit depending on techlevel).
-roads not neccesary, but helpfull as they reduce movement cost.
-Enemy territory: costs double.
-distance in movementpoints determines the cost of transporting goods to the unit(s).
-Calculation of movementpoints used to reach target, could be made dependent on vehicle technologies. (domestication, wheel, sailing, railroads, combustion, flight, teleportation, etc)
[Route could be calculated using the cheapest mode of transport OR reduce calculated cost by a fixed fraction/tech, independent of type of terrain]
-Overall cost of maintenance could be reduceded by tech/civics such as burocracy, logistics, preservatives, etc.
-Individual special units may be excempt from supply (scouts/guerrillas/commandos/etc).
-A maximum length of supplylines.
(faster techs will increase maximum distance, by reducing the movement used.)


You COULD make it even more complex and involved:

Supply also directly detracted from a cities as production and food.
(not depending on distance but number of military units using supply)

Maybe only taken from cities with a distributionpoint building, points used evenly devided amongst these cities, rounding up fractions.
calculate total supply-need:
recalculate money/prod/food need:
round up fractions:
'Collect' supply from cities with ArmyLogisticsWarehouse.
(dunno how to fairly devide extraction from these cities)
 
I had a idea that could be in civ 5.

What it is is military buildings creat units that you can build automaticly it takes longer than just building the unit but it allows you to have a large military and a lot of buildings io your cities.
 
i think he means that building a barracks would reduce the turns to produce a musketman. buildings reducing the time needed for certains units.
 
What i'm trying to say is military building automaticly build units (this would take twice as long though) in addition to units that you norm build. It would randomly pick a unit that is in your tech ability.

P.S I meant civ 4.5 lol.
 
I have a mechanism that gives a free Drafted unit every X turns, its ment for wonders but could probably work for regular buildings as well.
 
Ah, something like "primitive sewers": +1health, generates one barbarian 'rat unit' every 5-10 turns.
 
Creating a supply line like the one you mentioned on the previous page, connected with roads and through FOW clearings is an excelent idea. Naturaly, including some sort of supply cost formula that changes with new techs is a good move. However, I strongly discourage the creation of any sort of unit for this purpose. A building perhaps, but I would be wary to create a unit for it.
Other than that, you have done a supurb job at balanceing some questionable parts of civ iv. Morale, units dispearsing, and flanking are also very good inventions; I wouldn't change them one bit!
 
but reserve units cant defend or attack can they? unitl theyre mobilised that is :)

i agree with Fortinbras, make supply line a worker action, not a new unit.have workers build roads, and then every 3-4 squares build a Supply Depot, which does everything the unit would have done.
 
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