filli_noctus
Hmmn
- Joined
- Nov 22, 2010
- Messages
- 2,221
Quick disclaimer before I start, any numbers mentioned are arbitrarily chosen for the sake of example.
There are pros and cons for both 1upt and SoD which I won't go over here (they've been argued to death in GD), most solutions suggested seem to be based on either unlimited stacking in limited circumstances or imposing an arbitrary cap on stack sizes (Xupt). Important concepts are bolded there will be a summary of these concepts at the end of the post.
My solution starts in familiar territory, at the start of a game with an ancient era start 1upt applies. Once you hit the classical era the game starts to change. A new civilian unit called a 'general' can be built (this is distinct from a Great General). A general allows the player to create an army of up to three units on the same tile as him, army's move at the speed of their general. This is different from a limited Xupt because with armies come options. Combat when armies are involved will be completely automated BUT will not just be one unit fights another until one is dead and then wash, rinse and repeat until one stack is gone. It will be army versus army and consideration will be given to composition, terrain, leadership and formation.
Which brings me nicely on to the next point, formations. When an army attacks or defends you will be asked to choose a formation. To a certain extent this will be rock-paper-scissors, but other considerations such as army composition and terrain will be considered. Formations are unlocked with various technological advantages but individual generals can buy more advanced ones as promotions.
When leading an army a general gains experience like the troops he leads. These can be used to learn advanced formations, give boosts when fighting in certain terrains, increase the number of units he can lead, increase his speed or allow him to command (more) divisions.
A division is, essentially, an army attached to another army. It consists of a general and any units he is leading, but it counts as a single unit from the main army's perspective. Not all generals can include divisions in their army, regular generals must be promoted to earn that right but Great Generals can command two from the moment they spawn. The general of a division gets half the experience of the army general, cannot command subdivisions (even if he is able to command divisions in an army) and applies his bonuses only to the troops under him.
Great Generals will lose their GA and citadel abilities (I'm not to sure about this), but can command armies of five units (including two divisions) right from the off. They gain experience like normal generals.
Other changes: ranged combat is out, ranged units and gunpowder units make attacks before melee combat is calculated.
All combats are carried out simultaneously at the end of the turn, allowing you to smash multiple armies into a single target and have them fight together (probably should make this an option).
Concepts summary:
Army - a number of units and divisions led by a general.
Division - a number of units led by a general that is incorporated into an army as a unit
General - a civilian unit available from the classical era that allows the formation of armies, Great Generals spawn normally and allow the creation of larger armies incorporating divisions.
Formations - used when armies take part in combat, unlocked by technology or can be bought by the general as promotions.
Promotions - When a general earns enough experience they can be bought like a unit would, tend to enhance armies instead of the individual unit. Can also be used to buy advanced formations
Ok, there's a lot of stuff. Any questions, critisisms or ideas to improve, post away.
There are pros and cons for both 1upt and SoD which I won't go over here (they've been argued to death in GD), most solutions suggested seem to be based on either unlimited stacking in limited circumstances or imposing an arbitrary cap on stack sizes (Xupt). Important concepts are bolded there will be a summary of these concepts at the end of the post.
My solution starts in familiar territory, at the start of a game with an ancient era start 1upt applies. Once you hit the classical era the game starts to change. A new civilian unit called a 'general' can be built (this is distinct from a Great General). A general allows the player to create an army of up to three units on the same tile as him, army's move at the speed of their general. This is different from a limited Xupt because with armies come options. Combat when armies are involved will be completely automated BUT will not just be one unit fights another until one is dead and then wash, rinse and repeat until one stack is gone. It will be army versus army and consideration will be given to composition, terrain, leadership and formation.
Which brings me nicely on to the next point, formations. When an army attacks or defends you will be asked to choose a formation. To a certain extent this will be rock-paper-scissors, but other considerations such as army composition and terrain will be considered. Formations are unlocked with various technological advantages but individual generals can buy more advanced ones as promotions.
When leading an army a general gains experience like the troops he leads. These can be used to learn advanced formations, give boosts when fighting in certain terrains, increase the number of units he can lead, increase his speed or allow him to command (more) divisions.
A division is, essentially, an army attached to another army. It consists of a general and any units he is leading, but it counts as a single unit from the main army's perspective. Not all generals can include divisions in their army, regular generals must be promoted to earn that right but Great Generals can command two from the moment they spawn. The general of a division gets half the experience of the army general, cannot command subdivisions (even if he is able to command divisions in an army) and applies his bonuses only to the troops under him.
Great Generals will lose their GA and citadel abilities (I'm not to sure about this), but can command armies of five units (including two divisions) right from the off. They gain experience like normal generals.
Other changes: ranged combat is out, ranged units and gunpowder units make attacks before melee combat is calculated.
All combats are carried out simultaneously at the end of the turn, allowing you to smash multiple armies into a single target and have them fight together (probably should make this an option).
Concepts summary:
Army - a number of units and divisions led by a general.
Division - a number of units led by a general that is incorporated into an army as a unit
General - a civilian unit available from the classical era that allows the formation of armies, Great Generals spawn normally and allow the creation of larger armies incorporating divisions.
Formations - used when armies take part in combat, unlocked by technology or can be bought by the general as promotions.
Promotions - When a general earns enough experience they can be bought like a unit would, tend to enhance armies instead of the individual unit. Can also be used to buy advanced formations
Ok, there's a lot of stuff. Any questions, critisisms or ideas to improve, post away.