Duke William of Normandy
King of England & Unofficial Welcoming Committee
Armies in Civilization 6 aren't as lame to me as Religion. But they could still use improvements.
1. Campaigns and Formations
For example, Campaigns would be like the Brusilov Offensive or the Gallic Wars. Players could plan out offensives to quickly sweep up enemy cities and units. However, A.I. can do this too, so they can quickly work out a defensive perimeter and dam up your flood. Formations would be for certain units and unlocked through promotions and techs. A warrior unit with no promotion wouldn't be very effective, considering that they are just charging without any semblance of discipline. However, if you pick up, say, the Tortoise promotion, you can make a formation that is great for defense, but pretty weak for offensive action.
This was taken from a comment I made on Youtube. Now for specifics. To start a campaign, you would need to set up Units along your Borders with other Civilizations. Of course, the A.I. will start to notice this, and become wary of you. They might set up a defensive lie to receive your advance or try to convince you via trade to back off.
2. Morale and Discipline
Every strategy game should make Military Units have Morale and Discipline.
Discipline would be increased by a nearby Great General, researched Civics and Tech, and where the unit was trained. For example, a Swordsman built in a City with an Encampment will be more disciplined than a Swordsman built in a City with no Encampment. Low Discipline would lower the Unit's base Combat Strength and Morale.
Morale would also affect a Unit's Combat Strength, as well as Movement Points and willingness to accept orders. A Unit with low Morale might start to refuse orders to attack or move. They might even mutiny and you would have to either kill the Unit or bribe them into being loyal again.
3. Retirement
Basically, after you have had a Unit for a long time, the Unit might ask to be disbanded and not serve again. For example, if you have has a Crossbowman for 50 Turns, they will start to grow tired of War and want to retire. You don't lose everything, though. If you have retired a very elite Unit, and then later you build the same type of Unit, you might be able to get an advisor or leader from one of the retired elite units to help with the Unit's Combat efficiency. For example, if you have an advisor, the Unit gains either a free Promotion or extra Experience from Battles.
1. Campaigns and Formations
For example, Campaigns would be like the Brusilov Offensive or the Gallic Wars. Players could plan out offensives to quickly sweep up enemy cities and units. However, A.I. can do this too, so they can quickly work out a defensive perimeter and dam up your flood. Formations would be for certain units and unlocked through promotions and techs. A warrior unit with no promotion wouldn't be very effective, considering that they are just charging without any semblance of discipline. However, if you pick up, say, the Tortoise promotion, you can make a formation that is great for defense, but pretty weak for offensive action.
This was taken from a comment I made on Youtube. Now for specifics. To start a campaign, you would need to set up Units along your Borders with other Civilizations. Of course, the A.I. will start to notice this, and become wary of you. They might set up a defensive lie to receive your advance or try to convince you via trade to back off.
2. Morale and Discipline
Every strategy game should make Military Units have Morale and Discipline.
Discipline would be increased by a nearby Great General, researched Civics and Tech, and where the unit was trained. For example, a Swordsman built in a City with an Encampment will be more disciplined than a Swordsman built in a City with no Encampment. Low Discipline would lower the Unit's base Combat Strength and Morale.
Morale would also affect a Unit's Combat Strength, as well as Movement Points and willingness to accept orders. A Unit with low Morale might start to refuse orders to attack or move. They might even mutiny and you would have to either kill the Unit or bribe them into being loyal again.
3. Retirement
Basically, after you have had a Unit for a long time, the Unit might ask to be disbanded and not serve again. For example, if you have has a Crossbowman for 50 Turns, they will start to grow tired of War and want to retire. You don't lose everything, though. If you have retired a very elite Unit, and then later you build the same type of Unit, you might be able to get an advisor or leader from one of the retired elite units to help with the Unit's Combat efficiency. For example, if you have an advisor, the Unit gains either a free Promotion or extra Experience from Battles.