Rick Drayson
Chieftain
- Joined
- Jun 9, 2020
- Messages
- 54
My Background:
Played civ since first release on Amiga 500. Plus more importantly i recognise that Civ V Vox populi is the best Civilization experience ever realised. (not just blowing smoke)
Single unit stacking limit problems:
-Reduces strategy. Cannot effectively recognize and create a schwerpunkt
-Stagnation can occur when a wars front is narrow and the cities supplying units are deep. Causing unit replacements capacity being greater than possible loss rate. Specifically prior to modern age where air units and 3 range units can somewhat address this.
-Terrain can make certain cities uncapturable without tech advantages
-Problem worsens on larger maps and on higher difficulties. Greater number of units vying for the same limited number of tiles
-Player frustration over road blocks
Proposal:
Each tile is given a base stacking limit.
-snow, desert, tundra: 0
-plains, grass, ocean: 1
Tiles can then be modified
-Friendly City: +1
-River connection to a friendly city: +1
-Ocean connection to the capital: +1
-Road or adjacent road connection to a friendly city: +1
-Rail connection to a friendly city: +1
-Scouts grant themselves +1 (so can always stack on top of other units or any tile but not on another scout)
These are just initial figures. Possibly a connection to the capital adds an additional 1 stack limit.
Image below portrays the effect upon the map. Stack limits in white.
Map display would need to indicate to the player how many units can enter the tile as shown above.
Desired Outcome:
-Units are killed on both sides of the conflict at a higher rate than currently. Thereby deciding larger wars, quicker.
Combat
-Outside the scope of this proposal. This proposal is about allowing for the increase in units within core areas of the map so that wars are shorter, especially in later periods of the game. So that combat power can be concentrated for both defender and attackers. There are plenty of options to address unit stacking for both attackers and defenders. Many of which has been successful in other past games. My personal preference is that the attacker stack attacks all at once with all units able to attack and the combat rolls are spread across all defenders at once:
e.g: 3 Archers, 1 trebuchet, 3 swordsman range attack a tile 2 squares away. Only the treb attacks. On the same turn the player attacks the adjacent defenders stack. First the archers fire their free hit. Then the 3 swordsman attack all 7 defending units and spread their attacks as "splash" damage across each and take in turn 7 units of defensive roll across themselves
Alternatively that turn the player could of chosen to attack one unit at a time and leave out the swordsman.
Scouts
-Scouts essentially carry their own supplies. This allows scouts to traverse terrain like deserts and tundra from the beginning of the game whereas other units will not be able to pass. But of course it opens up unique possibilities for Civ bonuses such as what we already see for Iroquois.
Disclaimer:
I don't know if this is technically possible. Not a modder for this game (though am for paradox games). My hope is to trigger a positive discussion and open minds for new possibilities to address the issues that are real and affecting the game.
Played civ since first release on Amiga 500. Plus more importantly i recognise that Civ V Vox populi is the best Civilization experience ever realised. (not just blowing smoke)
Single unit stacking limit problems:
-Reduces strategy. Cannot effectively recognize and create a schwerpunkt
-Stagnation can occur when a wars front is narrow and the cities supplying units are deep. Causing unit replacements capacity being greater than possible loss rate. Specifically prior to modern age where air units and 3 range units can somewhat address this.
-Terrain can make certain cities uncapturable without tech advantages
-Problem worsens on larger maps and on higher difficulties. Greater number of units vying for the same limited number of tiles
-Player frustration over road blocks
Proposal:
Each tile is given a base stacking limit.
-snow, desert, tundra: 0
-plains, grass, ocean: 1
Tiles can then be modified
-Friendly City: +1
-River connection to a friendly city: +1
-Ocean connection to the capital: +1
-Road or adjacent road connection to a friendly city: +1
-Rail connection to a friendly city: +1
-Scouts grant themselves +1 (so can always stack on top of other units or any tile but not on another scout)
These are just initial figures. Possibly a connection to the capital adds an additional 1 stack limit.
Image below portrays the effect upon the map. Stack limits in white.
Map display would need to indicate to the player how many units can enter the tile as shown above.
Desired Outcome:
-Units are killed on both sides of the conflict at a higher rate than currently. Thereby deciding larger wars, quicker.
Combat
-Outside the scope of this proposal. This proposal is about allowing for the increase in units within core areas of the map so that wars are shorter, especially in later periods of the game. So that combat power can be concentrated for both defender and attackers. There are plenty of options to address unit stacking for both attackers and defenders. Many of which has been successful in other past games. My personal preference is that the attacker stack attacks all at once with all units able to attack and the combat rolls are spread across all defenders at once:
e.g: 3 Archers, 1 trebuchet, 3 swordsman range attack a tile 2 squares away. Only the treb attacks. On the same turn the player attacks the adjacent defenders stack. First the archers fire their free hit. Then the 3 swordsman attack all 7 defending units and spread their attacks as "splash" damage across each and take in turn 7 units of defensive roll across themselves
Alternatively that turn the player could of chosen to attack one unit at a time and leave out the swordsman.
Scouts
-Scouts essentially carry their own supplies. This allows scouts to traverse terrain like deserts and tundra from the beginning of the game whereas other units will not be able to pass. But of course it opens up unique possibilities for Civ bonuses such as what we already see for Iroquois.
Disclaimer:
I don't know if this is technically possible. Not a modder for this game (though am for paradox games). My hope is to trigger a positive discussion and open minds for new possibilities to address the issues that are real and affecting the game.
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