KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
An issue that came up as a sarcastic comparison got me thinking what if cIV could actually do this (ir if CivV would). Before you reject this as a joke thread listen to what I am proposing.
I am proposing that all military unit movement in cIV take on some of the aspects of the air unit model of Civ3.
Essentially air units did not attack the are they were in, they were based out of an area and conducted 'operations' in the surrounding area, offensive or defensive.
I would like to see land units do something similar, so that their 'movement' would be of two types
1. operational range
2. strategic 're-basing'
This way (for example) a Tank could be ordered to attack an Infantry without having to move (although if the Infantry was in an allied unit's 'defensive perimeter' then the allied unit would help defend against the enemy tank)
The two actions would be combined if you were attacking something that your unit could 'base' out of ie an enemy city/fortress, etc.
The actual range of an operation would depend on what order it involved
like fortification (only do combat in one spot at a bonus)
sentry (combat a standard area) or
patrol (combat in a broadest possible area at a penalty)
This would work particularly well for units that are designed as 'partisan' type units because they could actually have 'draws' without having to worry about moving to another square (you could give a unit different level of 'retreat orders' ie fight to the death or harrass)
It could also allow simultaneous turns
Essentially you would spend your turn rebasing your troop stacks and taking care of all your civilian duties (you only seeing your enemy's troop stacks as they were at the beginning of the turn) You also give your troop stacks the combat orders for that turn. (either 'level of defense' or cities/bases to take, terrain to destroy)
Then all the combat actions take place...units are lost, cities are taken...on the next turn you attempt to rebase your defenders in the captured city before the next round of combat. (note: this does make "taking a civ over" very fast, but connected with this is the idea is that "taking a civ over" shouldn't mean that much long term... they should still be able to produce rebels in various forms even if you raze the cities, until they are either assimilated, totally hunted down, or regain their independence and make peace with you)
Another slight side bonus is that this negates the large army + enemy railroads= good bye civ in one turn
You may still be able to go two cities deep with your strike forces, but more strike forces won't let you go more than two cities deep in a single turn.
I am proposing that all military unit movement in cIV take on some of the aspects of the air unit model of Civ3.
Essentially air units did not attack the are they were in, they were based out of an area and conducted 'operations' in the surrounding area, offensive or defensive.
I would like to see land units do something similar, so that their 'movement' would be of two types
1. operational range
2. strategic 're-basing'
This way (for example) a Tank could be ordered to attack an Infantry without having to move (although if the Infantry was in an allied unit's 'defensive perimeter' then the allied unit would help defend against the enemy tank)
The two actions would be combined if you were attacking something that your unit could 'base' out of ie an enemy city/fortress, etc.
The actual range of an operation would depend on what order it involved
like fortification (only do combat in one spot at a bonus)
sentry (combat a standard area) or
patrol (combat in a broadest possible area at a penalty)
This would work particularly well for units that are designed as 'partisan' type units because they could actually have 'draws' without having to worry about moving to another square (you could give a unit different level of 'retreat orders' ie fight to the death or harrass)
It could also allow simultaneous turns
Essentially you would spend your turn rebasing your troop stacks and taking care of all your civilian duties (you only seeing your enemy's troop stacks as they were at the beginning of the turn) You also give your troop stacks the combat orders for that turn. (either 'level of defense' or cities/bases to take, terrain to destroy)
Then all the combat actions take place...units are lost, cities are taken...on the next turn you attempt to rebase your defenders in the captured city before the next round of combat. (note: this does make "taking a civ over" very fast, but connected with this is the idea is that "taking a civ over" shouldn't mean that much long term... they should still be able to produce rebels in various forms even if you raze the cities, until they are either assimilated, totally hunted down, or regain their independence and make peace with you)
Another slight side bonus is that this negates the large army + enemy railroads= good bye civ in one turn
You may still be able to go two cities deep with your strike forces, but more strike forces won't let you go more than two cities deep in a single turn.