King Squanto
Chieftain
well, if were talking about the problems of warmaking in Civ 4 and impossible to implement solutions to end them, the problem goes way beyond communication. For one the mere orginization required by a computer program to have a status of "war" and "peace" and conditions (such as border-crossing) that depend on these statuses is a problem. In real life there is alot of confusion and indefinateness about war; and they can range from global destruction to regional, short-lived flare ups.
What I think is the biggest flaw is the difficulty in having when taken by surprise that's able to be won, the difficulty of gaining much from war that outwieghs the production costs unless it's on a grand scale, and the time taken to prepare for war. If I want to take over france and I'm the English, I have to build swordsment and catapults to take the cities, archers to occupy them, boats to transport the troops and boats to protect those boats. And when I only have four cities in England and 5 turns per unit that can take two centuries- and what country has ever planned for war over two centuries? The problem is the completly unrealistic unit system--where you build a unit out of produciton and he stays alive for all eternity and can survive hundreads of years on a desert square in the ocean with no supplies, so long as he has 1 credit a year. The truth of it is armies are raised from populations and can be adjusted by a few million numbers at one time, allowing for cost of training and salaries.
Solution? Well, they're probably isn't one in Civ 4. But for Civ 5 or a very ambitious modder, armies need to be built on capability, not time spent building. So for example, if you have a large, loyal population, a positive cash flow (not even really necessary, so long as you've researched "Bonds"), and someone to make into public enemy number 1, you're on. Winning it often has to do with how much grain you have and how smart you are. Once you do have tanks and industrially produced weapons, they aren't built one at a time, each taking x amount of years. In life, they build as many as possible at the same tame, depending on the cash and factories avaliable.
Armies need to be raised from your populace, and their armament needs to come from you're factories which may have to be diverted from their current production of luxury goods (resulting in an unhappy populace unless they're particularly sold on the war's cause.) If you implement the draft civic, you will get as many soilders as you ask for on an adjustable slidder of # of avaible populace, albiet unhappy ones, but if you have volunteer service, you'll have happier, better trained (the current experince system would work fine) soilders but the popularity of the war and your degree of militarism (which would be determined by your history and civics and culture, not predescribed traits) would be a factor in how many people signed up.
Production of tanks and guns would depend on how many factories you're naiton had, and then how many of those factories you had making weapons instead of teddy bears and televisions.
What I think is the biggest flaw is the difficulty in having when taken by surprise that's able to be won, the difficulty of gaining much from war that outwieghs the production costs unless it's on a grand scale, and the time taken to prepare for war. If I want to take over france and I'm the English, I have to build swordsment and catapults to take the cities, archers to occupy them, boats to transport the troops and boats to protect those boats. And when I only have four cities in England and 5 turns per unit that can take two centuries- and what country has ever planned for war over two centuries? The problem is the completly unrealistic unit system--where you build a unit out of produciton and he stays alive for all eternity and can survive hundreads of years on a desert square in the ocean with no supplies, so long as he has 1 credit a year. The truth of it is armies are raised from populations and can be adjusted by a few million numbers at one time, allowing for cost of training and salaries.
Solution? Well, they're probably isn't one in Civ 4. But for Civ 5 or a very ambitious modder, armies need to be built on capability, not time spent building. So for example, if you have a large, loyal population, a positive cash flow (not even really necessary, so long as you've researched "Bonds"), and someone to make into public enemy number 1, you're on. Winning it often has to do with how much grain you have and how smart you are. Once you do have tanks and industrially produced weapons, they aren't built one at a time, each taking x amount of years. In life, they build as many as possible at the same tame, depending on the cash and factories avaliable.
Armies need to be raised from your populace, and their armament needs to come from you're factories which may have to be diverted from their current production of luxury goods (resulting in an unhappy populace unless they're particularly sold on the war's cause.) If you implement the draft civic, you will get as many soilders as you ask for on an adjustable slidder of # of avaible populace, albiet unhappy ones, but if you have volunteer service, you'll have happier, better trained (the current experince system would work fine) soilders but the popularity of the war and your degree of militarism (which would be determined by your history and civics and culture, not predescribed traits) would be a factor in how many people signed up.
Production of tanks and guns would depend on how many factories you're naiton had, and then how many of those factories you had making weapons instead of teddy bears and televisions.