Roland Johansen
Deity
meisen said:In Conquests mods I set it so units had a higher chance of retreat. Also set bombardment, by air, land and sea, to non-lethal until the very last level of units were reached. This was to represent that air attack and naval bombardment did not usually completely destroy a force. The only exceptions for the earlier units is I allowed air to destroy ships. I gave the later units hit point bonuses and higher rates of fire to minimize the spearman vs tank syndrome. I enjoy trying to make the game more in tune with history. To me that is the fun part of this game. Just leaving it at a attacks b and one of them is destroyed is boring. And not very historical. Most of the time, one of the opposing was not annihlated, but we usually hear more about the battles where one side did get annihlated and so think that was the norm in war.
It's boils down to personal preference in how one would like to see this represented in a game. Panzer General did a pretty good job of representing how military units usually were ground down incrementally rather than outright destroyed in most circumstances. One usually had to surround them on most sides to get a surrender or annihlation of the unit. I prefer to model the combat in civ along those lines. Well as much as I can.
I agree that rebuilding damaged units should cost. This is one of those things that should be in civ, but wasn't. Disagree about having units damaged rather than destroyed being a balance issue. For what I've seen in mods I've made, it adds more depth and enjoyment to the game by offering more strategy.
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In civilization 3, the retreat value from the editor wasn't the real retreat chance. There has been done some testing of the real retreat formula a few years ago and finally it was discovered that the formula was as follows:
(100*Attacker Retreat Bonus)/(50+Defense Retreat Bonus)
This actually means that if you give two units a retreat chance of 100 in the editor and they fight one another, then the loser has a 2/3 chance of retreating. In general, the retreat chances are lower then the ones you set in the editor if you would use high values in the editor. I modded civ3 too and I understand that it can be frustrating to learn that the formula isn't what you expected it to be.
The article that I mention can be found here. The last post mentions the formula.
As long as civ has no repairment cost (building a new knight costs as much as repairing two half strength knights to full strength or something like that), I don't think it is a good idea to implement high retreat chances for units. The human player will be far more able to use this then the AI. Especially because the AI was not programmed for that kind of combat. It's also more difficult to program an AI that can perform a war of attrition and that is good at avoiding escape of the damaged units of the human player.
You should also know that retreats in civ4 have been changed from civ3. Now only an attacker can retreat, making it a lot less powerful. It's not that well documented, so maybe you missed that and that could be frustrating when you start modding civ4.