Armies: A not-so-new approach to combat

Natura

Warlord
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Greetings all.

Civ V's expansions have, so far, done an excellent job of re-introducing old concepts (religion, spies) as well as providing new ones (trade routes, tourism) which have enriched the game experience. One aspect of the game however, which was almost certainly the most controversial at release, remains untouched. I speak, of course, of Civ V's combat.

IUPT was a bold step that fell somewhat flat. Though it killed off the much maligned stack of doom, it had major impacts on city production and did much to remove what realism the Civilization series had. By far the biggest issue however remains the AI's lack of ability to utilize IUPT correctly. Jon Shafer himself admitted
One of the biggest challenges unearthed by 1UPT was writing a competent combat AI. I wasn’t the one who developed this particular AI subsystem, and the member of the team who was tasked with this did a great job of making lemonade out of the design lemons I’d given him. Needless to say, programming an AI which can effectively maneuver dozens of units around in extremely tactically-confined spaces is incredibly difficult.

However, on a smaller playing field, AI's capable of handing turn based combat have been around for a very long time. Anyone familiar with the Heroes of Might and Magic series will be very familiar with turn based combat on a small playing field. Even closer to home, the Call to Power series featured army on army combat, once again, in a sub-screen based on local terrain.

Hence, armies. Armies are groups of units that all occupy the same tile. They move at the rate of the slowest unit, and when they enter combat, the game screen changes to a tactical screen, extremely similar to that found in HoMM. For those unfamiliar, click here. Terrain would naturally change depending on the terrain the armies were fighting in. Attacking cities would produce a larger battle where you fight into the city itself, breaching walls and driving out defenders.

But how best to do this without bringing back the dreaded stacks of doom? After all, if we start cramming units onto the same tile again, won't that mean people just slamming all their forces together into one uber-army? People do that in HoMM after all.

My response is two fold. The first draws inspiration (translation: blatantly steals) from the Civ-in-space game Endless Space. In Endless Space, your starships, which comprise your entire military, can be grouped together in fleets. However the maximum size of fleets is determined by technologies you research, and occasionally by your choice of civilization. Hence, fleets tend to start out small and get bigger as the game goes on, but there is always a cap on their size. I believe this system could translate over to Civ quite well.

The second comes from trade routes, introduced in Brave New World. One of my first reactions upon seeing trade routes in game was to think "Wow, supply lines for military forces based around this would be awesome." Supply has always been a critical part of warfare, and the strategic options it's inclusion would open up are major. Raid enemy supply lines to cut off over-extended troops, surround enemy forces and cities, Stalingrad style, and starve out defenders. But it would be too difficult, given the size of 1UPT armies, to co-ordinate individual supply routes for all of them.

Not so with armies. Imagine the Civilization tech tree, and it's various techs that unlock an additional trade route. Well now imagine that, but with supply routes included as well. Each supply route allows a Civ to produce an additional army. You could still have single units wandering around of course, but they'd stand little to no chance against an enemy army. Armies are the foundation of any civilization's military.

To start an army, build a supply train. Supply trains, once built, let you found armies. The supply train then travels back and forth from it's army to it's city. Supply routes can be pillages just like trade routes can. An army without supply will start to lose health each turn. They can pillage to counter this (living off the land) but obviously they can't do this indefinitely. Unless supplies are reconnected, the army will eventually wither and fall, cut off a long way from home.

To expand the idea, Great Generals and Admirals could take on greatly enhanced roles. Now these men and women actually lead their armies and earn experience. This could unlock skills that let their armies move faster, survive longer without supplies, extend the reach of supply routes, boost city attack or any number of things. Killing a high ranking enemy general could be a turning point in a war.

None of these are really new ideas. They're merely taking ideas from other places and throwing them together. However, I believe that the end result could be something that not only fixes the combat in Civ V, but makes it truly engaging and interesting at the same time.
 
I've never played heroes of might and magic, but in my experience, switching to a tactical screen is extremely tedious about 99% of the time. Like, way more tedious even than the current 1upt system. If civ went this way, it would probably be a deal breaker for me.
 
Heroes of Might and Magic is my second favorite game ever after Civ, but I'm generally reluctant about the army idea for the very reason that you outline, namely that armies will have a risk to bring back the one-sidednes of combat which was also with stacks of doom, where it was all about numbers and less about applying your units correctly. However, if the combat mode actually did acount for the topography of the map in a meaningful way, this might help solve some of the AI incapability of managing its units, and your ideas about supply lines and other stuff sounds very creative, although it's hard to get an overall impression of how it would actually work in game just from the discussion here.
 
Perhaps if you roll in the old one-unit-per-type-per-tile idea in there you'd still force a number of armies on the player instead of one giant stack of doom? Like you said, techs and stuff can increase these numbers, like say one tech allows +1 Melee unit per army, then another tech adds +1 Ranged unit per army, etc.

At the beginning of the game, you might have an army of Melee, Cavalry, Ranged and Siege, only one unit each, but as the game progressed, you'd eventually be able to have more than one of each of those types and also add additional types later (Scout, Amphibious, Air Support, etc.).

Another idea or method to explore, similar but not the same, might be to add all the Strengths of the units stacked together into an army (like the fleet in the OP) and make it an uber-unit. Cities already have high Strengths, make them higher to match. That would make individual units helpless in the face of an army, but cities could be tweaked to require several armies to conquer.
 
Heroes of Might and Magic is my second favorite game ever after Civ, but I'm generally reluctant about the army idea for the very reason that you outline, namely that armies will have a risk to bring back the one-sidednes of combat which was also with stacks of doom, where it was all about numbers and less about applying your units correctly. However, if the combat mode actually did acount for the topography of the map in a meaningful way, this might help solve some of the AI incapability of managing its units, and your ideas about supply lines and other stuff sounds very creative, although it's hard to get an overall impression of how it would actually work in game just from the discussion here.

Accounting for map topography is one of the aspects that I neglected to include in my original post, or at least, to expand on very much. What I should have said is that the tactical map would be a scaled down version of the same combat we fight currently, though if say, an army on plains was attacking an entrenched army on a hill, the map would have hill tiles on the defenders' side. Things like rivers and forts would of course be included as well. At it's most basic, you could simply create a number of small tactical maps that the game selected from to fight battles on. These maps would play identically to how civ combat currently works, but the hope would be that by restricting the amount of potential decisions the AI has to make, it's overall performance would be greatly improved. I think the current Civ AI could function well in a small battlefield, but currently it lacks the ability that we have to focus on just one part of the map.

I've never played heroes of might and magic, but in my experience, switching to a tactical screen is extremely tedious about 99% of the time. Like, way more tedious even than the current 1upt system.

That's where options like Quick Combat come in. Just about every modern TBS game that uses army based combat allows for Quick Combat, where the battle is fought with the AI controlling both sides. Typically, you use this when the outcome is a virtual certainty, such as you massively outnumbering your opponent, and there's little point in you playing out the whole process. The battles you actually fight therefore tend to be the decisive, close fought one. As to tedium, the type of combat I'm suggesting is functionally identical to what's offered currently, just zoomed in.

At the beginning of the game, you might have an army of Melee, Cavalry, Ranged and Siege, only one unit each, but as the game progressed, you'd eventually be able to have more than one of each of those types and also add additional types later (Scout, Amphibious, Air Support, etc.).

Quite possible, though I personally prefer the ability to customize as much as possible. You could certainly go for a well rounded "all-comers" army with a good balance of melee, ranged and siege. But I also like the idea of certain Civilizations really focusing on their strengths. How about an ancient era Egyptian army comprised entirely of chariots? A fast moving force that can outmarch slower melee armies easily and whittle them down from range when they fight? Or a mongol horde utilizing much the same tactic? A Zulu horde of Impi? Soviet artillery divisions? I also very much like the idea of allowing air units to join armies. I've always found it somewhat strange that air units in Civ V can only be based in cities. Air forces were frequently based with armies during WWI and WWII.

Another idea or method to explore, similar but not the same, might be to add all the Strengths of the units stacked together into an army (like the fleet in the OP) and make it an uber-unit.

I think the issue there is that it would be a bit boring. If you were simply taking one unit and smashing it against a city, most tactics are largely pointless. My fleet idea would have fleets engaging much as they do currently, on a tactical map of course. One thing this does do naturally is prevent ranged attacks from occurring on the world map, including those of cities. Whilst this would allow you to set up blockades of enemy cities using your fleet, this is historically precisely accurate and sets up some potentially more interesting tactical options.
 
Call to Power did it correctly. It made noncombat units like the Slaver work well, plus making effective army composition important, and then limiting them to a single tile that could be moved easier.

I can't remember all the details, but the idea generally would allow for things like UAs, techs, and promotions that would affect max army size and maintenance.

Unfortunately we all got shafted (or is it Shafernated?) and we'll have to wait for a different Civ game to do something better. It's too much to change the entire army system years after release.
 
This is certainly the gold question for the next civ game, and the questions to answer are imho the following:

1) Does the AI understand it?
2) Does it work to represent both ancient era combat as well as modern warfare?
3) Is it intuitive and doesn't it take away too much time from the other functions of the game?

Second Tactical Screens imho take away too much, but that's personal. I like the system you have above to a degree, certainly some good points in there. But for the next civ, I'd go for the other way completely and do away with units like "swordmen" and "archer". These units are simply too detailed for use.
 
This would be nice to see in a civ game other than Revolution but if I want a tactical screen, I'll use Total War which implements it properly (although the 'tactical screen' is what Total War is about). It would be hard to make work though and simple enough for the AI.
 
I would have to say that I don't think a tactical screen would go well with civ, but I do like the idea of supply routes. That in my opinion what would be excellent if it was done well.
 
Sounds more like a division than an army.

Strategically, this would be a good idea. I think this would be a good compromise between the "stack of doom" of previous Civ editions and the Chinese sliding puzzle game Civ V turned into. Combined arms is not a new innovation. Even in ancient times, nearly all strategic units were comprised of a mixture of infantry, cavalry and ranged troops.

But adding a separate tactical screen would completely change the nature of the Civilization franchise. Instead of that, just make it possible to right-click and "detach" units from the division, and use them for flanking, special purpose missions like capturing a defenseless unit, pillaging etc. But keep it all on the strategic map.

This would be a better simulation of real wars AND would make the game easier to manage at the same time. After the very early game, micro-managing units of swordsmen, horsemen, archers, etc., around the map gets to be quite a pain. Julius Caesar didn't order armies around Europe one company at a time - why should I have to?

And now that Civ shows multiple figures per hex, this could all be graphically represented quite well. Instead of showing three archers, for example, just show the one archer to represent that single unit by itself. Then, when they're combined, show an archer, horseman, swordsman, etc., all together in the same hex. To make an "armored" division, for example, you could add an additional tank. To make an "infantry" division, add an extra footman, etc. This would all show up very clearly on the map.
 
I posted a similar idea about Armies and Logistics for Civ VI in this section without really looking around. Found another thread already and yours was on page 2, I guess it's a popular idea lol.

One difference between our two ideas is how we limit the armies. I think we all agree that you can't go back to unlimited stacks like in Civ IV. It just seems like supply train units would get a little tedious. Granted it's realistic and I really like the living off the land when they're cut off bit, but managing armies is already more micro so do you really need another layer of micromanagement with the supply trains? Maybe for the Civ VI expansion. : )

My idea has maintenance costs as the limiting factor to armies, like as in just through the Finance Advisior. So it costs more money in upkeep the more you stack your troops in armies, but an army of 10 Spearmen is better in combat than 10 Spearmen attacking one by one such as what epicivfreak suggested here. You can try to have a huge unbeatable mega stack but it's going to cost you your Civs entire GDP to pay for it. I do think any kind of army idea is a Civ VI idea though cause that ship has sailed for Civ V.

If units together in armies are stronger than units apart you also have to think about countering those armies. In Civ IV it's whoever brings the biggest stack wins, or more accurately who ever brings the stack of siege + enough units to clean up. Even if you have a maximum size for armies, how do you counter the maximum army size if that is the strongest possible unit on the board?

Well again you can use siege which does collateral damage when multiple units are on one tile. I think it would work fine with limits (maintenance or supply trains) as long as it wasn't unlimited stacks with suicide catapults. Another disadvantage is if you use hexes your armies can face one direction and have a front and a rear. Opens all kinds of strategic options to counter large armies when you have to worry about positioning and terrain both.

Eg:
Civ A brings a huge army but Civ B splits their smaller forces into a defensive group to temporarily hold them off, and a fast group to go around and attack from the rear (where you do more damage). Or you lure Civ A's big army to attack, and then use your hidden Guerrilla units with Camouflage promotions to do a surprise ambush from the woods to the rear (where you do way more damage). Civ A's large army could just turn around and use these tactics too but the point is they aren't unbeatable because they are the biggest. Single units are more maneuverable and never have to worry about facing.
 
Greetings all.

One of my first reactions upon seeing trade routes in game was to think "Wow, supply lines for military forces based around this would be awesome." Supply has always been a critical part of warfare, and the strategic options it's inclusion would open up are major. Raid enemy supply lines to cut off over-extended troops, surround enemy forces and cities, Stalingrad style, and starve out defenders. But it would be too difficult, given the size of 1UPT armies, to co-ordinate individual supply routes for all of them.

Just make a new unit (supply-whatever), which works like the trade route caravan/boat. Then give all military units a penalty if they are more than 5-6 tiles away from a supply depot (termination of supply route). If you need more complexity, require an actual supply depot building. Then, just balance among amount of penalty, hammer/maintenance cost of depot and/or caravan/truck/boat/whatever. You could require certain techs to build the supply units as a way of slowing early rushes, if you need.
 
i dont think tactical screen is what the game needs. every game should have a focus, homm is primarly a tactical game so theres a tactical screen, civ is a strategy game so tactical screen will only disrupt game flow.

i like supply lines idea, i always was for inclusion of such a concept. it can be realized for 1UPT. say all your units cant heal without supply (just like ships now) and atop of that slowly lose hp when outside of friendly territory. You need a GG to supply them. Build caravan and set it to one of your GGs. And all units in a 2 hex radius from this GG will be counted as being supplied. This radius can be increased by GG's promotions and techs.
 
I don't think supply lines have to be complicated. Here's a way you could do it without putting too much of a burden on the player:

1) Supplies can be produced in every tile, every turn, depending on the terrain. Farmland produces more than tundra, ice or desert could produce nothing. This reflects the army foraging locally, and is deducted from the supply requirement of the stack. Small groups of units (say, under 3-5) will likely always be in supply from local foraging, eliminating the need for supply trains.

2) Supplies are automatically produced in cities, with the rate increased from building depots, and can be produced in forts and depots outside of cities (a tile improvement).

3) Supplies are automatically distributed in your network to your stacks that need it if they are within 2-3 tiles of a depot. Depots will pass supplies to each other automatically along rail, river, and road.

4) If your units go out of supply, they lose strength/cohesion/morale/are generally penalized somehow unless you bring a supply train with them. The supply train acts as a mobile storage and is slowly eaten until the stack moves back into the network and can be resupplied. This means that if you are invading another civ with large stacks, you will need to either a) build and defend supply depots on your way in, or b) have sufficient supplies in your trains to finish the job.

5) Anywhere in your territory, you can choose to pay gold to immediately requisition supplies from the locals. You get extra supplies at the cost of gold and maybe unhappiness (people don't like being pillaged by their own government).

6) Cities under siege will have difficulty getting supplies if surrounded and blockaded, and can be starved out. This should be made effective enough that players will regularly consider whether to siege an enemy city or assault it with potentially greater losses.



This system doesn't require a lot of excess supply trains, just a relative few with your main army when you are invading with a big stack (and thus represents a large commitment of resources). Small detachments can live off the land just fine. Supplies move easily and automatically, without player interference, within your own borders.

I'm a convert to the idea of army organization after playing a bunch of wargames for the last few years instead of Civ. I think the right move to make here is to make generic generals and admirals to organize your forces into divisions which can be stacked together with supply trains into corps and armies. The generics would only give minimal bonuses to attack, defense, mutual support, movement, or particular unit or terrain types, whereas great generals and admirals would give commensurately greater bonuses. Instead of designing special game mechanics around great generals, the game should incorporate them from the ground up and treat them as a supercharged ordinary general.

Oh yeah, and all stacks fight together (and with good leadership, can mutually support neighboring forces). Once you organize your masses of troops down into one or two dozen divisions instead of having 100s of scattered units, you cut down on the micromanagement immensely.
 
More of taking the good elements of wargames to fix the perennial problem of the Civ series.
 
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