Armies and sieges

bronk

Chieftain
Joined
Apr 4, 2005
Messages
9
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Zagreb, Croatia
Hi!


I came up with some ideas when reading a dozen of topics here that i think really should get into CIV4:


(1) A "number factor" should be introduced in battles, based on the real-life where 100 vs 100 isn't the same sa 100 vs 90.
So in CIV, when a single unit looses a HP, its att/def rate shoul be reduced by the same percentage as this lost HP is in compare to the number of all HPs.

example:
longbowman att. spearman
both have 4 HP
lb looses 1 HP - 25% of the overall HPs ----- looses 25% of his att rate - at 4 is reduced to 3
lb looses 2 HP - 50% HPs ------- latt reduced from 3 to 2

This would reduce the possibility to have battles where a unit would loose 4 HPs in a row but then win the battle by killing opponent's 5 HP in a row.
Which is for me the mot irritating thing in the whole game.

The "number factor" wouldn't have any influence on armies (because of the generals)


(2) When 2 or more military units would be in a same tile they would automatically have their HPs summed, but no their def. An option would appear to move a unit "up or down the order" in the same tile, thus putting them in order in which they would defend hemselves if attacked. When the first would get at its last HP the second one would jump in.

That would enable to group units without leaders, because they appear really rare and its unrealistic not to be able to join units at every time you want for the defensive means.
Though leaders wouldn't be made obsolete by this.

There should be no limit at the number of units because there's no real-ife reason for it, and it would also limit the number of units that could be or move through a tile.

When in a city, every unit would of course count as a single unit.


(2) If two or more of the units in the same tile have a move or more left, a join option would appear making the units move together, and fo course to attack together. This group would be called "batallion" or something like that.
They would move at hte speed of the slowest unit. When joining, units wouldn't spend all their moves, but would be able to move in that same turn, if the slower unit has a move left. Unjoin option would be enabled at any time.

A unit would be able to join/unjoin at any time.

HPs would be summed for def purposes, but not the att/def rate.

When attacking they would behave as single units, but would be able to retreat and the attack would be continued by the next unit.
The order in which the units will attack would be determined by the att rate.
Artillery, if resent, would be put in first place.

Attack can be stopped between the attacks of the single units.
"Number factor" would apply.

I'm open to suggestions on what number should the limit of units per battallion be.


(3) Armies would be stll created by leader.
"Number factor" wouldn't apply.

HPs and att/def rate would be summed when attacking/defending.
Because of this, the order in which units would attack/defend is irrelevant, actually the whole army would attack/defend at the sam time.
When defending the unit with the highest def rate would be animated, and when attacking one unit at a time, starting with artillery, followed by archers, then cavalry/mobile units, and at last infantry.

Since the whole army functions as a unit, unjoining would be disabled, but not to join a unit if a slot is empty, and single units wouldn't die one by one, but at once
Joining new units to armies has been disabled in CIV3 because it would mean you could always fill your amries with new troopes when loosinga single unit in a fight, but now it would be bypassed as you could only loose the whole army, so its like enabling in th CIV3 to join new untis but only before you loose one.

Upgrading should also be enabled, but not one unit at a a time, but all units in an army, that can be upgraded, at once.


(4) When two or more units would fortify in a tile adjacent to a city, the city would be automatically put under siege. If only two units are performing a siege, they mustn't be in adjancent tiles (that would simulate a city being sorrounded). Battalions and armies count as single units, artilleries don't.
If an artillery is present in a siegers battallion/army, it bombards the city automatically.

When a city would be put under siege all food/shield production, tax paying, specialists effect and roads would be blocked, but also food loss.
Changing production and producing something wouldn't be diasabled.
Hurry production is automatically changed to forced abour, and its enabled.

The city is freed when all units performing the siege wake and another siege isn't made until the end of the turn, or some of them move/or are killed, leaving only one unit near a city, or two units but in adjancent tiles

Cities under siege loose a population point in the number of turns equal to the number of the units garrisoned divided by the number of population points.
So a size 2 city with 5/6 units garrisoned will loose a pop point every 3 turns, size 6 city with 6 or less unit every turn, but a size 12 city with a garrison of 13 units every 2 turns.
The equation would be:

If nU is even then x = nU/pop
If odd then x = nU/pop + 1

x - number of turns when a city under siege will loose a pop point
nU - number of garrisoned uits
pop - population points


(I apologize if someone has already written something ike this, which is very probable, but this sort of things is too unspecified that i could first search the forum if someone has)
 
OK, you have some good ideas here, but most of them depend on the Civ2/Civ3 combat paradigm-which is what I HOPE they will abandon in Civ4.

Point #1, though, I agree with 100%-attack strength, firepower and morale should all be reduced according to the % of hp you have lost. This would work even better if they boosted the range of HP you could have.

As for the rest, I think that stack combat should be 'par the course' for any group of units that occupy the same tile. How WELL all the units in a stack fight should depend on several factors:

(a) if your # of units exceeds the 'stack limit'-as determined by terrain and tech level-then all units in the stack will be at degraded performance.

(b) certain units will gain a bonus from the presence of certain OTHER units in the same stack (knights from men-at-arms, tanks from infantry).

(c) Having a leader unit in the stack would boost the 'stack limit' by X, and would double any bonuses recieved from (b).

All combat would be a series of 'automated' attack/counterattacks, with each unit selecting an opponent based on 'best success' chance, and weighted by unit type. Ranged units in a stack would get the benefit of free attack-each turn-until another unit 'closed' with them.

As for sieges, I think they should be run much like normal combat, but with the object of forcing the surrender of a city. Each 'pulse' of combat would result in a city improvement being destroyed/damaged, a besieged unit being damaged, a part of the population being killed or the city's morale dropping. Certain units in a besieging stack will be better at achieving a certain outcome over another, and besieged units will still get a chance at counterattack-as in normal combat.

Anyway, I would like to know what you think of those 'counter-proposals'!

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
(a) if your # of units exceeds the 'stack limit'-as determined by terrain and tech level-then all units in the stack will be at degraded performance.

I don't understand in which caes would this be applied.
I you mean for the case (2), when units are in the sam tile, but are not joined in a batallion or an army, there really shouldn't be any limits.

And for battallions/armies, terrain factor shouldn't affect att rate.
since you might be attacking a plain/graas tile.

Now you gavew me another idea:

Att bonus when attacking from a higher ground, from hills to plains/grass, and from volcanoes/mounts to everything else.

(b) certain units will gain a bonus from the presence of certain OTHER units in the same stack (knights from men-at-arms, tanks from infantry).

or just adding mounted units att bonuses when attacking infantry, camels when attacking hrses, etc., like pikemen already have from defending against them.
So this would apply when units both fight alone or in a stack/battallion, it would affect the order in which units would defend, or defend/attack when in a battallion.
But it shouldn't apply for armies, since they already fight as a single unit and having summed def/att already is a huge bonus.

(c) Having a leader unit in the stack would boost the 'stack limit' by X, and would double any bonuses recieved from (b).

No, i think the leader concept should remain the same, you would still just make armies with him, and he would be a general who organizes all his units in an army and because of him the army would have this att/deff sum bonus.

Leaders and all other non-combat units would be able to join a battallion, but wouldn't have any affect on it, nor would they spend unit slots of a battalion, since if a leader becomes the commander of units in a tile untill they are used to make an army.

Also, when in army, units would loose levels, and a general would be gained exp when victorius, starting as a regular even all of the units that made the army were elite.

All combat would be a series of 'automated' attack/counterattacks, with each unit selecting an opponent based on 'best success' chance, and weighted by unit type. Ranged units in a stack would get the benefit of free attack-each turn-until another unit 'closed' with them.

Yes, i think i wrote that.
But only when in army, because without a general they aren't organized.
The general would be the one who would automatically calculate and decide about the best way to fight.

As for sieges, I think they should be run much like normal combat, but with the object of forcing the surrender of a city. Each 'pulse' of combat would result in a city improvement being destroyed/damaged, a besieged unit being damaged, a part of the population being killed or the city's morale dropping. Certain units in a besieging stack will be better at achieving a certain outcome over another, and besieged units will still get a chance at counterattack-as in normal combat.

In the sige type i described units wouldn't attck the city, only bombard it, that's what would make them able to sorround the city and controle the terrain thus performing siege.
if besieging would in the game include units attacking the city that wouldn't make it much different from a normal attack, and the city would loose pop too fast (siege effect+single battle lost), more than 1 per turn.
 
I think what you have failed to understand is that I am talking about a TOTAL revamp of the combat system, so that ALL units in a stack can attack all units in an opposing stack AT THE SAME TIME. I think this would be a MAJOR improvement over the current 1 versus 1 system-both in realism and time taken.
If you look at my suggestions with that fact in mind, you may see the importance of those suggestions. Also, the 'limit' isn't a hard limit, its just a reflection of the difficulties of 'organising' very large forces on certain terrain types.

Yours,
Aussie_Lurker.
 
Sure, "total revamping of the combat system" would be the best solution.

I just made a few suggestions in case it's not rvamped, just a bit modified.

I think there's a topic here with suggestions about new combat systems.
I'll take a look.
 
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