Armies, Generals and 1UPT.

MooFreaky

Meatbag Destroyer
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Aug 3, 2003
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I've been thinking about a few of the issues I have with Civ 6. The big one that gets debated is obvious 1UPT. But one that i dislike is the new Great General system, where there are very limited GGs. I also dislike that armies are not something that appear until too late. Having studied ancient history the importance of armies and generals is so vital to the success (and failure) of entire empires that I feel their significance is not reflected in the game.

I see a way of addressing all of these issues. I admit it's not 100% thought out, but I think the concept is good at least.


GENERALS
A General is built as any normal unit in the game and are available as soon as you get initial government types. Units can stack on top of a General to form an army. An army is 2 units locked together, rather than combined. They will attack, first one and then the other. When attacked, the unit with the best chance to defend will take the attack and the damage. When armies attack each other, the attacking army's units will attack the opponent unit most beneficial. Unless the defending army is fortified, where the defending units will get the benefit.

EXAMPLES:
American Army has a Swordsmen and a Spearmen.
Russian Army has Horsemen and Spearmen.

American Army attacks Egyptian Horseman. The Spearman attack first (as they have the biggest advantage), then the Swordsmen attack.

Egyptian Horseman attacks American Army. The Horsemen attack the Spearmen.

American army attacks Russian Army (unfortified). American Swordsmen attacks Russian Spearmen. American Spearmen attacks Russian Horsemen.

American Army attacks Russian Army (fortified). American Swordsmen attacks Russian Horsemen. American Spearmen attack Russian Spearmen.


If that is too compliciated... Just make them exactly like Corps and Armies now, though I find that less interesting and tactical myself.


The number of Generals that can be built is determined by a combination of current Era and Government. Example: A Classical Era, Classic Republic could support 3 Generals. A Modern Era, Classical Republic could support 7 Generals (+1 extra per Era).
A Modern Facism could support 12 Generals.

Numbers are just examples and are far from locked.


Great Generals are earned through a combination of buildings and government slots which grant Great General Points. GGP are also earned from combat.
Great Generals can also lead an Army (in addition to those allowed by the Government type. So a Classical Era, Classical Republic could have 3 Generals and a Great General leading an army). A Great General gets bonus damage, movement etc still. Their unique abilities are one use, but do not cause the Great General to disappear after use.


Give a nice graphical image to show an army clearly.

The way I see it, this helps address the issues of unit stacking, without the stacks of doom. Armies are bigger and more dangerous than units, but can be slowed through ZoC from individuals and harassed etc. So it doesn't just mean single units are useless, as supporting armies will be important.
It also makes armies a big deal early on, and after all most classical and medieval warfare was based around a few big armies marching around, while smaller units skirmished and performed various operations around them.
 
I think that army concept is quite complicated and convoluted, to be frank. Maybe implementing straight-forward bonuses is simpler:

- Every unit gets an equal base damage (depending on total attack/defense of the stacks)
- Every unit then gets a % increase/decrease in stats depending on the composition of both armies, and are dealt damage accordingly to those.

For example, defending with an army of 2 Swordsmen/1 Spearman, expect the Swordsmen take more damage if the attacking army is composed of 3 Horsemen, but every Horsemen will also take a bit more damage due to the Spearman.

For ranged units, you would only be able to use the ranged strength of the ranged units vs. the combined defense from all units in the defending army. That would make mixed ranged armies a bit less effective, and pure ranged armies quite risky vs. Horsemen.

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For the Generals part, I think this concept as you presented would almost obsolete Great Generals. After all, their bonuses are almost the same. Maybe nerf the Generals (like, giving only a 10% increase in strength), while Great Generals would provide more bonuses (for example, 25% increase in Combat Strength and another bonus on top: extra movement, extra strength for surrounding units, extra strength in sieges, extra strength for a certain type of unit etc)
 
Generals I wouldn't give any bonus to, other than that they are capable of creating an army.
Whereas a Great General can lead an army (a bonus army on top of those permitted) AND gets the bonus stats that GGs currently get.

I agree it is a bit convoluted. I like the idea of different configurations making a difference and was trying to find an interesting way to do that.
It could be simplified as much a General can just lock two/three units together, allowing you to choose which you attack with, but they must always move together.

There are lots of ways you could do an army (or just keep it as is). The main point was more around getting the armies into the field earlier, helping reduce pointless carpets the AI can't control, while also reflecting the importance of armies throughout warfare, not just modern times.
 
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