battle groups

@Anndra:
The retreat value is already dependent on experience. I think that a failing retreat may as well have some (slight) disadvantage, so that people wouldn't just whack the retreat button all the time. And you are correct: automatic retreat is an uncontrolled event, but I don't see your point. An automatic retreat is quite ineffective if they can't be moved after that (they'll only get killed the next turn unless you can bring new units to the field). Those are good ideas, but I think the punishement for retreating shouldn't be quite as severe as you propose...
 
I have my "naval battle groups" idea outlined and posted here The "enhanced grid" idea could apply to Task Forces as well, in the case of bombardment. I have an air groups idea mostly reasoned out, now I just gotta type it all in. :)
 
To Shyrramar
My point is that unit after a flee caused by a great defeat (one point left means that the unit is near to annihilation) is not so disposed to obey orders from their commanders.
You are right, a forced stop for one turn invalidate the retreat. Perhaps a turn of automatic movement away from enemy units is better.
 
On the subject of retreating, I made a suggestion along these lines back when Civ 4 ideas was just a single thread (here it is). It might sound a touch complicated when you first read it, but its not really, when you think it over for a few minutes. For those without the inclination to click the link and read my original post, here's the basic idea: any unit gets some chance to retreat instead of being destroyed, and that chance depends on relative attack and defense strength in addition to relative speed. Basically, its easier to retreat from primarily defensive units (who aren't talented at pursuit of retreating foes) and its easier to retreat if your defense value is high (you're better at an organized withdrawal from battle). Anndra mentioned Roman Legions: under my proposed system, they'd automatically be better at retreat than generic swordsmen, because their defense is higher.
 
Originally posted by Shyrramar
@Anndra:
The retreat value is already dependent on experience. I think that a failing retreat may as well have some (slight) disadvantage, so that people wouldn't just whack the retreat button all the time. And you are correct: automatic retreat is an uncontrolled event, but I don't see your point. An automatic retreat is quite ineffective if they can't be moved after that (they'll only get killed the next turn unless you can bring new units to the field). Those are good ideas, but I think the punishement for retreating shouldn't be quite as severe as you propose...
I'm not so thrilled about the "click to retreat" concept: the beauty of civ is that there's any feeling that you have to click at just the right time. Its a thinking game, reaction time isn't an issue. Shyrramar, I'm sure you didn't mean to propose it in such as way that fast reaction times would be necessary, but I still don't really like it: sometimes I let my attention wander a bit, especially during the AI's turn. I wouldn't like the feeling of having to pay close attention to every combat, with my finger on the button/mouse just in case I needed to click "retreat." I'd prefer that retreating always be handled in an automatic manner, as it is currently.

Although the old post I linked to above only dealt with "1 HP left" retreats, I agree with your thoughts about fast units retreating right away. Perhaps each round of combat, units could calculate their odds of successfully winning the remaining rounds, and attempt to retreat whenever their odds of surviving were below a particular level (or, have the odds that they'll try to retreat depend on the odds that they can win). Naturally, they'd have to also calculate their odds of successfully retreating, and they wouldn't try if that would lower their survival chances. (Also, as I said in my old post, if a unit was the last defender of a city, a settler/worker, a stack of artillery, etc., it probably shouldn't retreat.)

If a veteran 4/6/1 Rifleman attacked a veteran 6/3/1 Cavalry (unfortified on grassland), the cavalry probably wouldn't try to retreat right away, since (according to the html combat calculator at this website) they'd at first have a 39.6% chance of beating the rifleman (not in their favor, but not terribly low, either). But if the rifleman won the first round, at the beginning of the next round, the cavalry's chances are only 25.9%, and if the rifleman won the first two rounds, the 2 HP cavalry has only a 13.4% chance of pulling out a victory against the 4 HP rifleman. The cavalry might be pretty likely to retreat at that point, even though its not down to 1 HP. Replace the cavalry with a verteran 2/2/1 Horseman, and right at the beginning, the odds of survival are only 4.3%: horsemen should try to retreat from riflemen immediately. If I had a horse and no gun, and a bad guy on foot with a rifle was approaching, I don't think I'd let him get within range, I'd be off at a gallop as soon as I saw him.
 
Originally posted by Anndra
To Shyrramar
My point is that unit after a flee caused by a great defeat (one point left means that the unit is near to annihilation) is not so disposed to obey orders from their commanders.
You are right, a forced stop for one turn invalidate the retreat. Perhaps a turn of automatic movement away from enemy units is better.
I don't think there should be any penalty to a unit that retreated. Remember the time scale: the next turn isn't just a few hours later! My interpretation is that, when a unit is defeated, many of its consituent soldiers are killed, but many may also flee. Being reduced to 0 HP doesn't mean every single person was killed, it just means there aren't enough who fled (or enough surviving officers to rally them) and they cannot reform into any effective fighting force. When a unit retreats instead of being destroyed, what that means to me is that there are enough survivors in decent shape, and enough officers commanding them, to regroup and continue to act as a military unit (although a reduced strength unit, since there are fewer troops and their morale is lower). So in the case of, as you say, troops not being "disposed to obey orders," I think that's represented by the unit being detroyed. Only in cases in which some semblance of order remains, and the surviving troops are still listening to the officers, is the unit shown to retreat instead of disappearing.

Of course, as I mentioned in my previous post, I think retreat should be only automatic (no clicking) so that would remove the need for penalties to discourage people from preferring to retreat instead of fighting.
 
Originally posted by judgement
I'm not so thrilled about the "click to retreat" concept: the beauty of civ is that there's any feeling that you have to click at just the right time...
...If I had a horse and no gun, and a bad guy on foot with a rifle was approaching, I don't think I'd let him get within range, I'd be off at a gallop as soon as I saw him.

I guess you are correct. I wasn't thinking properly there. I like your ideas (in the thread and here), and you really nailed it with that last comment I quoted ;). Perhaps there should be some way to give orders of "no retreat"? I may (for various reasons) not want my horsemen to tug tail and run at certain times. They should do it, of course, when they get near to zero hps (almost totally beaten people rarely listen to orders very well...), but they shouldn't do it right away, if I didn't want them to. I am not sure how this should be implemented, perhaps it could be just another choice in the "right-click"-list? You could command individual units to stand their ground, or order all of the units of the same type, or all the units in the stack? It is many times best (but brutal) to sacrifice one unit in a hopeless battle in the mountains than let the cowardly bunch just run away. Or what do you think?

I seem to have lost my touch on criticism - I agree with people way too much nowadays! :lol: I think I must steel myself and become the stubborn thick-head I am!
 
Originally posted by Shyrramar
Perhaps there should be some way to give orders of "no retreat"? I may (for various reasons) not want my horsemen to tug tail and run at certain times. They should do it, of course, when they get near to zero hps (almost totally beaten people rarely listen to orders very well...), but they shouldn't do it right away, if I didn't want them to. I am not sure how this should be implemented, perhaps it could be just another choice in the "right-click"-list? You could command individual units to stand their ground, or order all of the units of the same type, or all the units in the stack? It is many times best (but brutal) to sacrifice one unit in a hopeless battle in the mountains than let the cowardly bunch just run away. Or what do you think?
Perhaps... or what about simply saying that the "fortify" command, in addition to a defensive bonus, makes a unit less likely to retreat? The implication in fortifying your unit is that you intend to hold that ground against attack. If your unit happens to be on its way from one city to another and gets attacked, it might retreat, and you'd be happy, since you just want it to get to its destination alive. But if you fortify it on a tile somewhere, you want it to protect that tile, so you might be annoyed if it simply retreated without trying to damage the attacker. This would give you a little input into how likely a unit was to retreat, without adding any new commands, and it would be somewhat realistic IMHO.
I seem to have lost my touch on criticism - I agree with people way too much nowadays! :lol: I think I must steel myself and become the stubborn thick-head I am!
:lol: Maybe its because, since you moved up to "Warlord", the criticism has been more challenging? :lol:
 
Originally posted by judgement
Perhaps... or what about simply saying that the "fortify" command, in addition to a defensive bonus, makes a unit less likely to retreat? The implication in fortifying your unit is that you intend to hold that ground against attack. If your unit happens to be on its way from one city to another and gets attacked, it might retreat, and you'd be happy, since you just want it to get to its destination alive. But if you fortify it on a tile somewhere, you want it to protect that tile, so you might be annoyed if it simply retreated without trying to damage the attacker. This would give you a little input into how likely a unit was to retreat, without adding any new commands, and it would be somewhat realistic IMHO.

I agree wholeheartedly! This is one of the best ideas I have ever heard! No...wait. Must concentrate, MUST concentrate... What a crappy idea! Where did you get that one? From your stupid mother, I presume. Even though I am exceedingly intelligent, it is still hard for me to fathom such ultimate stupidity...

Really, it works for me. It is simple, easy to use, realistic and preserves some of the chaotic nature of warfare..

:lol: Maybe its because, since you moved up to "Warlord", the criticism has been more challenging? :lol:

:rotfl: Yeah, it must be that! :lol: Soon I will be on emperor and get my butt kicked by a bunch of barbarians...:rolleyes:
 
To Shyrramar and judgement
judgement's ideas are very good. I agree with the automatic retreat and the fortufy order as noretreat system. Moreover I think that also fortified units when are at 1HP can retreat, independently from generals (player) plans.

Hey boys, but this thread wasn't about Combat Groups?
 
Originally posted by Anndra

Hey boys, but this thread wasn't about Combat Groups?
Ooops, I suppose so. I blame Shyrramar ;)

I'm all in favor of battle groups, anything to simplify moving many units would be welcome. Of course, just reducing the obscene number of units running around during the late game would also help streamline things.

The one thing to beware of is confusing novice players: people won't intuitively understand the difference between a battle group and an Army. For that reason, I'd rather see them be the same thing. It would work something like this:

(1) Armies are available right from the beginning of the game. They would cost nothing to build: all units would have the load command available at all times and could use it to found new armies as well as join existing ones or board ships. Probably the name of the command should change whenever no ship or existing army was present to indicate that it would found a new army. The point is, at the beginning of the game, armies are simply a device to help manage your units: basically, the battle groups that jonathan_95060 suggests. I'd let ships join themselves into Navies, as well.

(2) There is no limit on the number of armies/navies that can be built. Again, they're not something special, at first, just a means to simplify movement, so no need to limit the number of them.

(3) Armies, at first, confer no combat or movement bonuses. However, I would implement the retreat idea that we were discussing above, and, because an army is a stack of units all obeying the same command, after one unit retreated, the next in the stack would attack. This would be somewhat of a change from current armies, in which the first unit to attack always retreats when its down to 1HP and lets the next unit move in to attack. That would occur sometimes, but other times, the first unit would get destroyed, and then the second unit would attack. This removal of the advantages of armies (at first) would be necessary since they're now free and easy to build, and would serve to make them essentially an implementation of the proposed battle groups.

(4) I would still have a limit on the number of units in armies, probably 3 at first. I know this deviates from jonathan_95060's concept of the battle group, but I don't think it would be too terribly big a problem. For one thing, the ancient age seldom has huge numbers of units in it the way later ages do. Secondly, even if you did want to have a stack of 12 swordsmen, 4 swordsman-armies (with 3 units each) would still be easier to manage than 12 individual swordsmen, even if it wasn't as easy as a single army with 12 units in it. Since armies no longer confer an advantage at first, the initial unit limit could potentially be higher than 3, but some sort of limit is necessary because of the way armies would improve later on...

(5) Although armies would start out conferring no advantages other than making unit management easier, as the game progressed, this would change. Various techs, Wonders/Small Wonders, and great leaders could confer advantages to armies, as well as increasing the limit on the number of units in them. For example, some early tech, like Warrior Code (or a new tech inserted later in the ancient era) could confer the advantage that units in an army were more likely to retreat when attacking (making armies a little more like Civ 3 armies because fewer of the units in them get destroyed). If a great leader appeared, you could assign him (or her?) to lead one of your armies, and that army would then get combat bonuses like in C3C. The Military Tradition tech could increase the number of units by 1, while the Military Academy could allow you to build (for a certain number of shields) "General" (or "Admiral") units that could lead an army and confer the same benefit as a great leader (basically, you'd be building modified great leaders that could only lead armies/navies, not help rush things). Pentagon could also increase the number of units, or give some other advantage. These are all just random ideas.. the point is, the value of armies (and the number of units that could join one) would increase throughout the game, so that, by the industrial/modern ages, they're much more similar to Civ 3 armies. Actually, if you had lots of armies, most of them should probably not be much better than at the beginning of the game (more units doens't really make them any better as long as they're not sharing HP, so that would be fine). Only a few of your armies (roughly the same number as there are total in Civ 3) would have the better advantages conferred by great leadership.

Like I said near the beginning of the thread: when I first heard Civ 3 would feature Armies, I was assuming (and hoping) that they would simply be a means to organize units so you didn't have to click to move or attack with each individual unit. But then, after playing Civ 3, I've come to like the way that Armies turned out to be, even though it wasn't what I was hoping for. My suggestion here would be to combine the two, rather than introduce battle groups as a separate concept. For the most part, they'd be simply organizational improvements (like the proposed battle groups) but the appearance of great leaders or the building of certain wonders would allow them to actually give some advantage.
 
My points/questions...

- How is this different from stack move (j)?
- Why would any intelligent attacker ever attack with his/her entire force without seeing how previous battles played out?
- Is the battle group concept addressing the right question? My gameplay tedium essentially never comes in the actual attacking stage or with stacks...it's getting disparate people organized into stacks, moving individual units from one area to another, etc. What "problem" are battle groups trying to solve?

Arathorn
 
Originally posted in another thread:

Hmmm, I dont like these ideas collecting alot of units together as one! Real armies doesent consentrate all their power in such small areas, but may fight on many flanks! I also hate the idea losing your whole army in a single fire fight, and not be able to retreat parts of it and fight another day!

Another problem is that armygroups makes warfare less interesting tactically regarding combined arms. We dont need big unvincible armies, who dont need any infantry or air support! I love complexety in the warfare part of the game, and think alot of gamers do! So please dont give us a ctp2 consept, the civ 3 concept is so much better regarding warfare, just improve it!

Thanx
 
Originally posted by Arathorn
- Is the battle group concept addressing the right question? My gameplay tedium essentially never comes in the actual attacking stage or with stacks...it's getting disparate people organized into stacks, moving individual units from one area to another, etc. What "problem" are battle groups trying to solve?
That's a good point, although I sometimes do find the actual attacking tedious. Its fun to attack a city with a half-dozen units... but attacking with a stack of 20 or 30 gets a little boring. I find the number of units to be about right for the early game, but for some reason it always escalates out of control in the industrial/modern eras. As I said above, simply doing something to reduce the huge numbers of units in the late game would help a lot.
 
Mass production made huge armies possible! Dont ruin the fun playing a complex war strategy, combining arms in a perfect way! Large armies, consisting of 12 units, makes one hell of a super unit, not a realistic feel of an army, with divisions and regiments, tank, air, and artillery support, and it totally ruins gameplay during wartime!

I suggest RISK as a game for those wanting a so boring, and less challenging warfare system!
 
I only rarely have to send 20-30 units at a city. I've usually shelled it down enough that a few are enough to take it (or I don't attack). If I have 20-30 in theatre, I'm usually looking at the possibility of a second or third strike and the health of each unit and whether it wins or not is of great interest to me, so I'd send them one at a time, even with any kind of battle group.

Now, a call for better balance in the late IA/modern era is definitely valid. And better UI for the late age, too, would be nice.

Things like eliminating the whack-a-mole approach to airlift (have I used this airport yet this turn?), toning down the power of factories/power plants/railroads to produce units SO fast, stack bombard (but that has issues, too), etc. are all good. But they don't probably belong in this thread.... :)

Arathorn
 
Originally posted by Arathorn
I only rarely have to send 20-30 units at a city. I've usually shelled it down enough...
Yeah, but that requires huge stacks of Artillery - the problem of huge stacks remains. Like you say, a good stack bombard command would help a lot, but that has its own issues.
 
Originally posted by Philips beard
Mass production made huge armies possible! Dont ruin the fun playing a complex war strategy, combining arms in a perfect way! Large armies, consisting of 12 units, makes one hell of a super unit, not a realistic feel of an army, with divisions and regiments, tank, air, and artillery support, and it totally ruins gameplay during wartime!

I suggest RISK as a game for those wanting a so boring, and less challenging warfare system!

Don't misunderstand me, I'm not saying that you should be able to create uber-armies with 12 or more units. I agree, that removes a lot of fun from the game. I like the current setup, where armies have at most 3 or 4 units. If you tone down the power of armies, as I suggested in my long post above, you could potentially allow a few more units in, but there definately needs to be a cap.

Also, consider that combining different units into one stack/army/whatever can in some ways enhance strategy (if the rules are done right, anyway). For this to work, an army consisting of 2 horsemen and a spearman needs to be noticeably different from an army consisting of 2 archers and a spearman, or 1 horse/1 archer/1 spearman, or whatever, you get the drift. That way, you have to think and plan carefully about how best to combine your units into larger elements.

Air and artillery support was handled much better in Civ 3 than in 1 or 2 (at least before lethal bombard came along). The non-lethal bombard ability allowed (and encouraged) combined arms to some extent, which added a lot of gameplay. But there's still very limited ability to combine arms in the sense of a force consisting of archers, spearmen, and horsemen (to use an ancient age example). As it is, you attack with them one at a time, so having a variety of unit types doesn't confer any real advantage. Armies, the way they are in Civ 3, don't really fix that, but some other implementation of armies potentially could.

BTW, when I say "reduce the huge number of units in the late game" I don't mean down to just a few... I just hate seeing (and having to use) stacks of 30, 40, or more units. Using 2 units to attack allows far more strategies than using 1, and using 4 allows more strategies than 2, but using 40 doesn't really add much in the way of strategy relative to using 20: all it adds is a lot of tedious clicking.
 
basically, we're trying to expand on the "stacked movement" concept and develop some kind of "stacked combat" proposal, right? I mean, the most tedious part of Civ, for me, is trying to manage a huge war in the later ages, when I got some 500 Mech Infantry alone. My turns go from 2-3 minutes in the Ancient Age to over 20 minutes in the Modern, and sometimes triple that if I'm at war. I know there is more to manage in a larger Civ, but come on, an hour per turn? I already stack my units in groups of 4 to 8, but I still gotta tell each one to attack in turn, and it gets boring real quick.

I, for one, would like to move away from the micro-managing of the military, hence my proposed Escort system, the Enhanced Bombard/Stacked Bombard proposal, and the ground forces Battle Group idea here in this thread and the naval Battle Group idea in the fleets/air groups thread. All these ideas do allow the individual units to be added and removed at the player's preference, so it's not like a "locked" group of units, but rather a unit management tool. If people like Philips bread want to continue with their manic clicking, then make these ideas an option in the preferences: Stacked Combat - On/Off

As for "real armies don't consentrate all their power in such small areas" what do you think happened at the Battle of the Bulge? Now, take the area covered in that campaign and scale it to a Civ map. Bet it all fits in one square. Same with the Allied invasion of Normandy and the American invasion of Iwo Jima. May I suggest one of Jane's many fine, vastly superior war games for realistic combat management? This is Civ, and I am trying to build a Civilization, not graduate from West Point. If you have any suggestions, please post them, but your continued calls for us to "improve" without offering any input with which we can "improve" is slightly annoying.
 
Ebonite! What's the fun with a battle solved just after one single firefight? These suggestions, if they are implemented in Civ 4, will reduce charm, realism and addictivness! People will be bored of the game after a few games, and it will be forgotten until Civ 5 appears and saves the day!

Instead of just leading armygroups, I will be able to lead my divisions and regiments as well, use artillery and tanks as independent forces etc...

And Ebonite, what about the three german armygroups attacking Russia in 1941? Did they hold a frontline, or where they just consentrating in 3 small areas?

What about the balance in the game, Ebonite? Large civs attacking small ones using enormous armies. Do the small nations stand a chance? A guerilla attacking the enemy would never be sucsessfull! Is that fun? A small nation would allways fall in a few turns, a real improvment to gameplay! Largest number of units allways win, and it happens fast, since all enemy units are stacked together and are killed in a singel turn! Would make warfare in Civ4 really boring!
 
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