RickFGS
Deity
Before attacking a spearman, take a look around , if you find yourself having to attack a metropolis in a hill beyond a river with a vet spear on it you´ll probably get your ass kicked
Before attacking a spearman, take a look around , if you find yourself having to attack a metropolis in a hill beyond a river with a vet spear on it you´ll probably get your ass kicked
Not quite since the attacker will have the iniative most of the times, meaning, choosing where, when and how much force to strike, making in turn play games an advantage for the attacker and on simultaneous moves an advantage for the defender if a road network exists, the so called "reinforcing" exploit, also used in some PBEM´s at turn ends - "Double moves".
In general a good attacker just ignores your mahamouth stronghold and rapes/raze/conquer every thing around it till your sieged in, so the enoumous defensive bouns i think is actually quite ballanced in the game, else it would be just a walk in the park for the strongest attacker with no war skill or strategy in general required, kinda like in real time strat games.
18 * 1.25 * 1.25 *1.5 * 2 = !84,375! Mech Inf, you forgot to add the Civil Defense city improvment bonus
so this way spear have
2 * 1.25 (fortify) * 1.25 (river crossing) * 1.5 (hills) * 2 (metro) = 9,375
mech infantry have
18 * 1.25 * 1.25 *1.5 * 2 = !84,375!
not quite...
the correct way is to add up all of the defensive bonuses and then add 1 (for 100% of the original defense.)
so, for a spear,
2*(1+(.25+.25+.5+1)) = 2*3 = 6
and for the mech infantry,
18*(1+(.25+.25+.5+1)) = 18*3 = 52
Civ would strategically be a more balanced game if defenders got another 50% bonus for defending in their home territory for example.
Less rewarding is different from more difficult, WOA.
Now, if you're going to make it more difficult to attack, then the AI will almost never be able to fight any war properly at all, whether against the human or each other (as Sercer pointed out). This would serve only to make it easier for the human to utterly dominate the game. Harder to win quickly, perhaps, but ever so much easier to win in the long run.
I think perhaps the only reason that outright headlong aggression is the best path to take is because of the somewhat faulty assumption in the game itself - that more is always better. More is not always better, and in fact, may real countries have toppled because they had too much... and could not afford to govern efficiently, or to pay the costs that such a large empire entailed. I think cIV had it better, as far as this aspect is concerned. In cIV, if you start taking cities left and right, you'll run yourself bankrupt so quickly that you won't have a prayer. This is because it is less rewarding to take more cities, because those cities are drains, rather than boons.
Edit: I haven't said this outright, but it's what I'm implying: War should be balanced so that the attacker has the tactical advantage, but the game should be molded so that the attacker is at a severe disadvantage in economy. The question then becomes "can I afford to fight?" rather than "how long will it take to completely conquer that civ?"
Less rewarding is different from more difficult, WOA.
Edit: I haven't said this outright, but it's what I'm implying: War should be balanced so that the attacker has the tactical advantage, but the game should be molded so that the attacker is at a severe disadvantage in economy. The question then becomes "can I afford to fight?" rather than "how long will it take to completely conquer that civ?"
Also, in strategy games, the attacker always has the strategical advantage of having the initiative, concentrated forces and often a mobility advantage.
First of all, just so I didn't come across as a cIV fan, this just about the only part of the game that I think got better in 4. I can't stand the bias against the military part of that game, and how it got so minimized and bland. Just so you know.It is true that eliminating the more=better would solve the unbalance towards attacking even better.
I personally just don't like that concept, it would completely change the game, and it is called civ4.... I hate it when attacking is not worthy at all. It just doesn't have to be so much better then building.
I see. But as we're on a civ forum, we're going to apply it to civ, regardless of what other strategy games have done with it. And I still say it won't work. Primarily because of the AI. As I said, we have to apply this to civ, and not strategy games in general.What i suggested, is not an idea specifically on civ and it's AI. It is a principle for strategy games in general.
By making defence stronger, you will need more attackers to conquer the same amount of land. More investment for the same reward = less efficient and a better in line with the return on making other investments.
You mean like, radar towers?Many games have defence towers that are multiple times as cost efficient as attackers,
I somewhat agree with you on the whole bonuses-helping-the-attacker argument, but really, what causes this is that while wars in history were primarily fought over terrain, in civ, the wars are fought over cities. If you want good terrain to benefit the defenders and not the attackers, you need to have the defense occupy the good terrain themselves. That can't happen in civ, though, because if they move out of the city to do so, then the attacker will simply bypass them and take the city. Not realistic, but that's how it works in civ, as you know. The only way to really solve this problem is to decentralize the city as a site of commerce and production, and that's not going to happen any time this century either.