I don't like the other two bits, but this one seems good. How about, instead of being destroyed, they really become rogue. They attack anything in sight.Third, if fog of war obstructs all possible paths between a unit and your capital, there is a chance that the unit will go rogue. The greater the distance from your capital, the greater the chance. If a unit goes rogue, you will lose sight and control of them. They will randomly wander around with 1/5 normal movement power until they enter any civ's cultural borders or too many turns have passed. If they enter a civ's cultural borders (yours included), that civ will gain control of the unit. If too many turns pass before they find a civ to belong to, they are simply destroyed.
I don't like the other two bits, but this one seems good. How about, instead of being destroyed, they really become rogue. They attack anything in sight.
Ok, I read over them... The first one is good, but the part about costing all movement in the second is not.
The rogue unit idea- kind of like the black market army thing, but not quite as good.![]()
I would rather the other idea was implemented than this. There seems to be no logical reason for units to become rogue when they are further away from home, if there are no other factors.
As for losing strength according to how far you have moved in the turn, I think the idea has some merit, but it a bit too tactical if it were to have a large effect. Perhaps if it only had a minimal effect (1% per movement point used up) then it would be okay.
Civ4 was also my first civ (that I owned myself), so I don't really know if it was in any other civ games, but I don't think it was. It was just an idea from this thread, whereby you can hire barbarian units to do your bidding for you, with the risk that they may rebel against your leadership, posing a significant problem for you.
Morale could be a good idea to work into the game, but I don't think distance is something that should really affect it. Lack of supplies (when that idea is added), victory rates, and general civ happiness levels could be what affects it, and causes it to have an impact on unit strength. But distance? What about all those young guys who join the Marines to see the world? Sure, it would act as a way of including that sort of tribal states system you outline, but it doesn't, on its own, stand up to reality.
Okay, so making a penalty for moving your units at their full speed across the continent is too tactical?
No. It's not. It's basic knowledge to NOT overwork your own units, and it would be something that wouldn't break or ruin the game.
On the other hand the player can choose to move his SoDs off enemy roads and at night.
That will result in slower movement and in lower vulnerability to various enemy attacks.
Okay, THAT'S definitely too tactical. There is no day and night in Civ, and there never should be.
Who good would it do if stacks were more vulnerable to air and artillery attacks if they can move fast enough to take every city in one turn? Considering it is a turn based game.