Buffing Naval, Nerfing War

Zulose

Chieftain
Joined
Apr 15, 2015
Messages
12
I'm a big fan of Civ VI for all its well documented faults, but i think it'd be a better game if it wasn't so easy to stop the AI on land and ignore the sea altogether. I'm also a history nerd so here's my fix for that.

The big challenge of war historically wasn't just beating your enemy on the battle field, it was keeping your army fed long enough to do it. Therefore, starting in the classical era:

When in enemy territory, units lose 10HP per turn unless two tiles away from a Quartermaster (support unit). The quarter master has a trader with a fixed amount of movement points (rising through eras/QM promotions) you can use to plot a route back to a harbour or encampment. (No embark costs and only 1/2 mp per sea tile so sea routes can be longer).

If the military supply trader is pillaged then the quartermaster effect disappears until a new (auto created) trader can make it back from the Quartermaster to the base Harbour/Encampment.

This would make war harder, as you would have to protect your supply lines (like in real life) and it would also put a premium on being able to defend, longer sea based lines.
 
Supply lines have been discussed for a while on CFC or so I've seen. I'd love to see it as well.

My opinion:
- for the first few turns unit does not lose health - only combat penalties that increase overtime (hunger/armanent problems) then after that they start losing health exponentially (death by hunger, infighting, desertion) or if they are surrounded in such a condition, have a chance to surrender!
 
Back
Top Bottom