SUMMARY:
My suggestion in short: a chess-like gamemode in civ-4 where the random factor (luck) in combat is removed.
ELABORATION:
In the single player game playing at the higher levels is a big challenge. At a certain point (emperor level for me) the only way to win is by saving before each combat action you initiate, and reload as many times as it takes to win. If you can't win no matter how many times reload and no matter in what order you let your units attack, retreat one step or just wait if well defended and retry next turn.
You might say: well, don't do that, don't save & load so often. But when the competition is so hard, leaving combat to chance will decide the game in case of an unforseen loss. I think it is nicer to win purely on strategy. There must be many civ players who share my point of view. Right?
COMBAT:
The combat system i propose shouldnt take too much adaptation of the game.
We can use the power ratings of units like we do now (from the interviews posted on ign.com i undrestand there will not be offense and defense power but one unified power with bonuses against types of units).
We can use terrain defense bonuses like we do now.
We can use hitpoinst (htp) like we do now.
Example:
Two power 3 swordsmen attack one power 2 spearman fortified on hills. All have 5 htp.
Spearman gets bonus +50% for fortify and +100% for terrain = +1 and +2 = power 5.
First swordsman attacks: swordman loses all htp and dies.
First swordsman inflicts 3/5 = 60% damage to the spearman.
Spearman loses 60% so 3 out of 5 htp and is down to 2 htp.
Second swordsman attacks: [2 htp spearman / 3 power swordsman = 2/3] < [5htp swordsman / 5 power spearman = 5/5]. So swordsman kills spearman.
Spearman inflicts 2/3 x 5 power = 3 htp damage to the second swordsman.
Second swordsman survives with 2 htp left.
If you have fast units like cavalry, you can calculate so that they "fight until" they have only one hitpoint left and then retreat. If this makes fast units extra strong (since chances of losing them in combat are reduced compared to civ3) you can make them less powerfull, or only retreat when full health at start off combat, or only retreat when there is flat terrain adjacent, etcetera.
If identical units engage in combat, without any terrain / attack / defense bonuses and have the same amount of hitpoints, you could let them both be killed, or always let the attacker win (it's a rare occasion that there are no defense bonuses, let the attacker have some benefits for a change), or let luck decide in this very specific case.
OTHER RANDOM EFFECTS:
Only combat loses the random factor to decide outcome. Other events like plundering an ancient tribe should remain random (50 gold / free technology / friendly unit, etc). Also promotions of military units and the appearance of leaders are nice random effects.
ARTIFICIAL INTELLIGENCE:
The AI must be modified somewhat, because it can now know the outcome of battle in advance. Decisions should be made based on calculating if the cpu player wins the combat, loses but wins the next, value of units, total military strenght, nature of the civ (agressive/ militaristic vs. peaceful), etcetera. Probably implemented already for the normal combat system, so needs only adaptation.
CLOSING COMMENTS:
I think a gamemode like this will add an extra dimension to the game. Players will have the choice to play the original game, or to go completely strategic.
I hope you will consider my idea, it would be very nice to see it in civ-4. Let me know what you think about it.
My suggestion in short: a chess-like gamemode in civ-4 where the random factor (luck) in combat is removed.
ELABORATION:
In the single player game playing at the higher levels is a big challenge. At a certain point (emperor level for me) the only way to win is by saving before each combat action you initiate, and reload as many times as it takes to win. If you can't win no matter how many times reload and no matter in what order you let your units attack, retreat one step or just wait if well defended and retry next turn.
You might say: well, don't do that, don't save & load so often. But when the competition is so hard, leaving combat to chance will decide the game in case of an unforseen loss. I think it is nicer to win purely on strategy. There must be many civ players who share my point of view. Right?
COMBAT:
The combat system i propose shouldnt take too much adaptation of the game.
We can use the power ratings of units like we do now (from the interviews posted on ign.com i undrestand there will not be offense and defense power but one unified power with bonuses against types of units).
We can use terrain defense bonuses like we do now.
We can use hitpoinst (htp) like we do now.
Example:
Two power 3 swordsmen attack one power 2 spearman fortified on hills. All have 5 htp.
Spearman gets bonus +50% for fortify and +100% for terrain = +1 and +2 = power 5.
First swordsman attacks: swordman loses all htp and dies.
First swordsman inflicts 3/5 = 60% damage to the spearman.
Spearman loses 60% so 3 out of 5 htp and is down to 2 htp.
Second swordsman attacks: [2 htp spearman / 3 power swordsman = 2/3] < [5htp swordsman / 5 power spearman = 5/5]. So swordsman kills spearman.
Spearman inflicts 2/3 x 5 power = 3 htp damage to the second swordsman.
Second swordsman survives with 2 htp left.
If you have fast units like cavalry, you can calculate so that they "fight until" they have only one hitpoint left and then retreat. If this makes fast units extra strong (since chances of losing them in combat are reduced compared to civ3) you can make them less powerfull, or only retreat when full health at start off combat, or only retreat when there is flat terrain adjacent, etcetera.
If identical units engage in combat, without any terrain / attack / defense bonuses and have the same amount of hitpoints, you could let them both be killed, or always let the attacker win (it's a rare occasion that there are no defense bonuses, let the attacker have some benefits for a change), or let luck decide in this very specific case.
OTHER RANDOM EFFECTS:
Only combat loses the random factor to decide outcome. Other events like plundering an ancient tribe should remain random (50 gold / free technology / friendly unit, etc). Also promotions of military units and the appearance of leaders are nice random effects.
ARTIFICIAL INTELLIGENCE:
The AI must be modified somewhat, because it can now know the outcome of battle in advance. Decisions should be made based on calculating if the cpu player wins the combat, loses but wins the next, value of units, total military strenght, nature of the civ (agressive/ militaristic vs. peaceful), etcetera. Probably implemented already for the normal combat system, so needs only adaptation.
CLOSING COMMENTS:
I think a gamemode like this will add an extra dimension to the game. Players will have the choice to play the original game, or to go completely strategic.
I hope you will consider my idea, it would be very nice to see it in civ-4. Let me know what you think about it.