AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 2,831
First of all: I do not think the system of stacked units is better than the one used in Civ 5 or Civ 6. These are different systems with their own pros and cons. I do believe, however, that Unit Stacking has a lot of potential which certainly did not reach full maturity in Civ 4.
Purpose of this thread: To survey support and discuss a revamped system of Limited Stacking years in advance of a new civilisation title. I propose some ideas below.
I would like to start with, what I believe, are some of the shortcomings of the current system:
1 - Everything looks cluttered, particularly on smaller maps. This issue has been made even more evident in Civ 6.
2 - AI can't quite handle it. The constant mass of troops moving around aimlessly looks ugly enough, but the manner in which Civ 5 and Civ 6 handle stacking (or lack of it) means an extra layer of complexity to combat which AI often struggles with.
3 - Basically, it is already present in Civilization 5, which was a great title. But Civ 5 did not have districts. I believe Civ 7 should retain the districts from Civ 6, while attempting a limited unit stacking system.
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The core of a revamped unit stacking system is this: limited stacking, linked to policies, tech or ideas. Developments in ideas/tech permit unlocking Preset formations and/or Command Limits (as used in Stellaris) which are also linked to Land Attrition and Force Supply.
Battalions / Command Limit: At start of game, civs start with a command limit of, for example, three units. A Command Limit is simply the amount of military units that can be stacked and grouped together as a battalion in a single tile. Units stacked into battalions have advantages depending on the formations that have been researched or which are currently part of your civs policy (A bit like formations in Through the Ages).
Command Limits can be increased as the game advances. Generals lead battalions and give bonuses to the battalions they command.
Preset Formations: Combat style/war is intrinsically linked to culture. In previous Civs this was expressed in the form of unique units. This principle could be expanded upon by creating Military Tactics/Formations which actually require to be researched/developed to take full advantage of them.
Example: Two civs may have reached Tank tech, yet one of them employs Blitzkrieg as one of its Military Tactics. This gives it bonuses to movement and attack in Tank only battalions. The other Civ, who controls a large contingent of Cannons, has not yet developed Blitzkrieg. Even if it did, it couldn't really take advantage of it. Instead, this Civ employs, as one of its Military Tactics, Fixed Battery, which gives bonuses to artillery fortified in that civ's cities or forts.
The amount of Preset Formations any Civ may have is also capped. (E.g. Two formations at start of game). This cap can be increased somewhat as game advances.
Preset Formations, unlike Military Techs, are mainly connected to culture rather than science.
Land Attrition: Certain land types set unit caps (Think EU4). The size of any battalion in any given tile is only limited by that civ's command limit. However, the size at which a battalion receives attrition is determined by other factors, mainly land.
Example: Your battalion is on an enemy Tundra tile. Tundra tiles allow two military units to stack on it without receiving attrition. Your Command Limit is 6. You have a battalion of 5 units on that territory. 3 of those units receive attrition every turn. Each additional unit beyond the land limit has an exponential increase to its attrition. so the 3rd unit above the limit takes more attrition damaged than the 1st unit.
Force Supply: A force supply is, essentially, a 'trade route' between your battalions and your cities. These can be pillaged by enemy forces, like a trade route, breaking the supply. A Force Supply diminishes the effect of attrition. Like trade routes in Civ 5, it also has a range, beyond which its effects are reduced/null. Like trade routes, their number can be increased and their ranges expanded through tech (E.g. Canned Food Tech).
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TLDR: I believe Civilisation 7 could try a system of Limited Stacking + Districts, which would allow the best of both worlds. Terrain could still be used for its tactical advantages, without the issues that one-unit-per-tile cause, while on the other hand avoiding the issues of unlimited stacking.
It would also reduce cluttering on the map, and make combat easier for the AI to handle.
Purpose of this thread: To survey support and discuss a revamped system of Limited Stacking years in advance of a new civilisation title. I propose some ideas below.
I would like to start with, what I believe, are some of the shortcomings of the current system:
1 - Everything looks cluttered, particularly on smaller maps. This issue has been made even more evident in Civ 6.
2 - AI can't quite handle it. The constant mass of troops moving around aimlessly looks ugly enough, but the manner in which Civ 5 and Civ 6 handle stacking (or lack of it) means an extra layer of complexity to combat which AI often struggles with.
3 - Basically, it is already present in Civilization 5, which was a great title. But Civ 5 did not have districts. I believe Civ 7 should retain the districts from Civ 6, while attempting a limited unit stacking system.
---
The core of a revamped unit stacking system is this: limited stacking, linked to policies, tech or ideas. Developments in ideas/tech permit unlocking Preset formations and/or Command Limits (as used in Stellaris) which are also linked to Land Attrition and Force Supply.
Battalions / Command Limit: At start of game, civs start with a command limit of, for example, three units. A Command Limit is simply the amount of military units that can be stacked and grouped together as a battalion in a single tile. Units stacked into battalions have advantages depending on the formations that have been researched or which are currently part of your civs policy (A bit like formations in Through the Ages).
Command Limits can be increased as the game advances. Generals lead battalions and give bonuses to the battalions they command.
Preset Formations: Combat style/war is intrinsically linked to culture. In previous Civs this was expressed in the form of unique units. This principle could be expanded upon by creating Military Tactics/Formations which actually require to be researched/developed to take full advantage of them.
Example: Two civs may have reached Tank tech, yet one of them employs Blitzkrieg as one of its Military Tactics. This gives it bonuses to movement and attack in Tank only battalions. The other Civ, who controls a large contingent of Cannons, has not yet developed Blitzkrieg. Even if it did, it couldn't really take advantage of it. Instead, this Civ employs, as one of its Military Tactics, Fixed Battery, which gives bonuses to artillery fortified in that civ's cities or forts.
The amount of Preset Formations any Civ may have is also capped. (E.g. Two formations at start of game). This cap can be increased somewhat as game advances.
Preset Formations, unlike Military Techs, are mainly connected to culture rather than science.
Land Attrition: Certain land types set unit caps (Think EU4). The size of any battalion in any given tile is only limited by that civ's command limit. However, the size at which a battalion receives attrition is determined by other factors, mainly land.
Example: Your battalion is on an enemy Tundra tile. Tundra tiles allow two military units to stack on it without receiving attrition. Your Command Limit is 6. You have a battalion of 5 units on that territory. 3 of those units receive attrition every turn. Each additional unit beyond the land limit has an exponential increase to its attrition. so the 3rd unit above the limit takes more attrition damaged than the 1st unit.
Force Supply: A force supply is, essentially, a 'trade route' between your battalions and your cities. These can be pillaged by enemy forces, like a trade route, breaking the supply. A Force Supply diminishes the effect of attrition. Like trade routes in Civ 5, it also has a range, beyond which its effects are reduced/null. Like trade routes, their number can be increased and their ranges expanded through tech (E.g. Canned Food Tech).
---------------------
TLDR: I believe Civilisation 7 could try a system of Limited Stacking + Districts, which would allow the best of both worlds. Terrain could still be used for its tactical advantages, without the issues that one-unit-per-tile cause, while on the other hand avoiding the issues of unlimited stacking.
It would also reduce cluttering on the map, and make combat easier for the AI to handle.