civ 7 idea - Set a persistent military target

DeckerdJames

Prince
Joined
Nov 1, 2019
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373
Military units have a button to choose a persistent target. Once chosen they will attack each around until the target moves. This can be done with siege as well, so you can choose the city and it sieges until the city falls.
 
See this is why I suggested significantly amping up things like damage and damage bonuses, wars should change significantly every single turn, attacking over a river against a unit in the mountains should be tantamount to 1 turn suicide. Attacking a unit flanked on 2 sides should see an incredibly easy 1 turn victory.

That combat has become such a grind that this sounds reasonable is a reason to change it so that each move actually feels like it matters and is the difference between success and defeat. No amount of doomstacking is going to fix this and will in fact just make this worse, look now your stacks have tons more health, whittling away at it now takes infinite turns!
 
See this is why I suggested significantly amping up things like damage and damage bonuses, wars should change significantly every single turn, attacking over a river against a unit in the mountains should be tantamount to 1 turn suicide. Attacking a unit flanked on 2 sides should see an incredibly easy 1 turn victory.

That combat has become such a grind that this sounds reasonable is a reason to change it so that each move actually feels like it matters and is the difference between success and defeat. No amount of doomstacking is going to fix this and will in fact just make this worse, look now your stacks have tons more health, whittling away at it now takes infinite turns!
How quickly combat is decided between units is something that they have to balance and they may well go with faster paced combat. To one extreme, units can be like chess pieces. Spearman takes Knight, Knight takes Warrior, etc. Persisting the target may still make sense with faster speeds, if it doesn't go to that extreme, even with game rules that lower unit health pools relative to unit attack power, because units can be of different eras and strengths, and a unit may not necessarily be attacked by stronger units or any units at all. A less advanced unit might not kill itself in one turn because it is ranged and it was not attacked. If you could set the default to (or easily select) "persistent target" you could speed up the turns by reducing the how often some units need to be directed.
 
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