Originally posted by t0mme
Real-time combat system. When you go to war and start a battle you can choose between Civ-style combat or RTS like C&C. This way you can beat your opponent, if the odds are against you, because of cunning tactics.
This was my thought exactly!
I use to have an old PC game of the American Civil War (I think it was called
The Blue and the Grey) that had basically this system. You moved your armies around on a large strategic map of the U.S. When two armies came in contact, you had the option of just letting the computer determine the outcome (which would be similar to how Civ does it now) or pulling up a tactical map and directing the battle yourself. You had the chance to position your troops on your side of the map before the battle began (line them up, put them in groups, position your cavalry and artillery, etc.). Then during the battle, you would give your units orders (fire, charge, move, etc.).
I would usually send my cavalry on a wide sweep around the enemy's front line. I would use some of them to keep his cavalry occupied while the rest of them attacked his artillery. Once I took out his cannons, I could use my cannons to decimate his infantry.
I also liked the fact that when you attacked an army, you could use any and all armies that bordered the enemy army being attacked (all your armies did not have to be in the same space).
Another aspect of this game I liked was that instead of hit points, the strength of an army was determined by the number of troops in it. It would actually list the number of troops in an army (this army has 20,000, this one 13,000, etc., and it was broken down by type...15,000 infantry, 2000 cavalry, 30 cannon, etc.). As your armies fought in battle after battle, they would slowly lose people, and their strength would decline (even victorious armies suffer casualties). Now in this game, your reinforcements were preordained based on actual history (you get 9000 troops this turn, the North would get more and more each turn as the game progressed, and the South would get less), so you had no control over what you got when, but you could decide what to do with them...you could either use them to create a new army in one of your cities or reinforce existing armies or both. You could put X number of troops in this army, X troops in this army, etc. You could also join 2 armies together if they were in the same square, or split an army into two (if you wanted to surround the enemy, of course this would make it possible for the enemy to attack ONE of your now smaller armies).
It was also difficult to completely destroy an army. When an army lost a certain percentage or number of troops, it would automatically retreat, if possible. It would retreat back (away from the attacking army) one space on the strategic map. If you had the army surrounded or otherwise in a position where it could not retreat, then it would surrender (be eliminated from the game). If an army fell below a certain strength (X number of people, but I don't remember what that number was), it would disband (be eliminated from the game).
I would love to see something like this added to Civ. Sure it could/would make a game longer (remember, you always had the option of just letting the computer decide the outcome of the battle), but Civ games are already so long what's one more week/month?
One of the things in Civ that I find very lacking is armies. They are much too limited and much too hard to get. In reality, you would never send out an
army of just cavalry or bowmen or infantry or tanks (tanks without infantry to protect them are very vulnerable), which is basically what you are doing if you do not have an army. You would send a combined force comprised of all elements, and they would work together (bowmen/cannon in the rear to fire on the enemy, spearmen/infantry in front to protect the bowmen, cavalry charging to break the enemy's lines or take out the bowmen/cannon).
Spacedog