OK I’ll take a crack at Enhanced But Still Simple Combat Mechanics for Civ
I like most of the way combat works in Civ6 and I think it’s an appropriate level of detail but I have two issues with it.
First, the Carpet of Doom. Strict 1UPT means you have to basically solve a sliding tile puzzle every time you have an army larger than a few units. It’s not even remotely fun. Worse, it’s hilariously ahistorical, even for a game that is not trying to be a simulation
Second is ranged units and LOS. The 1UPT means that units have to have multi hex range to be effective. This just feels all sorts of wrong at the scale of Civ6. Adding LOS mechanics compounds the sliding tile problem and adds to frustration.
My attempt at fixing this is a simple mechanics change that would alleviate those problems while adding a lot of nuance to combat. Have a semi-1UPT where you can stack one of each class of unit in a hex, and then reduce the range of all ranged class units to one.
Bam. Unit congestion dramatically reduced and LOS head aches gone.
Combat follows the following rules:
Ranged units firing at a stack hit everyone there.
Ranged units cannot be attacked by non ranged units unless they are alone in the hex. They can only be bombarded by other ranged units
When a stack is attacked, the unit attacked follows the following priority list
Melee
Anti-Cav
Cavalry
Scout
Ranged
The Rock Paper Scissor bonuses and penalties still apply, and they apply to the whole hex. For example I have a melee unit stacked with an anti cav unit. It is attacked by cavalry. The cavalry bonus against melee is cancelled by the presence of the anti cav unit.
Finally, when you attack an enemy hex, you don’t get the “Combat Odds Preview” screen and the option to bail on the attack unless you have a scout adjacent to the hex.
The presence of an enemy unit in a hex puts the hex into “fog of war” unless you have a scout adjacent to the hex
The recon class now has a very important role.
Bam. Combined Arms with zero added complexity for the player.
Just have a lense. Different shades for different supply levels, darker means more supply. Striped for where there are two different civs with supply. Alternatively, only one civ can have supply in a given hex - that might make sieges interesting. Or might make walls even more OP against the AI.
Ya. That could work. The feedback effect of units healing at different rates will train the player as well
Ooh!!
Campaign For North Africa (SPI). Awesome game, for me only as study material & portrayal of 'real logistics.' Played a scenario of it once with a friend ...
and as a sole player (instead of having a STAFF of players assisting me), I found that my organizational capabilities were not,
not,
NOT up to the task.
Oh My God. The Italian units needing extra water to boil their pasta bwa ha ha