Trav'ling Canuck
Deity
- Joined
- Feb 7, 2018
- Messages
- 3,467
When people suggest limited stacking, it sounds like it's just a request for more flexibility in armies/corps to some extent... So why not just allow that?
Allow up to N ( max number could be limited by tech) of the same unit to stack, and allow the stacks to be broken apart (Only at full health to avoid the question of how damage would get split and prevent gaming the system somewhat). You don't have to worry about working out what happens when you merge different types of unit, the stack still functions the same as any other unit. And it's not much different to an army?
It's a reasonable approach for a game and could also be used to reflect (abstractly) improvements in command-and-control up to the early gunpowder age. For most of human history, all major battles could be depicted as taking place in a single hex, so improvements to stacking rules to allow for fun battles between opposing stacks is a reasonable game objective.
Starting approximately in the 1914-18 war (Great War, World War One, whatever you want to call it), command-and-control improved to the point that armies spilled out of the single hex and and spread across the map, presenting a whole different type of combat. You could still jam a lot of units into a single (civ-sized) hex, but weaponry and tactics made that less effective than spreading out and protecting your flanks. You could model that in-game, using spill over damage as some have suggested, combined with flank attack bonuses, etc., but it becomes a whole different sort of combat logic to try and teach the AI (and the player).
There's no easy one-size fits all of history combat model, unless the dev team invests heavily in why we ended up in nation-sized fronts in the 20th century and integrates those changes seamlessly into a combat system that can also model ancient one-hex battle warfare. I doubt they'll do so, but I'd love to see them try! Then again, I'd love to see them teach the AI to use airplanes, so I'll temper my hopes to them coming up with a one-size fits no part of history system that is at least enjoyable to play and that on higher level difficulties the AI can manage well enough to offer a challenge.