CIVILIZATION TACTICAL COMBAT
Based on RevDCM
This is a modpack I am currently working on which makes several revolutionary changes to the combat system, including:
- Tactical Battle Map
- UPT Limit
- Ranged Combat
- General Unit
- Unit Morale
- Unit Fatigue
- Field Air Patrol Mission
Tactical Battle Map
This feature is the most revolutionary, allowing you to fight stack-vs-stack battles on a tactical battle map. The battles will occur on a 30x30 map (the defender's plot and the surrounding plots) and will include strategic maneouvers such as flanking or (in the case of a city of fort) actually defending behind walls. You will also have the option of calling in reinforcements to the battle map from adjacent tiles. These reinforcements will take a certain number of battle map turns (which all happen within one game turn) to arrive, at which point they can join your forces against the enemy. Attacking forces and reinforcements will be able to retreat from battle.
In the real game, each plot will have a specific space value dependant on the plot's terrain and/or improvements. Each unit will also have a space value which will add up, allowing only a certain amount of units on each tile. In the battle map there will be a 1UPT limit, but units with larger space values will be split into mini-units, each occupying one tile in the battle map.
The battle map will also allow for ranged and seige combat over multiple tiles. For example, an archer will be able to fire over a swordsman to hit an attacking axeman two tiles away. As the distance between the archer and the unit being fired on increases, the effectiveness and damage of the attack will go down. A ranged unit will also be able to fire from the top of a wall if defending a city or a fort.
This will be a new unit added to the game which functions similar to a warlord. It will be able to give promotions to the stack it is leading, as well as boosting morale. Unlike the warlord, however, it will be detachable from a stack. As a general wins more and more battles, it will gain experience which will in turn give the units it leads more promotions and morale.
Unit morale will affect how both military units and workers perform. The more morale a unit has, the better they will fight or the quicker they will build improvements. Low morale leads to slower work (for workers) or a decrease in combat effectiveness (for military units). Workers with no morale will refuse to work, and military units with no morale will either refuse to fight or, if they are in the middle of a battle, will rout, making them an easy target for the enemy.
Fatigue will take the place of a unit's moves in the battle map. Instead of having X amount of tiles they can move per turn, fatigue will limit their activity on the battlefield based on both movement and fighting. Fighting a battle will take more fatigue than simply moving to another tile, and when a unit's fatigue is drained, it will not be able to fight as well. This will effectively limit the length of the battles, since the units will be too fatigued to continue. When no more units can fight on either side, both sides are forced to retreat.
Field Air Patrol Mission
I'm adding a unit mission which will effectively be the same as the air patrol mission except that the aircraft will fly to a specific plot, patrol there for as long as possible, and then return to their base. This will allow for aerial combat over the battle map (automated though, sorry ) and then, when the airspace is clear of enemy aircraft, for raids on the land units, sea units, improvements, fortifications, buildings, etc.
Suggestions, Input, and Help Wanted
These are the ideas I have currently, but I'm open to suggestions on how to expand or improve these ideas. This is the main reason I'm putting this thread out here, so don't hesitate to critique the ideas or provide suggestions.
The ideas themselves are (obviously) subject to change, and I'm not even sure if all of them are possible. The main obstacle right now is that I need someone to do the graphics for all of this. I need everything from buttons to building models for use in the battle map (I'm not sure if I can use the existing models or not...). If anyone's able to help out with any of this I'd appreciate it.
All the land units, players, and plots info is now ready to be loaded into the battle map. I still have to work on air and sea units.
Morale is close to being fully functional outside of the battle map. I still have to work on it inside the map.
I started the Field Air Patrol mission, but still have a lot to do.
The mod has three configuration options so far: whether to use the battle map, whether to use morale, and whether to ask before using the battle map. The last option will let the user decide if he wants to bother fighting small-scale battles on the battle map or just to resolve them in the strategic map.