"Enemy units hit by ~ get -1 move point for the next turn. (falls off after that turn, cannot stack)"
or
"Ranged units cannot counter attack against ~."
or
"Ranged units cannot counter attack against ~."
That's missing the nuances of improvising. "Procs" can very well be part of tactics if they have enough influence to make you change your battle plan on the fly.It's quite easy. Additional tactical elements are good if you could use them actively. If they are like "wow I've stunned them!" (a whole unit of stunned soldiers), that's for fun, not tactics. If you think "If I move this unit here, they'll be unable to attack my cannons" - that's tactics.
Yay. I completely agree and you worded it way better than what I was trying to say.That's missing the nuances of improvising. "Procs" can very well be part of tactics if they have enough influence to make you change your battle plan on the fly.
An Example:
You move your army to attack, the first attack of your melee soldier stuns that other melee soldier in front of you. You can now more aggressively move in your ranged soldiers because you know that that unit will not be able to counter-attack, and that it will block movement for other Melee Units around.
Maybe you even moved that first soldier as a gamble because you saw the potential of getting a big advantage if the stun hits, and only being in a slightly worse than normal position if it doesn't. If you ever played XCom you've probably learned to "embrace" that sort of chance-based tactical move, interpreting what possible outcomes there are, what happens in a worst case scenario and whether it's worth the risk or whether not taking the risk leaves you in a good-enough spot, etc. etc. Tons of thoughts can go into a system that has no guaranteed effects.
Of course this example is also a perfect one to show how annoying procs can be if not done right - that one stun at the very beginning may just have won you the battle because of the massive initiative that you gained on the battlefield.
But still, saying that for something to be "tactics" it has to be an active effect is just wrong. It can very well be a passive effects that translate into opportunities, or chance-based gambles.
What's weird about it to me is they spent all this effort to unstack units and create a tactical system. And then left off two of the most basic features of tactical systems, AoE attacks and status effects.
Age of Wonders 3 is a very different game in some respects but does have both of these, and it makes a world of difference. (It also has spell casting, which doesn't fit with Civ, but would make for an awesome mod).
While I think the game is "okay" as if it's just a real shame. I understand why not to have many of these things in a game with stacks, but without stacks, it seems like making extra work for yourself not to include them. You end up jumping through a ton of hoops trying to justify the existence of unique units (a MAJOR problem in Civ V in particular). When additions of some AoE damage or status effects to make units stand out would have made these units special. Instead, I find it difficult to even remember most of them because they were all so similar.
I feel like this is already sort of represented in Civ5 at least, even if there isn't an explicit mechanic for morale. If your enemy's units are poorly positioned, you can eliminate enemies in weak points and create openings for flanking bonuses. If your enemy's units are outnumbered or outmaneuvered, they either retreat or they die. Dying isn't exactly a successful military strategy.I personally would love to see the ability to force the enemy to retreat or be weakened because of a lack of organization.