Combat in Civ4 is extremely dissapointing.

Well, I agree that the combat system ”sucks”.

I have discovered that it doesn’t matter what units you create. You just need to create lots of units if you want to go to war. Out number your enemies and just give a dam in upgrading your cities.

I want to see that you can going in to war in 2 ways.
1) with few combined units, horses, arcs and swordsmen.
2) with lots of units, in this way is no need to combined your armies, you just outnumber them.

cheers/
niklas
 
The problem with simply outnumbering your enemy, niklas, is that armies cost money.

If you can build an army just as powerful as your neighbor's with half the actual units, then you will be spending a lot less on military upkeep, and can research new techs faster to further increase your tech lead.
 
-A feature which uses an obsolete unit an upgrades it for no cost, and uses the cities production. Say, upgrading an old unit requires half the production required to make a new unit which the old unit is being upgraded to. So, say you upgrade a warrior to a rifleman when it takes 6 turns to make a new rifleman. This would result in the warrior taking 3 turns of city production to upgrade to a rifleman.

I really think this is a great idea Megatron83, it would be realistic without ruining gameplay. If theres anything more rediculous than a spearman defeating a tank its a spearman still hangin around when tanks are rolling about.
:spear:
 
Why we cant bombard just units like in older versions of Civ... ?
It is crazy I know something will be wrong..
That was the best in Civilization bombardment...
Like in war without that war is not realistic..
CRAZY..
 
Mymmym said:
Why we cant bombard just units like in older versions of Civ... ?
It is crazy I know something will be wrong..
That was the best in Civilization bombardment...
Like in war without that war is not realistic..
CRAZY..

You still can bombard enemy units, it's just the collateral damage system now.
 
The current system is generally doing fine.

What was proposed in the original post put too much importance in tech lead, this will kill the gameplay.

Also, in reality, a bunch of archers in closer range can destroy a team of musketeers. Well, US marines can be killed by the Iraqis human "grenadiers", right?

And realism can't go too far. For instance, Cho-Ku-Nu were in fact used by ancient Chinese as the main weapon against horse archers. Its main problem is the manufacturing cost and technique required. Without giving a proper "counter" to this unit, it will be too invincible, and mess up the game.
 
The combat system sucks in terms that they need to give extremely high tech units to have an edge. Despite city defense, and fortification and terrain, a spearman shouldn't be able to do that much damage to an invading infantry. There is a need for classifying units in generations (classifying by era would probably the easiest way to do this), so that spearman will hardly harm high tech units. This doesn't mean that a pikeman should crumble under cavalry, as discussed in other threads, and simply that cavalry is not that far advanced from pikeman.
However, the OP doesn't know how to calculate odds. 26 vs. 25 should allow the attackers approx. 51% chances at winning. 33 v. 18 should be about 64% of winning, so a 33 str attacker suffering serious damage isn't particularly unheard of. Face it, this is a game, not really a combat sim, and if you're attacking a city, you should bring enough troops and just a bit more to do the job. The combat system isn't that bad. When I get such a military lead, I routinely kill enemy units with 2:1 odds. Sometimes I loose one or two, but I know that they'll need to rest before they move, and I'll need to bombard the city and be in a tactically good position to deal with counterattacks.
 
calyth I think by adding bonuses they can solve the problem of spearmen hurting infantry too much.
 
I don't think if you attack from a hill that you should suffer a penalty attacking someone else on a hill. The point being that you're assending the height that they occupy, but if you're already at that height it ought to be nullified.

Often the 25% hill bonus has really hurt me when attacking a city, even if I'm on a hill right next to theirs. I don't get it.
 
Agraza said:
I don't think if you attack from a hill that you should suffer a penalty attacking someone else on a hill. The point being that you're assending the height that they occupy, but if you're already at that height it ought to be nullified.

Often the 25% hill bonus has really hurt me when attacking a city, even if I'm on a hill right next to theirs. I don't get it.


This is hard to agree or disagree with. What the devs had in mind might have been more than just elevation. I believe a tile with a hill represents an area with lots of hills. If you've driven through Pennslyvania you know what I mean. Its hard to imagine how hills effect real life combat, especially for mellee combat. It may be harder to attack an army that may be hiding behind a hill, or maybe because the defender could stay at the top of any hills they're on while the attackers have to leave their hills and charge up the hills to get at the attackers. This may be different when guns are the in the picture, but I think it might be safest to leave the game the way it is.
 
Agraza said:
I don't think if you attack from a hill that you should suffer a penalty attacking someone else on a hill. The point being that you're assending the height that they occupy, but if you're already at that height it ought to be nullified.

Often the 25% hill bonus has really hurt me when attacking a city, even if I'm on a hill right next to theirs. I don't get it.

if you want to understand it, take this weekend to have a walk in the countryside. Find a coupla neighboring hills and climb up one. You will find out that if you want to reach anything on the neighboring hill, first you have to walk all the way back downhill and climb the OTHER hill... :rolleyes:
 
Thank you onedreamer thats just what I was trying to get at.
 
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