Combat Redefined

Zeropoint

Chieftain
Joined
Feb 27, 2008
Messages
3
Hiya All, long time lurker first time poster.

After reading so much and playing civ 4 & 5. i feel combat is broken and needs redefining.

So here's my ideas for u lot to discuss and shoot down.

i would keep hexs but do away with unit types and just have army unit builds that are dependent on the type of city they are built in.

Army unit strength would break down as follows - food, production and culture components of the city the army unit being built in would each account of 1/3 of army unit strength.

when the army Unit is built in a city, than that city has no increase in food, production and culture.

1. city size would lead to army Unit size.
2. city production would equal army Unit modifiers.
3. city culture would lead to army Unit leadership.

lets deal with that list in more depth.

1. base army unit of one would equal one unit from civ. so size 1 city would produce that.
city size 8 would produce army unit size 8. eg. 8 stacked units in civ.
to stop S.O.D. any army unit over size 1 would suffer % leadership hit which would be cumulative.

2. army unit production time would scale with city production modifiers such as,
resources in city culture radius, like horses. build a pasture on that tile get chariots etc for your army unit that would modify army unit movement points.

i would have production build times for that army unit come in 3 flavors that would scale hammer cost. eg basic weapons = 100 hammers, decent weapons = 200, quality weapons = 300. with each flavor giving 1/3 more army unit strength within the 1/3 of total unit strength overall.

3. city culture level would lead to army unit leadership.
how many tiles the city you are build the army unit in would affect its leadership.

any less culture tiles under say 3 rings of hexs, wouldn't produce any leadership at all.
3 hex rings of culture would have commander level leadership, 4 = general and 5= great general.
commander general and great general would have army unit stacking ability, starting off with commander having 3 max army units that are without leadership. with general at 6 army units and great general at 9.

The army unit would replace a single normal unit in the game, and it's strength would be dependent at build time of that cities condition and would stay locked until any promotions or till it's upgraded. tech would still be normal eg, gunpowder etc being unlocked and used in build of the army unit.

i let u all nitpick and discuss ;)

edited abit for easier understanding.
 
Welcome to (the posting side of, at least) the forums, Zeropoint. :wavey:

This would certainly be quite a departure from units as they are now! It would seem to make combat quite a lot simpler (no unit types), but not sure removing such a feature of units (the differentiation between them) would be a positive thing. It certainly wouldn't be for flavour, at any rate. Your suggestion is intriguing, but I'm not convinced it would positively impact on warfare.
 
Thanks for the welcome and reply Camikaze. :wavey:

Yep i feel that my idea for replacing units is extreme and might be a step to far !!

But i thought that combat needs a radically overhaul, and i not keen on going to a totally tactical battle map like sullla's ideas for instance. thats what total war series is for!

U could have my suggestion implemented for units instead of just 'one' bland army unit. Add that flavour back in !!

My reasoning for the army unit was to try and mimic the SMAC Unit Workshop which i felt added a lot to the combat side of that game and i wanted to merge combat and building side of civ especially in 5 because to me it feels divorced on that aspect.

What i want would be to offer choices. i believe that would make for better gameplay.

Not to sure how well my idea in my first post come across.

The differentiation of units eg spear / horses / sword is still their in my idea with the city production army modifier eg city got iron u get sword bonus just like in game. think of the army unit as your army in civ 3, but abstracted a bit and dependent on your city level not some stock unit that starts off with set level strength.

i feel this would give u choices in game like do i keep the barbarians off my lawn with a quick cheap army unit with basic weapons and low strength that's nearby, or perhaps get a few decent ones from my stockpile of army units on the other side my empire?
IMHO force composition would be more interesting than vanilla leading to different strategists of army fighting and deployment, do i build up my cities and create powerful army unit stack that blitzes to take out Gandhi or employ a tidal wave of slower lower powerful units that engulfs his stacks wearing him down.

what i trying to get at is , it's been either S.O.D or C.O.D. But what if you could Employ both Strategies or tackle one with the other? and have that tied into the builder side of the game. With it all Being balanced, wouldn't that be a postive impact on combat or the game / series in general?
 
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