Control of Battles

Hygro said:
Yeah but moonsinger, an archer in civ3 represents approximately 100 archers. Now try fitting 100,000 archers without proper saniation and organization (they are ungabunga archers after all) in 50 square miles. It just ain't gonna work!

The bottom line, I have never judged the unit performance by its size!;) Don't care if it's 1 or 100 or 1000 people in each unit. Let's focus on its value of attack, defense, special ability, hp, movement, etc for each unit.
 
I like tactical combat in some games (but NOT RTS! - turn based!) but don't think it would fit well into CIV4.

Turns already take much too long in the Industrial/Modern Ages, I shudder to think how it would be with tactical combat!

I would very much like some tactical refinements to the present system, though, like:

- Rock/scissors/paper system, like in Civ 2; e.g. Pikemen adv. vs. mounted units; though much more extensive and including specific terrain advantages

- Unloadable/upgradeable Armies, for crying out loud!

- modification of the RNG to minimise the unspeakable 'Modern Armor loses to Spearman' problem

All of these presuppose a marked imporvement in the AI of course, so it would use these reasonably intelligently (make that: less stupidly! ;) )
 
1) :spear: is not caused by the RNG. It is caused because the number of hitpoints has been reduced, thus reducing the number of random trials. Bring back FP and 10-40 HP, preferablly 100.

2) No armies, free-battlegroups.

3) Fighting. All fighting would be between battlegroups, since you are not going to face 2 archers, 4 spearmen, and a Horsemen with a single Warrior. When groups are meeting, you can choose to fight or retreat(you figure out you'll lose).
3A) You'll then get a few options on how to deploy forces on each side. Some options would include "Ranged Skirmish", "Spear Wall", "Cavalry Skirmish", "Infantry Charge", "Cavalry Charge". Defender gets best terrain for that formation.
3B) Battle wold be calculated automatically, but you coudl see it happen(in Ultra-Hyper Speed). Also, what happens would be based on what his happening and troop positions.
3C) You can pause combat to order one of these battle commands: Full Rush, Pressure Attack, Tactical Withdrawl, Tactical Retreat, Full Rout. Basically once you make an the first battle commmand, the only options left are Full Rush or Full Rout. After that it is up to the troops to do what they were ordered.
4) New Unit Values - There are a few new values units will have, basically they exist to explian combat.
4A) Endurance - Tired units fight at much lower efficiency then fresh units. Endurance is a measure of how easily units lose vigor in battle.


Notes: The RPS system will be simulated through how combat works. Sicne archers suck at melee and horses are fast, cavalary beats ranged. Since spears are slow archers tear them up. Since spears have high defence, cavalry tire and soon do worse in combat.
 
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