Given up on ranged combat so soon? That was one of the few things I liked about Civ V. Fireaxis realized, combat was the main weakness in all sequels. They made it top priority when designing Civ V along with "streamlining" and "accessibility". The majority of the community had great expectations, because they felt, too, that an overhaul of the combat system would perfectionize the game. To the credit of Jon Shafer's, the basic approach to the new combat system wasn't so bad, probably well informed by his war gaming expertise. Too bad, that in the published game the AI would sent her armies backwards into battle, siege weapons heading first
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As Civ V was about improving combat, most Civ IV mods were, too, because both Fireaxis and the modders share a similar perspective on what game aspects could be taken further and would qualify as a logical field of improvement. The name of the Civ IV mod "Community Civ V" expresses that. And to a degree, a Mac based mod can be a little revenge for the stubborness of Fireaxis and Aspyr towards Mac modding support, if it achieves, what they failed to do. So, yes, Xyth, I'm trying my best to talk you into revisiting the ranged combat again
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And a withdrawal capability for siege units would really be a terrible substitute for that. Luckily, trebuchets will be exempted from that "withdrawal from combat." You know, the only trebuchet, that can withdraw from battle, is the four-legged trebuchet.
Withdrawal implies a sense of mobility. Mobility of military units is measurable. A towed gun, which has to be limbered up and moved to a safer place is far less mobile than a self-propelled modern gun, that retreats even faster than the Sultan's camel archers. Difference in mobility must be represented in any conceivable combat system of Civ. Why not use the right words and attach the correct meaning to those words, instead of interpreting, bending and shuffling?
Is it at all neccessary to deliver a pleading for ranged combat? Isn't it evident enough, that a unit that "shoots at range" should be modelled exactly that way in a video game, too? The trick of ranged units is, both on battlefield and on a computer screen, they can do damage to non-ranged units two tiles away, being without range, themselves, while at close range, on the directly adjacent tile, are vulnerable to them. That's beneficial for gameplay as for realism.
I haven't really got a chance to catch up with what's been posted here lately, so, as mostly, I picked one thing, that's bugging me, rather than giving some more positive feedback on the many good proposals
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…As Civ V was about improving combat, most Civ IV mods were, too, because both Fireaxis and the modders share a similar perspective on what game aspects could be taken further and would qualify as a logical field of improvement. The name of the Civ IV mod "Community Civ V" expresses that. And to a degree, a Mac based mod can be a little revenge for the stubborness of Fireaxis and Aspyr towards Mac modding support, if it achieves, what they failed to do. So, yes, Xyth, I'm trying my best to talk you into revisiting the ranged combat again
.And a withdrawal capability for siege units would really be a terrible substitute for that. Luckily, trebuchets will be exempted from that "withdrawal from combat." You know, the only trebuchet, that can withdraw from battle, is the four-legged trebuchet.
Withdrawal implies a sense of mobility. Mobility of military units is measurable. A towed gun, which has to be limbered up and moved to a safer place is far less mobile than a self-propelled modern gun, that retreats even faster than the Sultan's camel archers. Difference in mobility must be represented in any conceivable combat system of Civ. Why not use the right words and attach the correct meaning to those words, instead of interpreting, bending and shuffling?
Is it at all neccessary to deliver a pleading for ranged combat? Isn't it evident enough, that a unit that "shoots at range" should be modelled exactly that way in a video game, too? The trick of ranged units is, both on battlefield and on a computer screen, they can do damage to non-ranged units two tiles away, being without range, themselves, while at close range, on the directly adjacent tile, are vulnerable to them. That's beneficial for gameplay as for realism.
I haven't really got a chance to catch up with what's been posted here lately, so, as mostly, I picked one thing, that's bugging me, rather than giving some more positive feedback on the many good proposals
.
/turn, or 2
/turn under Rationalism, +1
/turn each under Codification and Industrialism, +1
/turn under Authoritarianism, and +2
/turn each with Altruism and the Sistine Chapel.