What if Pikemen were available at Guilds instead of Civil Service? The 8-15 turn delay to get them might make the choice between beelining Education vs. going for Iron less straightforward.
That is a really good idea. Will not only allow for balance, but allow to change UU's around to be different. Like A Catarphact for example, could have a higherWow, this thread really is going in circles now.
Anyway, here's a random thought, taking from other games like Heroes of Might and Magic: I think what we need is both anAttack rating and a
Defence rating for each unit. This is not very different from how Archers currently have two combat strengths, namely one for Melee, and one for Ranged. One could even go one step further, and give each unit both a Melee
/
as well as a Ranged
/
(0 attack strength if unit is not ranged).
The advantage of having both an attack and defence rating would be that we could distinguish between units more effectively. We could make the Swordsman much tougher - he might not have as high anas the Horseman, but his
would be much higher, which would make him a very effective front line meat-shield. Pikeman could have low
but very high
to emphasize his defensive nature.
That is a really good idea. Will not only allow for balance, but allow to change UU's around to be different. Like A Catarphact for example, could have a higherthen a normal Horsemen, but only have a slightly stronger
.
Anyway, here's a random thought, taking from other games like Heroes of Might and Magic: I think what we need is both anAttack rating and a
Defence rating for each unit.
Way too complicated !!!!
It needs to be simple.
What if you were allowed to link units together. Allow them to move en'-mass. Then you simply applied the results of the entire mass. Or the closest three units to your attack?
This would have the effect of allowing archers to hide behind melee and not get taken out. You could say as long as there are more than three units the army is in good order. Thus not allow flanking bonuses vs. them.
Allow them to move together. Get morale bonuses etc!
Civ I, II, and III had units with both attack and defense ratings. Civ IV changed that, giving all units one combat rating but giving every unit an ability to fit a specific niche (archer=city defense, spearman=mounted bonus, axe man=melee bonus, swordsman=city attack bonus). CiV continued this ability niche gameplay and added ranged attack, though as I stated before, in an awkward fashion.
Personally, I wouldn't mind going back to more than one combat rating. (Going off your idea) If the devs were really keen on tactics they would add a combat rating system much like the panzer general games (see below). Each unit would have:
Movement
Spotting (site)
Initiative
Range
Soft attack
Hard attack
Air attack
Naval attack
Ground defense
Air defense
Naval defense
Close defense
Now imagine if CiV units had all of the above combat ratings. I think it would be far easier to balance and flavor units than the current system.
Simple Tactical combat is an appeal broadener (you get to play with individual units). But it dilutes the strategic gameplay. (So its a trade off)
Tactical combat in Single Player is easier since the AI is a moron.
Complexified Tactical combat both
1. Narrows the appeal (because it is more difficult to understand)
2. Reduces strategic gameplay
So it is all around Bad... Unless you want to make a tactical combat game. Like Panzer General/Starcraft 2)