Forts! +(other battle features)

they had no means, "during".
 
Perhaps the amount of culture could be used to create a negative healing rate on occupying forces in a city until the unrest is done. This would represent the forces being involved in actually quieting the unrest and taking casualties.
 
It's not a very good example, since at onset the Iraqis treated the Americans as Liberators.

Think more in terms of Sevastopol, Stalingrad, St. Petersburg, and Berlin. All cities had inhabitants with a strong national identity, all had civilians helping in defense, all were pretty tough nuts to crack.
 
Arent the turns that takes the city you just conquered to stop revolting directly correlative with the amount of culture the city has? Some cities take 3 turns, some 12 but I do not know if it depends only on the size of the city or on the culture accumulated.
 
That's a point! Probably with what ethnicity in the cities too? (Or was that tied into culture?)

Anyway to swing it back to forts, if they were required to extend borders(rather than culture) it would give them some (strategic) importance in the game and actually have a use of giving a defensive bonus. Kinda like those sensor things in SMAC. The strength of culture on the land would still be in effect but not define borderings.
 
I must be one of the few who misses the zones of control from civ 2 was it?

Although overpowerful, they made the game more tactical. I liked being able to control the integrity of my whole nation. I have having ennemies being able to run around at will striaght past any number of other units. Its not realistic and its irritating, since the AI vandalises improvements, which is more of a nuisance in rebuilding them than it is harmful.

ZOC's are realistic.

In real life, an army cannot simply ignore and pass another army that is aware of it and in a position to engage. Marching formations are very vulnerable and if attacked on the march, they would get mauled.

The civ 2 version prevented you from moving from a hex in a zoc to another zoc square. This was a bit too harsh.

What I would like is one of the following.

Option A:

Sticky ZOC's are exerted by forts. These would work like civ 2 zocs.
Forts have same rules as cities and cant be built within 2 squares of each other. So completely blocking access with a ring of forts is possible but difficult. However it does permit blocking a narrowish pass with a fort.

This is again realistic. Although not represented in CIV, every army needs a supply train, and if you leave uncaptured forts or armies behind you, your supplies are not going to get through.

Option B:

Weak ZOC's on units. A unit has to stop on entering a ZOC, and loses 1/2 its movement points (to a minimum of 1) when moving out of or within a ZOC.

Aurore
 
ZoC is a pretty powerful thing. I would say there is a way to create a kind of pseudo ZoC through the use of a fort promotion. If a fort granted a promotion giving a few first strikes and maybe a little combat boost, then units attacking from a fort would have an advantage in all the squares that surround it. As opposed to the classic ZoC where one unit could potentially damage every unit that passes it, this would require that an army face an army, but if the homeland army were mobile and could move to the fort prior to it's attack it could have a significant advantage, and the invading army would certainly try to avoid the forts. A culture check could also apply different promotion to repelling and invading forces that occupy a fort.
 
Think more in terms of Sevastopol, Stalingrad, St. Petersburg, and Berlin. All cities had inhabitants with a strong national identity, all had civilians helping in defense, all were pretty tough nuts to crack.

Counter-example: Paris, WWII (Especially funny when you consider regular Civ makes the French a high-culture civ, as I recall)

Citizens helping maybe better represented by a "draft" - which already exists.
 
In real life, an army cannot simply ignore and pass another army that is aware of it and in a position to engage. Marching formations are very vulnerable and if attacked on the march, they would get mauled.

Agreed.

Wasn't there a version that gave some units a free attack if you tried to flank them?

You could move past, but got chewed up a bit in the process. That didn't seem a bad mech.
 
Mounted units in Civ3, if I remember well. Plus any unit standing in a fort.
 
To be honest, I'm not sure just how apt modern comparisons to "pseudo-medieval" warfare actually are... :)

It would be good to make "hard" city defs worth building. As has been pointed out earlier in the thread, culture has so much effect, there's not much point with walls and the like. Hence I'd like to weaken it. Affecting unrest for conquerors is a very good notion. (I still can't reconcile my mental notion of "culture" with increased defence, though)

Forts are a similar case in point, and a real "fortress" is a pretty much a town in its own right, which left me wondering if a similar sort of mechanic to Kur. Settlements might be fruitful.

Some real places are in between cities and fortresses, like Masada. Of course, you could just consider it a particularly nasty hilltop town...
 
Counter-example: Paris, WWII (Especially funny when you consider regular Civ makes the French a high-culture civ, as I recall)

Citizens helping maybe better represented by a "draft" - which already exists.

Actually, I think that's another form of cultural strength played out in a different manner. Paris is a city with lots of cultural history/buildings etc etc. They wished to protect it from destruction.
 
.Encampment-
exerts a small cultural border(none, unless the tech is researched, or the civ is cultural)

.Garrison
can give strategic rescource under it with the right techs
exerts a small cultural border(+3,+20% per unit inside)


.Castle
can give strategic rescource under it with the right techs
exerts a cross sized cultural border(+6,+20% per unit inside)
produces a militia in the nearest town when pillaged by enemies



+heal and +defense depending on the size,
fast units and siege get +1 first strike +15% withdrawl if they start the turn in a garrison or castle

if the civ is cultural+2 each and some culture tech will boost the culture +1 for each
 
building in no-man's land was added already in BtS, as was letting them count as cities as far as healing, ships (i.e., coastal forts are cannals), and airplanes are concerned.
 
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