Get rid of SODs

The problem with the civ4 system is that, from what I've heard, people use SoD's of artillery.
 
Parallel discussion with here on historical merit of SoDs. But, even assuming that SoDs were always historically the best way to go and have been shown time and time again in modern warfare to be of fantastic use, the sheer unevenness they press on gameplay is the major consideration. I mean, yeah the 'gamers' want a game that has balance in it, but that's because of the sheer fact that otherwise the game, or aspects of it, simply don't work. War is one of those problems now. It isn't an inherent disregard for all things realistic that causes the desire to rid the game of SoDs, but the obvious bias towards in gameplay.
 
I didn't say that I did not want the game to be balanced. Small, realistic details don't seem to be a good idea, but that's because you're comparing it to what it would be like added to the current game. You need to look at the big picture, in order for a thing to be added, it has to fit in with other aspects of the game. Getting rid of SoD's would have many effects, which will all have to be dealt with, either by the designers, or the ones playing the game.
 
'Getting rid of SoDs' is a very strong phrase. I, for one, don't want to completely eliminate them from the game (I want the maximum number of options open to me, however detrimental they may be), just reduce their unbridled power. Sure, go ahead and build your SoD, but be aware of the penalties and consequences that come with it.
 
The problem with the civ4 system is that, from what I've heard, people use SoD's of artillery.

I just love how you base most of your criticism of CIV4 on misinformed hearsay.

(BTW. If you want civ4 WITH ranged bombardment just try any of the mods that contain the DCM component. Hell, some of them are even included with BTS.)
 
Although surely making it a counter would not be detrimental, seeing as the same penalties would apply to it as would apply to any other stack.

On another unrelated note, if you want to show your support for Civ Ideas & Suggestions getting its own listing on the front page of the forums, post here in Site Feedback.
 
That is really crude, and I do not like it at all. I'd far rather fixes where the inefficiency and undesirability of SoDs arose naturally from the larger game rules than arbitrary caps saying basically "the rules would let you win this way but we will explicitly hack them to stop you".

Hacking those caps would be cheating now. I think my idea or era caps for the amount of units a SOD can have is a good idea.
 
Hacking those caps would be cheating now. I think my idea or era caps for the amount of units a SOD can have is a good idea.
maybe.:D but i think that removing "best defender is always chosen" mechanic would undermine SoD's more.
 
maybe.:D but i think that removing "best defender is always chosen" mechanic would undermine SoD's more.

Removing that mechanic would combat even more unpredictable than it already is.
 
maybe.:D but i think that removing "best defender is always chosen" mechanic would undermine SoD's more.

That comes back to the problem of arbitrary penalties. There would have to be a line in the sand somewhere whereby if a stack has one unit more it will lose that advantage, and if the stack has one unit less, it will still have it. Lines in the sand are a no-no, IMO. Penalties that are to be applied should be applied in a neat, exponentially incurring way.
 
maybe. but i think that removing "best defender is always chosen" mechanic would undermine SoD's more.
The whol point of that is to make it realistic, the best defender is either the largest, best, or both, so it makes sense to have them fight instead of other units.
 
Historically, when large armies were assembled they were often affected by sickness (primarily dysentery) which commonly severely impared their fighting ability. How about a loss of hit points per turn, scaling with the number of units per tile? This could be negated by city improvements, tech, unit promos etc, but the result would be that keeping a big stack together for very long would be difficult or impossible.
 
The whol point of that is to make it realistic, the best defender is either the largest, best, or both, so it makes sense to have them fight instead of other units.
no, it is not realistic and the reason to it was to encourage combined arms approach.
 
Ok, how's this: Defensive units (or the best defender) are usually singled out by the commanding officer to defend the rest of the forces, so that rule is accurate.
 
Realistically, though, the best unit will sometimes not be the one attacked. They can't, to put it one way, be on all parts of the tile at the same. So whilst they will attempt to be the first line of defence, they will sometimes be bypassed. Having said that, again, I don't like taking that away a a way of limiting SoDs, because it is arbitrary and non-exponential.
 
Realistically, though, the best unit will sometimes not be the one attacked. They can't, to put it one way, be on all parts of the tile at the same. So whilst they will attempt to be the first line of defence, they will sometimes be bypassed. Having said that, again, I don't like taking that away a a way of limiting SoDs, because it is arbitrary and non-exponential.
True, it's fine how it is though... :undecide:
 
The military aspects of this game would be a lot more interesting if you were forced to manage and protect your army's baggage train.

For every unit in the stack, there would be a supply unit or two tagging along somewhere, going probably half as fast or slower, that needed to be shuffled between the unit and the nearest friendly city/depot for food, ammo, and other essentials. Stacks would be divided up by necessity, just to manage the logistics of operations.
 
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