Well, yes, but it doesn't take away the ability of the player to do whatever they want. That is why exponential is better; it makes things prohibitive without prohibiting them. You still have a choice to make, if you so desire.
how about making the cap very high. let's say 1k with each unit taking ~10. the cap will only be reached when large SoD's will be created toward the endgame.Well, yes, but it doesn't take away the ability of the player to do whatever they want. That is why exponential is better; it makes things prohibitive without prohibiting them. You still have a choice to make, if you so desire.
BtS already has exponential maintenance in certain features, like the colonial maintenance. And , as you can notice, it didn't resulted in a hard limit99% the same result as a "hard-limit".I am strongly against hard caps and sincerely I would prefer a exponential maintenance system of any kind than a hard cap.![]()
how about making the cap very high. let's say 1k with each unit taking ~10. the cap will only be reached when large SoD's will be created toward the endgame.
There has to be a limit for the number of units in one stack.
In reality there is a limit for how many units can occupy a certain area so it would make sense to apply that to the game itself.
I am currently playing a game where the AI has SoD with 150 units.
This stack is invulnerable with the exception of nuclear missiles.
So 50 unit limit in one stack is reasonable.
Besides, more stacks will encourage more strategy.
In addition to that, it would make sense to increase the number of units that are affected by collateral damage the more units are in the stack (since these units are more crowded).
So instead of having hard limit for the number of units that suffer collateral damage, the limit should be based on percentage.
But if they were subject to collateral damage of, say 20% of the stack at a time, then if you had five artillery units, they would damage the entire stack. Also, this would be putting a massive economic strain on the opposing civ, which could be extremely advantageous to you.
The line has to be drawn somewhere, and 50 seems right.Why not 51? Why not 49? It is an arbitrary number.
And an exponential system will severely diminish the power of a stack, without excluding the possibility of one.
Yes, I think most of us (if not all of us) agree about that.I think that there does need to be a percentage basis for collateral damage, perhaps 20% of units in a tile. Realistically, it would be hard to inflict collateral damage upon all units in a tile, but the more units there are, the more are likely to get hit.
I like your idea.A % collateral damage is fine with me.
Here's an alternative , a compromise of sorts. A larger stack would require a GG in it to "manage the logistics, coordinate movements," etc. Since GGs are increasingly difficult to obtain it's not a hard cap, but a stiff one. All you would have to do is set a limit per GG. I'm thinking in multiples of 3 since armies are often organized that way, such as 9 or 27 units per GG.
So you could have up to 8 (or 26) units in a single tile with no GG.
9 to 17 ( or 27- 53 ) with one GG.
18-26 ( or 54 -80) with two GGs, etc.
How would you define 'defending' units?
A % collateral damage is fine with me.
Here's an alternative , a compromise of sorts. A larger stack would require a GG in it to "manage the logistics, coordinate movements," etc. Since GGs are increasingly difficult to obtain it's not a hard cap, but a stiff one. All you would have to do is set a limit per GG. I'm thinking in multiples of 3 since armies are often organized that way, such as 9 or 27 units per GG.
So you could have up to 8 (or 26) units in a single tile with no GG.
9 to 17 ( or 27- 53 ) with one GG.
18-26 ( or 54 -80) with two GGs, etc.
In the notion I described above ?
What I had been thinking was that in a system where units have independently variable attack and defense strength, and where this leads to specialisation of attacking units and defending units that a stack of doom would want both high-attack units and high-defence units, and I was thinking of the latter as "defending".
It occurs to me now, though, that if units attached to a stack had to be explicitly flagged as either "stack defenders" or not, and those that were "stack defenders" could do nothing but defend, and those that were not could not protect siege units, that might be workable. Maybe something like being fortified, except able to move with the stack.
Having independent attack and defence strengths would only encourage stacks, IMO. For example, if you had a group of, say, 5 attacking units, they would have to be supplemented with probably 5 more defensive units. So, you would have a mini-stack instead of a small group.
The benefit, as I see it, of doing things that way is to make stacks more expensive, because they need more different classes of units in them to be worthwhile; this to my mind is a thing that would reduce the dominance of SoDs because you could afford fewer of them for any given empire.
I think that you're meant to make the assumption in Civ that each unit already comprises both attack and defence capabilities. For instance, in real life, an armoured unit would consist of infantry support.