How the UPT concept could be usefull

TheBirdMan

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How the UPT concept could be usefull for Civ IV players in a future release of Civ (Civ VII???).


It could if a game, that uses this UPT changed the "unit" from a single unit to a combined unit and that the way battles were fought was changed.


Say if a "unit" didn't represent "one unit of its own kind" but a combination of different units (as long as the combination make sense) - just as we have it in Civ IV.

Instead of showing an archer/knight/what-ever on the screen, you should see an icon showing the maintypes of troops merged into that combined unit (footsoldiers, ranged units, mounted units/armored units - escorting ships, transport ships, coast/highsea ships, submarines, carriers - continued with airforce etc. etc. etc......

Size of the army could be shown with one bar "|", two bars "||", etc. etc up to one "x", two "xx" etc. etc. Make it as detailed as possible without making it too ugly to look at.

THIS combined unit will be the unit, that you move on the map.




A battle should be fought on a different map using "sub-turns". The battlemap should be made at the sametime as the mainmap with direct references to the mainmap (you should be able to preview the part of it, that you have knowledge about). Each tile from the mainmap should expand to 3x3 tiles with the mainmap in center of each 3x3 square.

Terrain? As detailed as possible.


Fx a city: In the center a townhall. The other 8 tiles round this tile could show production, education, entertainment, military, government, religious, trade.... etc. If a city holds more than 9 buildings, only the townhall and 8 most important/usefull are shown on the battlemap, rest should not be shown (alternative placed outside the 9 main-tiles)

A forresttile with lumbermill on a hill: Maybe few grasstiles/openings else trees, smaller hills and the lumbermill itself in the center. Unit movement and defending-abilities according to whats normal in the game for the each of the 9 tiles.

A landcoasttile: Maybe only Sand/plain/grass, smaller hills, evt. trees, cottages what-ever on the mainmap. Maybe also shallow water (passable for landtroops), deeper water (passable for transportvessels, maybe deeper water (passable for ranged ships/carriers, that can bombard shores or send in aircrafts). As long as it follows the "mainmap".

A watercoasttile: Mostly watertiles as in above, maybe 1 or 2 other kind of tiles (sand, reef.... something like that).


The size of the battlemap shown should be suitable for the number of troops in the fighting armies, so if the armies have 20 units in total, the battlemap shown should proberly not be smaller than 9x9 tiles (at least 4 to 5 tiles per unit). Most likely somewhat larger if one of the units represent an army or is an invasionforce.




The battle itself.

This map are divided in (at least) 2 sectors. One sector for the defender (who places his troops first) and one sector for the attacker. Size of each sector depends on the total number of troops each side has (if the attacker has troops both in front and behind the defender, the battlemap might look like a sandwich). The defender shall of course have control over at least all the 3x3 tiles, that represents the tile on the mainmap, the defending army is placed on.


Now:

I: The attacker starts attacking and/or destroy buildings/improvements and/or move his/her troops. The defender "just" defends.

II: The defender counterattacks, moves or stay.

This I and II continues until the attacker either withdraw (makes no kind of attacks or moves (hit the end of turn so to say)) or completely win or loose the battle for the main-tiles (the 3x3 tiles, that the started the battle). OR the defender withdraw from all structures/tiles/buildings/improvements (again, kind of hit the end of turn) of the main-tile in question.




Loose ends in above? There certainly are....... Comments with questions/fixes - what ever - are welcome. And the idea is free for use in full or in part in case any find it interesting.
 
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Different maps and sub-turns are highly unlikely due to the way they would significantly slow the game down and especially affect multiplayer games (as other players get to sit and wait while each battle is being resolved).

The Humankind approach is probably as much as can be done without military overtaking the game too much (as I understand it: units move around as single-tile armies, but when a battle start the army deploy into separate units across a defined sub-area of the map where they will fight each other, using the same turns as the rest of the game).à

Replacing animated unit graphic (eg, knight et al) with icons is also pretty unlikely, as graphic sell games.
 
I think most players would like to fight their battles themself instead of leaving all to the game-engine. So the time used when we are talking about multiplayer games shouldn't be that important. Specially not if you are able to chat with the other players during the game.

At least time wouldn't be a problem for me - but on the other hand. Back in time when I played Call-To-Power Play by E-mail (we had a PBEM-turnament thread on Apolyton.net, where we could challenge each other as singleplayers or as teams), it often took 4-5-6 days or more before we got the next turn (depending on the number of players in the game). One game I was in lasted for more than 18 months........


I doubt the graphic would be an issue - neither on the mainmap nor the battlemap.

When I see what mod with new graphics a player-team could add to Civ IV BtS free-of-charge (the RI-mod 3.5 with patch 7 is the lastest version), then I think a proff company should be able to do at least the same.


But I don't see how my suggestion could work on a Hex-map......... And I'm also unsure if the game-engine used now-a-days can handle savegames larger than 4MB without making (too many) MAFs as we see it in Civ IV.......
 
Sorry!
MemoryAllocationFailure.
 
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