Sostratus
Deity
While I really liked the innovations humankind experimented with, I do think for the Civ series that 1UPT works pretty well.
The type of combat it engenders is popular with a lot of people, and it can be quite fun in and of itself (realism and grand strategy aside) and we have to keep that in mind. It’s also not really an issue early game when the armies are small, it’s later on.
One thing we can do is pull some levers to delay the onset of when “later on” happens. The other thing is try to alleviate the pain.
The first one is just adjusting map sizes and tweaking unit stats so that players aren’t fielding veritable carpets of doom until late game. (Since unit count is a function of economy, which is growing, this is probably tied to unit upkeep and the associated gold surpluses.)
For the second part, I think there are two systems already in civ6 that are very close to what we need: corps and support units.
I’ve written about support units before. I think they should be massively expanded and be the source of the “utility” of mid-late game units. If the core of an army is, say, infantry, we can allow players to give them machine guns, mortars, anti tank guns, AA guns, and more as support units. You can get pretty radical with this concept. It’s a great way to fit things like grenadiers or mantlets or marines or all manner of cool stuff that shows up in military history that may not make sense as a stand-alone combat unit. The idea is that they give an extra action or capability to whatever unit they are paired with. (As an easy example, AT guns giving the unit a large defensive modifier against armored units, or mortars providing an offensive ranged attack action.)
The corps system doesn’t quite work for resolving the stack issue in civ6 because you’re just making a single unit bigger. If we simplified the promotion concept down to something simple like “veterancy: +1 Str per level” instead of these trees that aren’t really experience based, we can augment the system with something that civ4 FFH had: you can form the stack of spearmen, but also split it up.
You could introduce techs in most eras that allow you to combine more like units (say, ultimately up to 5 or 6,) and have other modifiers for how effective they are bunched up to make this something really great for transport and movement but not a win condition in the classical. For example, combining 3 men at arms would give you a unit with 300HP, but in terms of dealing damage perhaps it’s much less than 3x. As long as leaving the formation is pretty easy, this solves a lot of issues. I can box up a whole group of tanks, then as needed drive them to the battlefield and unbox them once we get close in a seamless way. I don’t get a super chonk wallbreaker just for combining my units. (This is why I think corps and armies are OP.)
At least, that’s the direction I would move things in if I was a red hot 4X designer.
The type of combat it engenders is popular with a lot of people, and it can be quite fun in and of itself (realism and grand strategy aside) and we have to keep that in mind. It’s also not really an issue early game when the armies are small, it’s later on.
One thing we can do is pull some levers to delay the onset of when “later on” happens. The other thing is try to alleviate the pain.
The first one is just adjusting map sizes and tweaking unit stats so that players aren’t fielding veritable carpets of doom until late game. (Since unit count is a function of economy, which is growing, this is probably tied to unit upkeep and the associated gold surpluses.)
For the second part, I think there are two systems already in civ6 that are very close to what we need: corps and support units.
I’ve written about support units before. I think they should be massively expanded and be the source of the “utility” of mid-late game units. If the core of an army is, say, infantry, we can allow players to give them machine guns, mortars, anti tank guns, AA guns, and more as support units. You can get pretty radical with this concept. It’s a great way to fit things like grenadiers or mantlets or marines or all manner of cool stuff that shows up in military history that may not make sense as a stand-alone combat unit. The idea is that they give an extra action or capability to whatever unit they are paired with. (As an easy example, AT guns giving the unit a large defensive modifier against armored units, or mortars providing an offensive ranged attack action.)
The corps system doesn’t quite work for resolving the stack issue in civ6 because you’re just making a single unit bigger. If we simplified the promotion concept down to something simple like “veterancy: +1 Str per level” instead of these trees that aren’t really experience based, we can augment the system with something that civ4 FFH had: you can form the stack of spearmen, but also split it up.
You could introduce techs in most eras that allow you to combine more like units (say, ultimately up to 5 or 6,) and have other modifiers for how effective they are bunched up to make this something really great for transport and movement but not a win condition in the classical. For example, combining 3 men at arms would give you a unit with 300HP, but in terms of dealing damage perhaps it’s much less than 3x. As long as leaving the formation is pretty easy, this solves a lot of issues. I can box up a whole group of tanks, then as needed drive them to the battlefield and unbox them once we get close in a seamless way. I don’t get a super chonk wallbreaker just for combining my units. (This is why I think corps and armies are OP.)
At least, that’s the direction I would move things in if I was a red hot 4X designer.