SpankmyMetroid
Prince
- Joined
- Jun 22, 2016
- Messages
- 311
Since we're throwing out ideas, here's my two cents. As mentioned the biggest difference between the AI and human play is the human can turtle units carefully until they become super-promoted behemoths and then roll over the AI with superior units in a 1UPT world, logistics and range+ being the biggest offenders which effectively multiplies your units' efficiency by 1.5x or makes them immune to counterattacks. Promotions swing the game. This rewards defensive gameplay, which is boring and also hard for the AI to follow. Players also only need to invest a less amount of gold/hammers to make the core army that they'll use the rest of the game, which, also as mentioned, is something the AI can't do as they need to constantly recycle units to be able to make up for losing them due to poorer strategy. Once a fighting army is reached, that equates to the human being able to pour more resources into infrastructures while the AI needs to spend time reinforcing their units, which will lead to a further disparity between empire effectiveness; being able to build libraries instead of spearmen to replace lost spearmen will obviously get you to pikemen faster. This is the grind, for better or for worse. But what if turtling like this was discouraged, and to balance this a more aggressive fighting style encouraged? And what if Authority (which has been seen as weak lately) can be buffed at the same time to further reward being more aggressive?
I think promotions should come rapidly but units can decay back to a certain level. Either greatly reduce the amount of experience needed to level up or make it so one kill = one level. This can either be over a certain amount of turns, and maybe XP gets halved upon promotion as well (This intuitively makes sense; a squadron of spearmen that fought in 2000BC shouldn't keep all their knowledge sitting as a garrison for a couple thousand years).
To spitball some completely arbitrary numbers, 15 exp is now needed to level up no matter the level, and every 15 (standard) turns after a unit's creation, their level drops down by 1. Melee units on the offense gain 7 xp when attacking, 3 on defense; a unit that's attacked, defended, and attacked again will receive a promotion. Ranged units receive less (3) on attack to make up for potentially firing with impunity. Attacks on cities and defense from city attacks use these numbers too. This accomplished a few things in my eyes:
I think promotions should come rapidly but units can decay back to a certain level. Either greatly reduce the amount of experience needed to level up or make it so one kill = one level. This can either be over a certain amount of turns, and maybe XP gets halved upon promotion as well (This intuitively makes sense; a squadron of spearmen that fought in 2000BC shouldn't keep all their knowledge sitting as a garrison for a couple thousand years).
To spitball some completely arbitrary numbers, 15 exp is now needed to level up no matter the level, and every 15 (standard) turns after a unit's creation, their level drops down by 1. Melee units on the offense gain 7 xp when attacking, 3 on defense; a unit that's attacked, defended, and attacked again will receive a promotion. Ranged units receive less (3) on attack to make up for potentially firing with impunity. Attacks on cities and defense from city attacks use these numbers too. This accomplished a few things in my eyes:
- Wars become more momentum based; instead of throwing your best units at each other in an even grind, based on smart play units rapidly become stronger and can start to overwhelm enemy reinforcements that are comparatively less powerful. Intuitively, a company of soldiers that has seen lots of victories in a war is going to intimidate anyone who tries to stand against them next.
- For warmongering civs, constantly attacking to keep your units elite is now imperative, which rewards some of the other authority bonuses like yields on kill. If your army is victorious, you have a choice to jump right into the next war while your units still have their promotions, or take some cooldown time to shore up your empire and army but be at an equal playing field with your next target.
- This gives the player a chance to, instead of trying to make their whole army a bunch of super soldiers, make a few linchpin units and the rest more expendable (you're probably going to have to sacrifice some units to be able to enable the others to win their fights). It also removes a bit of the skill gap of keeping units alive for the entire game that the AI lacks.
- Ideally this would be enough of a bonus for the AI that they would no longer need "extra" promotions on harder difficulties to keep up with the player, which has always felt more unfun and cheaty than other difficulty buffs for the AI to me. Once you win your first war against the AI that have units 2 levels higher than you by default, the xp disparity is more balanced, making that advantage moot; it's really just a hump for the first one or two wars.
- Overall, making promotions easier to attain but hard to keep encourages offensive, fast gameplay and makes combat more rewarding in the short term instead of being a game long grind.
- Another option is to straight up award a promotion on destroying a unit (or effectively doing this by lowering the xp per combat and giving bonus exp to destroying a unit) to discourage tanking. I can see a cheese for the player that puts a unit with cover buffs in a chokepoint and guzzles ranged attacks without actually putting that unit at risk.
- XP promotion buildings grant XP but can raise the floor of XP that a unit can decay down to; units trained with a barracks will never drop below level 1, armory 2, etc. This makes these buildings still valuable and gives an incentive to retrain units once a new building is unlocked. If you don't do this but your enemy does, they will start the war being a level higher than you.
- If XP is lost on upgrade instead of decaying over time, this now introduces a choice for the player between upgrading or not, which was always strictly better given the gold was available. Choice is the lifeblood of 4X.
- Another buff that can be given to authority would be rewarding yields on death as a policy bonus (sort of like a culture finding honor in death). This encourages smart sacrifice of units as well as making it not a total wash to have to refresh an army as needed. Yes, this cheapens some religious tenets but gives some much needed yields to AI civs going auth and throwing away hammers from expendable units that could have been going into infrastructure.
- Defense is typically much easier than offense, for good reason. Defensive bonuses from terrain and fortification as well as city attacks provide a huge advantage to the defender. Unless I'm mistaken, typically two units that fight each other are awarded the same amount of exp (5 and 5 for melee? not sure about a ranged attacker and their defender). As I mentioned in the arbitrary numbers part, what if the attacking unit is awarded slightly more and the defending unit slightly less? This creates an xp advantage to the attacker and encourages the momentum mentioned above; even if you send some units to their deaths, your army is still becoming progressively stronger than theirs. This also is less of an issue for Auth since their war weariness bonuses lets them grind through units without losing as much happiness.
- On that note, authority should be constantly making units and be more willing to throw them at the enemy to break through their defenses. What if, as another authority policy buff, an authority unit dying gives a small combat buff (5%) for the next turn to every friendly unit on adjacent tiles? This further encourages sacrifice of units and gives attackers an advantage.
- If a unit decays to a prior level, what determines which promotion is lost? Should it be up to the player to decide (if this is possible to code) or should it default to the highest promotion in the tree that is has? What if it has several in the same tier (like shock 1/ drill 1)?
- There needs to be a good way to heal melee units you decide you want to make the linchpins of your army so they can constantly be fighting. Ideally there would be a way to reinforce a unit with another adjacent unit (ala advance wars) but I don't know if that's functionally possible, or the best approach. Maybe being promoted should heal more than 10?
- Medic units will decay if not in combat, and you don't want them in combat. Should units with medic gain a small amount of exp based on how much HP surrounding units heal? I think a better solution would be to have a dedicated medic support unit like in Civ 6.
- Should scouts (or other units that get exp from noncombat) decay?
- This is probably too much change for people to be comfortable with.