[IDEA] UnitStack in cities via special buildings

yes, the more I think about it, the more it seems that this should really be a standart feature, that would fill a big hole in the game mechanics.
 
I really like the new combat system.
what I don't like is moving every single unit

there should be some stacking/ rally point option.

maybe with a national wonder (parade ground, allows you to stack units at 1 point in your empire).
Units can't attack unless they leave the parade ground
 
No to stacking, but yes to some type of grouping and/or following feature.

Some type of gathering point would be nice, maybe. A tile upgrade that workers can build. Some type of barracks tile where you can ONLY stack units and they cannot attack and you can set a unit as the defending unit.
 
And if you lose that unit in a turn youlose all the others? It doesn't make sense...

non active staking is justified only with neutral\non combat unit, where the stack is allowed only to an unit...

Multiple stacking must be active in combat or it drive to more problems... I stated that hte best solution is army stacking sith formation slot, but it's a whole new mechanic in combat that has generals as pillar..
 
Game already has barracks > armory > Mil. Academy path

So that's +3 units right there. No need to even add a new building or allow people to build multiple barracks.

Also... let me add another twist

Unit maitenance is elimited for fortified units. you pay gold when you send your troops out of the city.

+1

two nice ideas
 
I like it.
couple things to add though. only 1 ranged unit can be in the city, and each additional unit does not increase the strength of the city but the HP, when you attack the city the attack is based on the city strength but damages the unit, so effectively you have to kill the garrison before you can take the city.
 
I think if you were allowed to stack units into cities then with a few strong units in a well positioned city with some artillery support you would have an untakable fortress. If this were allowed then units in the field would need to stack to take this. Maybe if units join up then they get movement penalties or take added damage from seige attacks.
 
How does the following look? The best part (I think) is that you do not need to add any new buildings to the game, and the maintenance costs of the defensive structures will finally be justified.

Mechanics:

When attacked, the healthiest unit defends.
Stacking penalty: Units take collateral damage (think how arty from Civ 4 worked, except its now applies to all attacks).

Most Civilizations
City : Can garrison 1 unit of any type.
City + City Walls : Can garrison 2 units. Limit: Cannot have more than 1 (Archer + Artillery)
City + City Walls + Castle : Can garrison 3 units. Limit: Cannot have more than 1 Artillery. Cannot have more than 2 (Archer + Artillery).
City + City Walls + Castle + Military Base: Can garrison 4 units. Limit: Cannot have more than 2 artillery. Cannot have more than 3 (Archer + Artillery).

Babylon
City : Can garrison 1 unit of any type.
City + Walls of Babylon: Can garrison 2 units. Limit: Cannot have more than 1 Artillery.
City + Walls of Babylon + Castle : Can garrison 3 units. Limit: Cannot have more than 1 Artillery.
City + Walls of Babylon + Castle + Military Base: Can garrison 4 units. Limit: Cannot have more than 2 Artillery.

India
City : Can garrison 1 unit of any type.
City + City Walls : Can garrison 2 units. Limit: Cannot have more than 1 (Archer + Artillery)
City + City Walls + Mughal Fort: Can garrison 3 units. Limit: Cannot have more than 2 Artillery. Cannot have more than 2 (Archer + Artillery).
City + City Walls + Mughal Fort + Military Base: Can garrison 4 units. Limit: Cannot have more than 3 Artillery. Cannot have more than 3 (Archer + Artillery).

Basically, it boils down to this:
- Each defensive structure increases Garrison size by 1
- Most civilizations can only garrison (size-1) range units.
- Cities can only field 1 artillery unit for defense until they build Military Base which lets them field 2.
- Babylons can field as many archers as garrison size (Walls of Babylon benefit), but are restricted to a maximum of 2 artillery units.
- Indians can field an extra artillery unit thanks to the Mughal Fort.

The Mughal fort should completely lose its unjustified and flavour-breaking "Gives gold after discovery of Flight" :: How the hell does that even work IRL?

Bablylonian walls could lose the 50% bonus to defense, though this is up to debate.

Chinese CKN and British Lbowmen might need a penalty in this setup. (CKN loses 1 attack, Lbow loses 1 range?)

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Explaining flavour:

- An undefended city can have any sort of unit in it.
- A city with city walls can have a melee garrison inside the city (which can venture out to attack from the city gates (think siege warfare), while having an archer garrison manning the parapets of the wall (Or Roman Scorpions mounted on the fort instead of archers, for instance).
- A city with a castle can have an archery garrison manning the parapets and another inside the towers - while having a melee unit for sallying forth! Alternatively, imagine cannon on the parapets (google images: Mughal Fort Cannon) with an archery garrison in the towers, and the obligatory melee.
- A city with the military base gets a chance to install another firebase for artillery, with combined arms and all that jazz.
 
That seems to be a rather good way of doing it. So long as it didn't get too complicated (what with restrictions on the type of unit that could be inside a city), it would seem the best way of implementing this idea.
 
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