Alter Hase
Chieftain
- Joined
- Jun 26, 2009
- Messages
- 10
As long as i remember in every Civ (minus Call to power) or Alpha centauri there were no real armies just stacks of individual units, which together with simplified terrain bonuses and horrible movement penalties to the attacker, and the civ sickness(pikemen defeats tank), made this game a horrible war of atrittion.
Superior units failing miserably with the amount of forces being more important than anything else (at least when it comes to the enemy ai if you had inferior units it was game over).
I think that civ 5 finally should do it right.
Hard penaly for unit age - simple if you attack with superior unit which is coming from a age distanced more than 100 years from the enemys (example. bolt action riflemen from the end of 19 century vs musketeer from 17/18 century) the hard counter should make the older unit lose unless the riflemen suffered 90 percent casualties)
A better example - Tank beats any pre 20 century infantry or cavalary with no losses at all.
Movement inside enemy teritorry - unless the ground ins haunted and there are dead zombies grabinng soldiers for their legs from the ground i see no reason for such over the top penalties give us a new mechanic which modifies defence and cohesion of attacking trooops depending on their movement speed (in game amount of hexes ups you now what i mean)
Full speed - at the end of your turn or if the troops are ambushed (you basically run into a hex occupied with a enemy unit) you suffer a penalty(plus suffer an ambush attack) in defence, depending on the exp of units.
Veteran or elite units should have minimal penalty with recon units (yes a specialised recon unit, not a sacrificial goat) having close to none (combined arms/regiments divisions/armies i will explain later).
Medium speed - normal speed of advance, a tradeoff between protection and speed of advance.
Low speed - you have the best defence and alertness if you think that the enemy is about to attack with superior numbers (but you need to) move this is your choice .
Of course the the speed of a cavalary/tank/mech unit wont be the same as the foot slugging inf. so mobile units will have better cohesion despite going further (faster).
Digging in a unit now will take away almost all action points but it will be hard to defeat.
Logistical chain - every unit securing a road (by passing on it, if a whole army or div.passes on a hex to the road it will still be secure but watch out for possible ambushes on the logistics if you dont have good reckon units).
If the chain is broken (enemy got at least a regiment on your supply road but it has to be over 60 percent of its strengh otherise it will be trampled by basic security going with the convoys, making slight setback in movement of your army by 1 or 2 hexes).
Solution to this problem is
- add regiment to the supply chain increasing the defence force, adding a reckon unit will also make a good counter to ambushes by alerting you to the enemys presence both detection and defence of the chain is cumulative (the more units defending it the better) but dont overdo it since now they are using up supplies of this chain as well.
- kepping your front solid with good amount of reg/div/armies placed in a line (keep in mind that every unit "radiates" a controll area depending on its size so for example a single unit (reg) radiates a control all around one hex deep, a division 2 hexes deep, army one more hex. So the nememy wont be able to slip behind (unless a regiment gets in the way to a fully mechanized tank army, well bye bye reg
)
And on the end of this post the most important, there should be a turn based style battle on a special battle map every time when units collide (you can autoresolve if you want).
The best part is, its allready made in Sid Meiers.....Pirates.
Anyone who was plundering cities knows what i am talking, and there is no reason that it shouldnt be coppied and improved for use in Civ both ground and sea.
Superior units failing miserably with the amount of forces being more important than anything else (at least when it comes to the enemy ai if you had inferior units it was game over).
I think that civ 5 finally should do it right.
Hard penaly for unit age - simple if you attack with superior unit which is coming from a age distanced more than 100 years from the enemys (example. bolt action riflemen from the end of 19 century vs musketeer from 17/18 century) the hard counter should make the older unit lose unless the riflemen suffered 90 percent casualties)
A better example - Tank beats any pre 20 century infantry or cavalary with no losses at all.
Movement inside enemy teritorry - unless the ground ins haunted and there are dead zombies grabinng soldiers for their legs from the ground i see no reason for such over the top penalties give us a new mechanic which modifies defence and cohesion of attacking trooops depending on their movement speed (in game amount of hexes ups you now what i mean)
Full speed - at the end of your turn or if the troops are ambushed (you basically run into a hex occupied with a enemy unit) you suffer a penalty(plus suffer an ambush attack) in defence, depending on the exp of units.
Veteran or elite units should have minimal penalty with recon units (yes a specialised recon unit, not a sacrificial goat) having close to none (combined arms/regiments divisions/armies i will explain later).
Medium speed - normal speed of advance, a tradeoff between protection and speed of advance.
Low speed - you have the best defence and alertness if you think that the enemy is about to attack with superior numbers (but you need to) move this is your choice .
Of course the the speed of a cavalary/tank/mech unit wont be the same as the foot slugging inf. so mobile units will have better cohesion despite going further (faster).
Digging in a unit now will take away almost all action points but it will be hard to defeat.
Logistical chain - every unit securing a road (by passing on it, if a whole army or div.passes on a hex to the road it will still be secure but watch out for possible ambushes on the logistics if you dont have good reckon units).
If the chain is broken (enemy got at least a regiment on your supply road but it has to be over 60 percent of its strengh otherise it will be trampled by basic security going with the convoys, making slight setback in movement of your army by 1 or 2 hexes).
Solution to this problem is
- add regiment to the supply chain increasing the defence force, adding a reckon unit will also make a good counter to ambushes by alerting you to the enemys presence both detection and defence of the chain is cumulative (the more units defending it the better) but dont overdo it since now they are using up supplies of this chain as well.
- kepping your front solid with good amount of reg/div/armies placed in a line (keep in mind that every unit "radiates" a controll area depending on its size so for example a single unit (reg) radiates a control all around one hex deep, a division 2 hexes deep, army one more hex. So the nememy wont be able to slip behind (unless a regiment gets in the way to a fully mechanized tank army, well bye bye reg

And on the end of this post the most important, there should be a turn based style battle on a special battle map every time when units collide (you can autoresolve if you want).
The best part is, its allready made in Sid Meiers.....Pirates.
Anyone who was plundering cities knows what i am talking, and there is no reason that it shouldnt be coppied and improved for use in Civ both ground and sea.