AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 3,052
Problems:
- Military Engineers are mandatory for Railroads, but Forts aren't consistently useful in the game and that affects the Engineers usefulness for the purpose of war (other than maybe roads?);
- Forts often have more cons than pros because they take up a tile.
- Domination Victory are often achieved through snowball effect. It's hard to stop them.
- Marshes could be made extra useful.
- Scouts Explore, Skirmishers gain ranged attack and Spec Ops can para-drop. Rangers, however are just better skirmishers. I've an adjustment below.
Solution:
Moat - Tile improvement which requires Military Engineering and can only be built by a Military Engineer. Occupying enemy units receive -2 Strength and may not fortify. May be built on all standard terrain types, including Floodplains and Marshes. Penalty from Moat is cumulative with Floodplains or Marshes terrain penalty. If built on Woods, removes Woods.
All* enemy units must end their turn once they enter a Moat. Units belonging to the owner of the Moat suffer no penalties and terrain penalties are cancelled for the owner on that tile.
May be removed by Military Engineers. Removing Moats built by foreign Civs costs one charge.
Costs no charges to build, but must be built adjacent to Fort or City Centre. **
Optional: May not be built on Hills (?). This would require really thinking in advance how to set up defences.
Optional: -1 defence penalty if adjacent to a River.
Strategy:
Moats can 'stack up' its penalties with adjacent Forts for more effective defence. The attacker may remove a Moat tile improvement even in foreign territory, but this requires a Military Engineer. Military Engineers also end their turn once they move into an enemy's Moat, so they can't remove it on the same turn. They therefore require protection and they require the protecting unit to survive the turn.
By adding this extra step Military focused Civs/Games will need to invest in Military Engineers from the Renaissance Era onward to handle heavily fortified locations. Defensive Civs will be able to withstand attack more effectively if the Attacker isn't prepared. The additional variety of units required for an effective attack may stop invaders from snowballing, making Domination harder.
Additional Notes:
* Skirmishers gain Escort Ability and lose their ranged ability. Skirmishers, and any Civilian or Support units they Escort, do not end their turn when entering a Moat. Pairing Skirmishers/Engineers is the best way to get rid of Moats. Rangers gain Ranged Ability. Spec Ops gain Para-drop.
** Forts build-able at Military Engineering.
- The Moats change visually depending on where they are built. If on hills and flat terrain they resemble simple ditches and spikes coming off the ground. If on Marshes or Floodplains, they resemble actual water-filled moats. From the Modern Era onwards they can change to resemble Dragon's Teeth, minefields, barbed wire, etc.
_________
Would appreciate criticism. Thanks!
- Military Engineers are mandatory for Railroads, but Forts aren't consistently useful in the game and that affects the Engineers usefulness for the purpose of war (other than maybe roads?);
- Forts often have more cons than pros because they take up a tile.
- Domination Victory are often achieved through snowball effect. It's hard to stop them.
- Marshes could be made extra useful.
- Scouts Explore, Skirmishers gain ranged attack and Spec Ops can para-drop. Rangers, however are just better skirmishers. I've an adjustment below.
Solution:
Moat - Tile improvement which requires Military Engineering and can only be built by a Military Engineer. Occupying enemy units receive -2 Strength and may not fortify. May be built on all standard terrain types, including Floodplains and Marshes. Penalty from Moat is cumulative with Floodplains or Marshes terrain penalty. If built on Woods, removes Woods.
All* enemy units must end their turn once they enter a Moat. Units belonging to the owner of the Moat suffer no penalties and terrain penalties are cancelled for the owner on that tile.
May be removed by Military Engineers. Removing Moats built by foreign Civs costs one charge.
Costs no charges to build, but must be built adjacent to Fort or City Centre. **
Optional: May not be built on Hills (?). This would require really thinking in advance how to set up defences.
Optional: -1 defence penalty if adjacent to a River.
Strategy:
Moats can 'stack up' its penalties with adjacent Forts for more effective defence. The attacker may remove a Moat tile improvement even in foreign territory, but this requires a Military Engineer. Military Engineers also end their turn once they move into an enemy's Moat, so they can't remove it on the same turn. They therefore require protection and they require the protecting unit to survive the turn.
By adding this extra step Military focused Civs/Games will need to invest in Military Engineers from the Renaissance Era onward to handle heavily fortified locations. Defensive Civs will be able to withstand attack more effectively if the Attacker isn't prepared. The additional variety of units required for an effective attack may stop invaders from snowballing, making Domination harder.
Additional Notes:
* Skirmishers gain Escort Ability and lose their ranged ability. Skirmishers, and any Civilian or Support units they Escort, do not end their turn when entering a Moat. Pairing Skirmishers/Engineers is the best way to get rid of Moats. Rangers gain Ranged Ability. Spec Ops gain Para-drop.
** Forts build-able at Military Engineering.
- The Moats change visually depending on where they are built. If on hills and flat terrain they resemble simple ditches and spikes coming off the ground. If on Marshes or Floodplains, they resemble actual water-filled moats. From the Modern Era onwards they can change to resemble Dragon's Teeth, minefields, barbed wire, etc.
_________
Would appreciate criticism. Thanks!
Last edited: