While I love Civ, I have always thought the combat was pretty lame and I dont like the 1upt (maybe I should play it before knocking it!). I was thinking about it for some time now and I thought I should share it with those who would listen. I require you to take a leap of faith with me, as my mechanism requires significant changes. So without further ado, I introduce my novel combat system.
I prefer all the units fighting as a groups (fighting 1 at a time, come on!). The current mechanic, fighting until the death, would be replaced with a more limited option. Limited combat options would not work well without removing healing (no more casting lvl-2 revive on your dead troops!). In addition, supplies, which historically have been an important aspect of combat, should be included. I also propose splitting the health of units into two categories. Unit health (HP) would simulate the total number of able-bodied soldiers and machines (e.g. tanks, planes & ect.). A second parameter, which I will call shield (SP), would simulate injuries, moral, starvation. SP would recuperate over time (similar to the current healing mechanic). Finally, purchasable promotions, to simulate better trained & equipped units.
1. Group Fighting
Purpose:
Group combat revolutionizes the combat system via removing iterative singular skirmishes between best attackers and best defenders of opposing stacks. The new system continues to benefit larger stacks over smaller stacks.
Single units may combine with one another or dissociate. These armies would function the same as singular units. Instead of increasing the
of these new units, the
would be averaged. The HP and SP would go up, additively. The special abilities (such as +50% to melee) would be reduced proportionally.
The example illustrates the combination of a Spearman & an Axeman.
The Axeman is (100% Close-combat) & has:
Damage modifier = 1
5
100 HP
+50% Close-combat
The Spearman is (100% Close-combat) & has:
Damage modifier = 1
4
100 HP
+100% mounted
the result would be the following unit...
Axe- / Spear- man army is (100% Close-combat) & has:
Damage modifier = 2
4.5
200 HP
+25% Close-combat
+50% Mounted
If a single Axeman attacked, it would keep its + 50% attack bonus as the "army" is 100% Close-combat. The army however is now composed of only 50% Axemen so only has +25% to combat. The result is 7.5
vs. 5.625
. From this it seems the lone axeman has the advantage, but remember the army has more cannon fodder! For each hit the single unit scores it reduces the Armies strength by half (200HP; 200SP vs. 100HP; 100SP)!
I need to think, about this a bit more, but I would like each unit class to combine. Different classes would stay separated.
For example, long-range units would fight differently in combination with close-combat units. Long-range would be protected by close-combat yet could continue to damage enemy. So a iron age army could look something like this
2x Axeman (Close-Combat),
2x Swordsman (Close-Combat),
1x Spearman (Close-Combat),
3x Archer (LongRange-Combat),
1x Catapult (Artillery),
2x Horseman (Mounted-Combat)
5.2
, 500HP, 500SP(Close-Combat)
+4% City Attack
+20% Close-Combat Attack
+100% Mounted-Combat
3
, 300HP, 300SP (LongRange-Combat)
What ever Archers stats are?
4
100HP, 100SP (Artillery)
What ever Catapults stats are?
6
200HP, 200SP (Mounted-Combat)
+First Strikes
% Flank Chance
Each category would be segregated and combined. Combat could be very interesting (mounted-combat) units could have a % change to flank around the Close-Combat units and thus do combat with the Artillery and LongRange-Combat units.
I in vision modern age combat could utilize support units (e.g. fighters, bombers & long-range artillery) from tiles close but not involved in combat. Air units would compete for areas of control. A lot of work needs to be done on this point though I do have some things draw up.
2. Limited Combat
Purpose:
Group combat allows for limited combat options & a new dynamic role for the different unit classes.
One aspect of the proposed mechanism is limited combat. Limited combat would be facilitated by selection of different combat options as well as defensive orders (via a promotion). The underlining premise is that depending on the options selected units would attempt to fight until an HP condition is met. Once HP is less then a selected amount (100%, 66%, 33%, 0%; first strike, fight until 2/3 HP, fight until 1/3 HP & fight until death, respectively) the unit would attempt to retreat. Different requirements for retreating would be modulated by the make up of the armies. Mounted units (later mechanized) would have an advantage over those without.
The standard method would require the retreating unit to score a "hit" aka win a round of combat. This simulates the possibility of being attacked while retreating. Some units such as horsemen should be given bonuses to retreating and to preventing retreating. Bonuses could be simulated by allowing the retreating unit to immediately retreat once its HP has dropped below the selected threshold. Units retreating at a disadvantage would be required to successfully score two hits (possibly were the first is forfeited).
For example, lets say a group of spearmen attack an army of mounted units. Despite having an advantage it may be wise to for the spearmen to maintain STR for counter attacks from adjacent units. The player selects attack until HP<66% option. Due to the advantage mounted units have in routing retreating units, the spearmen must successfully score two "hits" before retreating. The first hit is negated the second counts. The unit may have been better off doing an all-out attack due to its poor ability to retreat.
3. Health and Shield Points (HP & SP)
Purpose:
Dividing the health of units into two categories, allows the best of both worlds. That is, limited healing and consequential losses. Preventing units from healing HP allows for more interesting combat by allowing meaningful partial combat (aka consequential losses). SP removes zero-sum combat (unit are not necessarily lost by both sides), wreaking of powerful enemies via attacks from multiple tiles & simply introduces an interesting dynamic.
SP acts as a buffer during combat. While both HP and SP are lost during combat, disproportionately more SP is consumed then HP (if available). SP could be recuperated via medic promotions as currently done in CIV4. HP would only be healed by expending resources (gold + hammers) proportional the %HP lost.
4. Supplies
Purpose:
Supply requirements serve to inhibit the stack of doom effect in early ages. Supplies, what more can I say!
Three types of supplies would be required through out the ages: Food (I would call them supplies in game!), Arms (ammunition) & Fuel (coal or petrol). Supply lines could be implemented via currently implemented (CIV4) culture borders (I would have units claim terrain; culture would have zero effect on borders). Furthermore specialized transport units (symbolizing a transport network) could stockpile & provide supplies. These units would contain three parameters (Food, Arms & Fuel) and would provide for surrounding units (with in range; rather large). As units exist (Food), fight (Arms) or move (Fuel) supplies would be deducted from the nearest supply unit. Enemy capture of a supply unit would yield some of the supplies, but not all. I intend the supply unit to simulate a more nebulous network then a single unit.
In early ages, food would be the only requirement. The lack of established supply lines is easily overcome however. Food could be foraged from the immediate surroundings (maybe a unit / food produced in the previously worked tile?) As the ages (and technology) progress, larger armies would require dedicated supply lines. Eventually, Food distributions importance would decrease as armaments rise. Eventually, fuel would become just as important. I in-vision modern armies requiring large amounts of fuel and armaments (e.g. for each distance a bomber moves it consumes 1 fuel; each combat an Arms).
5. Purchasable Promotions.
Purchasable Promotions simulate better equipped and trained units. Units with or without promotions would still consume the same amount of supplies. More powerful but expensive units would reduce map clutter.
I am interested in what people think. I apologize for not proof-reading my post; English majors feel free to pick it apart!
There are a lot of ideas I have for Civ. I just dont have the time to mod anything.
I simply want to spread ideas and generate interest in a better combat mod to replace whatever comes with CivV.
I prefer all the units fighting as a groups (fighting 1 at a time, come on!). The current mechanic, fighting until the death, would be replaced with a more limited option. Limited combat options would not work well without removing healing (no more casting lvl-2 revive on your dead troops!). In addition, supplies, which historically have been an important aspect of combat, should be included. I also propose splitting the health of units into two categories. Unit health (HP) would simulate the total number of able-bodied soldiers and machines (e.g. tanks, planes & ect.). A second parameter, which I will call shield (SP), would simulate injuries, moral, starvation. SP would recuperate over time (similar to the current healing mechanic). Finally, purchasable promotions, to simulate better trained & equipped units.
1. Group Fighting
Purpose:
Group combat revolutionizes the combat system via removing iterative singular skirmishes between best attackers and best defenders of opposing stacks. The new system continues to benefit larger stacks over smaller stacks.
Single units may combine with one another or dissociate. These armies would function the same as singular units. Instead of increasing the


The example illustrates the combination of a Spearman & an Axeman.
The Axeman is (100% Close-combat) & has:
Damage modifier = 1
5

100 HP
+50% Close-combat
The Spearman is (100% Close-combat) & has:
Damage modifier = 1
4

100 HP
+100% mounted
the result would be the following unit...
Axe- / Spear- man army is (100% Close-combat) & has:
Damage modifier = 2
4.5

200 HP
+25% Close-combat
+50% Mounted
If a single Axeman attacked, it would keep its + 50% attack bonus as the "army" is 100% Close-combat. The army however is now composed of only 50% Axemen so only has +25% to combat. The result is 7.5


I need to think, about this a bit more, but I would like each unit class to combine. Different classes would stay separated.
For example, long-range units would fight differently in combination with close-combat units. Long-range would be protected by close-combat yet could continue to damage enemy. So a iron age army could look something like this
2x Axeman (Close-Combat),
2x Swordsman (Close-Combat),
1x Spearman (Close-Combat),
3x Archer (LongRange-Combat),
1x Catapult (Artillery),
2x Horseman (Mounted-Combat)
5.2

+4% City Attack
+20% Close-Combat Attack
+100% Mounted-Combat
3

What ever Archers stats are?

4

What ever Catapults stats are?

6

+First Strikes
% Flank Chance
Each category would be segregated and combined. Combat could be very interesting (mounted-combat) units could have a % change to flank around the Close-Combat units and thus do combat with the Artillery and LongRange-Combat units.
I in vision modern age combat could utilize support units (e.g. fighters, bombers & long-range artillery) from tiles close but not involved in combat. Air units would compete for areas of control. A lot of work needs to be done on this point though I do have some things draw up.
2. Limited Combat
Purpose:
Group combat allows for limited combat options & a new dynamic role for the different unit classes.
One aspect of the proposed mechanism is limited combat. Limited combat would be facilitated by selection of different combat options as well as defensive orders (via a promotion). The underlining premise is that depending on the options selected units would attempt to fight until an HP condition is met. Once HP is less then a selected amount (100%, 66%, 33%, 0%; first strike, fight until 2/3 HP, fight until 1/3 HP & fight until death, respectively) the unit would attempt to retreat. Different requirements for retreating would be modulated by the make up of the armies. Mounted units (later mechanized) would have an advantage over those without.
The standard method would require the retreating unit to score a "hit" aka win a round of combat. This simulates the possibility of being attacked while retreating. Some units such as horsemen should be given bonuses to retreating and to preventing retreating. Bonuses could be simulated by allowing the retreating unit to immediately retreat once its HP has dropped below the selected threshold. Units retreating at a disadvantage would be required to successfully score two hits (possibly were the first is forfeited).
For example, lets say a group of spearmen attack an army of mounted units. Despite having an advantage it may be wise to for the spearmen to maintain STR for counter attacks from adjacent units. The player selects attack until HP<66% option. Due to the advantage mounted units have in routing retreating units, the spearmen must successfully score two "hits" before retreating. The first hit is negated the second counts. The unit may have been better off doing an all-out attack due to its poor ability to retreat.
3. Health and Shield Points (HP & SP)
Purpose:
Dividing the health of units into two categories, allows the best of both worlds. That is, limited healing and consequential losses. Preventing units from healing HP allows for more interesting combat by allowing meaningful partial combat (aka consequential losses). SP removes zero-sum combat (unit are not necessarily lost by both sides), wreaking of powerful enemies via attacks from multiple tiles & simply introduces an interesting dynamic.
SP acts as a buffer during combat. While both HP and SP are lost during combat, disproportionately more SP is consumed then HP (if available). SP could be recuperated via medic promotions as currently done in CIV4. HP would only be healed by expending resources (gold + hammers) proportional the %HP lost.
4. Supplies
Purpose:
Supply requirements serve to inhibit the stack of doom effect in early ages. Supplies, what more can I say!
Three types of supplies would be required through out the ages: Food (I would call them supplies in game!), Arms (ammunition) & Fuel (coal or petrol). Supply lines could be implemented via currently implemented (CIV4) culture borders (I would have units claim terrain; culture would have zero effect on borders). Furthermore specialized transport units (symbolizing a transport network) could stockpile & provide supplies. These units would contain three parameters (Food, Arms & Fuel) and would provide for surrounding units (with in range; rather large). As units exist (Food), fight (Arms) or move (Fuel) supplies would be deducted from the nearest supply unit. Enemy capture of a supply unit would yield some of the supplies, but not all. I intend the supply unit to simulate a more nebulous network then a single unit.
In early ages, food would be the only requirement. The lack of established supply lines is easily overcome however. Food could be foraged from the immediate surroundings (maybe a unit / food produced in the previously worked tile?) As the ages (and technology) progress, larger armies would require dedicated supply lines. Eventually, Food distributions importance would decrease as armaments rise. Eventually, fuel would become just as important. I in-vision modern armies requiring large amounts of fuel and armaments (e.g. for each distance a bomber moves it consumes 1 fuel; each combat an Arms).
5. Purchasable Promotions.
Purchasable Promotions simulate better equipped and trained units. Units with or without promotions would still consume the same amount of supplies. More powerful but expensive units would reduce map clutter.
I am interested in what people think. I apologize for not proof-reading my post; English majors feel free to pick it apart!
There are a lot of ideas I have for Civ. I just dont have the time to mod anything.
