Sirian said:...I don't expect Civ4 to allow for player-designed units, but imagine a 10-unit stack limit, defender with 10 units in a city and bunches more units on adjacent tiles, out of the action; attacker with three or four tiles with 10-stacks in each. Attacker overwhelms the 10-stack in the city and then razes the city and withdraws. This is supposed to be adding what, exactly? STRATEGY?I don't think so. :shakehead
Sirian said:Attacker overwhelms the 10-stack in the city and then razes the city and withdraws.
Aussie_Lurker said:Okay, back on topic again! Rhialto's comment about the 'army command limit' has got me thinking about the REAL reason why SOFT stack limits are neccessary from a realism point of view! Although there is still the terrain element, the real reason is having so many units fighting as a 'COHERENT WHOLE', this is why I believe that exceeding the soft stack limits should impair attack/defense and morale-because it represents the lack of an effective 'command and control' structure for so many units.
That said, there could possibly be command and control 'units' which can effectively increase the stack limit of any given tile by, say 1-2 units!
Yours,
Aussie_Lurker.
dh_epic said:Sirian, not to get too off topic, but THANK YOU for speaking out against Risk. The strategy is simple. Either have a lot of allies from personal history going into the game, or abstain from a drawn out conflict as long as possible. It's pretty damn boring, but masquerades as a strategy game.
To shift things back on topic, I somehow can't help but feel like Civ has some of Risk's poor attributes. Not enough to spoil the game, but enough to suggest that Civ can do better. Really just the "power in numbers" thing -- the fact that there ought to be more to winning a war than who can pump out the most troops at the highest technology.
bkwrm79 said:Also, they should do something so Horsemen can't repeatedly attack and kill full-health Legions without taking any damage.