raystuttgart
Civ4Col Modder
Actually this idea is kind of inspired by the Civ4BTS mod "Realism Invictus".
(But I think that my concept is a bit different. And I will also implement it from scratch.)
Some of you may already have read about "Barracks System".
That concept basically removes endless stacking of Military Units in a City or Fort.
However on other (open Terrain) Plots, endless stacking of Military Units without consequences is still possible.
This here is basically the concept to change this without being just tedious or breaking AI.
The idea is the following:
1. Each Player gets a base "Logistics Capacity":
E.g. he can have as default up to 4 Units on a (Flatland) Plot* without any drawbacks.
(Of course having less Units also has no drawbacks.)
The "Logistics Capacity" of the Player can be increased by e.g.:
(Some may actually have much less.)
2. Terrains / Terrain Features / Roads / ... have a "Logistics Modifier":
The "Logistics Modifier" may be both positive or negative.
(Negative values means you will have less Logistic Capacity available.)
e.g. for Terrain Features:
3. Each Unit will have "Logistic Costs" - summed up to "Stack Logistic Cost":
Basically Logistic Costs of Units correspond 1:1 to the Barrack Points they need.
(see in Barracks System)
In general it is more or less:
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The Actual Gameplay Mechanism:
Player "Logistic Capacity" + Plot "Logistic Modifier" = "Logistic Points of Plot" (available)
(So it is still possible to have more Units on a Plot than "Logistic Points", but it will come at a cost if you do.)
Each "Stack Logistic Cost Point" you have more than "Logistic Points of Plot" causes:
(And negative modifiers will be limited to -50%, so it does not matter if you have 5 or 6 Units too much.)
But even a single Unit may have drawbacks from "bad logistics" on certain Terrains if too many bad factors combine.
(So e.g. in a Swamp on Marsh in Enemy Territory, the "Stack Logistic Points" may be negative.)
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About AI:
AI will at first get easier rules. (The negative modifiers may be smaller.)
Generally it should be possible to teach it as least some of it.
--------------------------------------------------------------
--------------------------------------------------------------
FAQ:
What about Cities / Forts? Will there be logistic costs as well?
No, there won't. We already have the "Barracks System" for this, which works better for Cities / Forts.
(Barracks System gives "hard limits" for Combat-Units but does not limit Non-Combat-Units.)
Will this consider only Military Units or also normal Settlers on Plots:
Currently I think it would be more interesting to also consider non-Combat Units (e.g. Colonists, Treasures, ...).
(Being on a Plot with lots of your settlers and trying to protect them, would realsitically also lower combat strength.)
Will this concept only be implemented for Land or also for the Ocean:
Currently I think that "Stacks" are not such a big thing on the Ocean, so most likely just for Land.
(Technically it would however be no big issue to implement this for the Ocean as well.)
Will Units being carried by a transport (inside) also be counted:
No, they will not. There are not that many land Units that can carry others.
(At the moment I think it is only the StageCoach and Military Carrier.)
Also it may make those transports a bit more interesting.
Will this be XML configurable:
Yes of course. It will be very configurable. As always it will also be deactivatable by GlobalDefines.XML.
(Terrains, Terrain Features, Roads, ... each will get their settings in their XML.)
Will this impact performance:
It should not be too bad, since it will only be computed on Mouse Over or actual Combat.
(However it depends on AI logic for path caculation because if AI calculates this too often it may matter.)
How will this be visualized:
Base Logistics Capacity of the Player will be visible at the top of the Screen. (e.g. below Gold.)
The Player Logistic Capacity, Plot Modifier and the resulting Stack Logistic Points will be visible on Mouse Over the Stack / Unit.
How big is the effort to implement this:
Actually it is moderate. Take the effort required for "Barracks System" and multiply it by 3.
(DLL implementation is actually not difficult, but there is a lot more XML config involved.)
--------------------------------------------------------------
--------------------------------------------------------------
Summary:
1. Stacking will still be possible, so this is no 1UPT concept which would break AI.
2. Stacking however simply comes at a cost and consideration of Terrain will be much more important.
3. Traits like "Great General" or others may get a bit more interesting.
4. Some Founding Fathers in Military that are currently a bit dull may also become more interesting.
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Comment:
Most of all I want to get rid of these stupid scenarios, where you simply dump your "Stack of Doom" by Ship at the Capitol of your enemy,
and then have your Stack march from enemy City to enemy City without ever really being challenged.
(Now you will have a bit of a Problem if you keep your complete stack just on one single Plot.)
--------------------------------------------------------------
--------------------------------------------------------------
Well, that is pretty much it.
A lot will depend on balancing.
The core idea is simply to give moving your army through Terrain a bit more "tactical depth".
Thus maybe also requiring a bit more strategic decisions how you prepare an attack.
Feedback is welcome.
(But I think that my concept is a bit different. And I will also implement it from scratch.)
Spoiler :
Some of you may already have read about "Barracks System".
That concept basically removes endless stacking of Military Units in a City or Fort.
However on other (open Terrain) Plots, endless stacking of Military Units without consequences is still possible.
This here is basically the concept to change this without being just tedious or breaking AI.
The idea is the following:
1. Each Player gets a base "Logistics Capacity":
Spoiler :
E.g. he can have as default up to 4 Units on a (Flatland) Plot* without any drawbacks.
(Of course having less Units also has no drawbacks.)
The "Logistics Capacity" of the Player can be increased by e.g.:
- Traits (Leader)
- Traits (Fouding Father)
- Once it gets implemented: Civics
- Once it gets implemented: "Techs"
(Some may actually have much less.)
2. Terrains / Terrain Features / Roads / ... have a "Logistics Modifier":
Spoiler :
The "Logistics Modifier" may be both positive or negative.
(Negative values means you will have less Logistic Capacity available.)
e.g. for Terrain Features:
- Terrain Feature Swamps: -2
- Terrain Feature Jungle: -2
- Terrain Forrest: -1
- ...
- Terrain Large River: -2
- Terrain Marsh: -1
- Terrain Wetland: -1
- Terrain Ice: -1
- Terrain Rock Steppes: -1
- ...
- Roads: +1
- Country Roads: +2
- Plastered Country Roads: +3
- River: + 1
- Coastal: -1 (So Landing Operations from Ocean get a bit more difficult)
- Enemy Territory: -1
- Home Territory: +1
- ...
3. Each Unit will have "Logistic Costs" - summed up to "Stack Logistic Cost":
Spoiler :
Basically Logistic Costs of Units correspond 1:1 to the Barrack Points they need.
(see in Barracks System)
In general it is more or less:
- Foot Units: 1
- Mounted Units: 2
- Small Artillery: 1
- Siege Artillery: 2
- Unit with General: 0
- Supply Convoy: -2 (new Unit)
--------------------------------------------------------------
--------------------------------------------------------------
The Actual Gameplay Mechanism:
Player "Logistic Capacity" + Plot "Logistic Modifier" = "Logistic Points of Plot" (available)
(So it is still possible to have more Units on a Plot than "Logistic Points", but it will come at a cost if you do.)
Each "Stack Logistic Cost Point" you have more than "Logistic Points of Plot" causes:
- -10% Combat Strength
- -10% Withdrawal Chance
- -10% Heal Rate
(And negative modifiers will be limited to -50%, so it does not matter if you have 5 or 6 Units too much.)
But even a single Unit may have drawbacks from "bad logistics" on certain Terrains if too many bad factors combine.
(So e.g. in a Swamp on Marsh in Enemy Territory, the "Stack Logistic Points" may be negative.)
--------------------------------------------------------------
--------------------------------------------------------------
About AI:
AI will at first get easier rules. (The negative modifiers may be smaller.)
Generally it should be possible to teach it as least some of it.
--------------------------------------------------------------
--------------------------------------------------------------
FAQ:
What about Cities / Forts? Will there be logistic costs as well?
No, there won't. We already have the "Barracks System" for this, which works better for Cities / Forts.
(Barracks System gives "hard limits" for Combat-Units but does not limit Non-Combat-Units.)
Will this consider only Military Units or also normal Settlers on Plots:
Currently I think it would be more interesting to also consider non-Combat Units (e.g. Colonists, Treasures, ...).
(Being on a Plot with lots of your settlers and trying to protect them, would realsitically also lower combat strength.)
Will this concept only be implemented for Land or also for the Ocean:
Currently I think that "Stacks" are not such a big thing on the Ocean, so most likely just for Land.
(Technically it would however be no big issue to implement this for the Ocean as well.)
Will Units being carried by a transport (inside) also be counted:
No, they will not. There are not that many land Units that can carry others.
(At the moment I think it is only the StageCoach and Military Carrier.)
Also it may make those transports a bit more interesting.
Will this be XML configurable:
Yes of course. It will be very configurable. As always it will also be deactivatable by GlobalDefines.XML.
(Terrains, Terrain Features, Roads, ... each will get their settings in their XML.)
Will this impact performance:
It should not be too bad, since it will only be computed on Mouse Over or actual Combat.
(However it depends on AI logic for path caculation because if AI calculates this too often it may matter.)
How will this be visualized:
Base Logistics Capacity of the Player will be visible at the top of the Screen. (e.g. below Gold.)
The Player Logistic Capacity, Plot Modifier and the resulting Stack Logistic Points will be visible on Mouse Over the Stack / Unit.
How big is the effort to implement this:
Actually it is moderate. Take the effort required for "Barracks System" and multiply it by 3.
(DLL implementation is actually not difficult, but there is a lot more XML config involved.)
--------------------------------------------------------------
--------------------------------------------------------------
Summary:
1. Stacking will still be possible, so this is no 1UPT concept which would break AI.
2. Stacking however simply comes at a cost and consideration of Terrain will be much more important.
3. Traits like "Great General" or others may get a bit more interesting.
4. Some Founding Fathers in Military that are currently a bit dull may also become more interesting.
--------------------------------------------------------------
--------------------------------------------------------------
Comment:
Most of all I want to get rid of these stupid scenarios, where you simply dump your "Stack of Doom" by Ship at the Capitol of your enemy,
and then have your Stack march from enemy City to enemy City without ever really being challenged.
(Now you will have a bit of a Problem if you keep your complete stack just on one single Plot.)
--------------------------------------------------------------
--------------------------------------------------------------
Well, that is pretty much it.
A lot will depend on balancing.
The core idea is simply to give moving your army through Terrain a bit more "tactical depth".
Thus maybe also requiring a bit more strategic decisions how you prepare an attack.
Feedback is welcome.
Last edited: