Heres what I think we desperately still need for Civ4 combat system to be more realistic and tactically enjoyable. If we had these in the game, combat would be not only more realistic, but infinitely more interesting and varied. I know NO programming and I have no idea how this can be done. I think its going to take one of you programming gods to tackle. Hope someones up to it!!
Zones of Control:
Real World: a) Units rarely fight to the death of the last man in place, as is the norm in Civ4. They retreat when they have a clear path and are being overrun. When they cant retreat, they are then killed or captured. B) If units are being fired upon from multiple directions, their chances of survival are much slimmer than from one direction only.
Civ4 World: a) Only units with flanking promotion can withdraw from combat, and no built in system for captures.
b) Being attacked from one tile is no different than being totally surrounded.
Wish List: a) All units given flanking promotion, and chance of withdrawal determined by combination of how mobile and strong they are. Unable to retreat (killed or turned into slave unit) to a tile however if the tile is in an enemy zone of control that is not also a friendly zone of contol.
b) Defender gets a (-15%) combat penaltyfor each adjacent tile attacked from beyond 1, and a (-50%) combat penalty when attacked from opposite sides (truly surrounded/flanked)
True Simultaneous Combat
Real World: When 5 units attack 1 unit of the same kind (without other modifiers), they do so simultaneously, and the one unit almost always dies if unable to retreat.
Civ4 World: Though you can move an entire stack at once, combat is still resolved consecutively one unit at a time. In addition, if defender survives first units attack (usually does if same type of unit) it gets promoted instantly (instead of for next turn) and so significantly increases its odds on subsequent phases of the one attack. Result: One regular spearman in the open can often kill 4-5 or even more regular spearman in the open. Real life this would be rare.
Wish List: Total combat odds computed of all units attacking into a tile from all directions, then all defending units. Dales combat mod did an excellent job of automating the order of battle, with ranged and air combat occurring first, but Dales does not alter that combat is still one unit at a time.
Supply Lines:
Real World: Without food and ammunition, troops cannot fight. The Eastern Front in WW2 is the perfect example of this. When surrounded by the Germans on several different occassions, the Soviet Army recognized the futility of continuing and millions surrendered more than once, because they knew they could not get resupplied. Similarly in the same war, when Hitler didnt give his troops attacking Moscow proper clothing, many literally froze in their tracks (clothing instead of food being not supplied in this case).
Civ4 World: Ammunition and food not accounted for in any way so far. No path to friendly city or supply depot needed. Ability to heal in field is a first stab at this, but far from sufficient, and units costing extra when in enemy territory factors in economic cost of supply, but doesnt affect combat in any way.
Wish List: Units that cannot trace a line of supply free of enemy zones of control to a friendly city or a supply depot (like a fort, or perhaps a moveable unit) should have a decrease in strength each turn.
Limits to Number of Units in a Tile:
Real World: In reality, theres a limit to how many troops you can put in one place, even in large cities. And theres a direct correlation to the amount of casualties you sustain if attacked when troops are in high density the higher the density, the greater the losses.
Civ4 World: You can put 100 tank, infantry, etc
divisions or anything else in 1 tile, no matter what geographical size the tile represents. Happily, number of air units in a city now has a limit.
Wish List: Create some way of having an XML value for number of units in a tile. Ideally, this would be variable by the class of unit and by the type of terrain. Mod makers could thus vary how many units allowed based on the historical period and scale of their map. You would also thus be able to allow more artillery than infantry, as infantry take up far more space and resources, etc
.
Weather:
Real World: Changing weather has affected combat forever, Hannibal, Napolean, and Hitler being some of the most world-changing examples.
Civ4 World: In unmodded Civ4 weather is not a feature. Kael and his Fall from Heaven Age of Ice
http://forums.civfanatics.com/showthread.php?t=227297 team has now managed to create a weather system.
Wish List: Using Fall from Heaven Ice Age's system, or something like it as a mod component so we can easily have the seasons effect movement and combat in mods/games would be invaluable for greater historical accuracy.
Ranged Combat System to work better:
Dales Ranged Combat Mod went a long way in the right direction, and Fanatic Demons Ultimate Ranged Combat Mod (built on Dales)
http://forums.civfanatics.com/showthread.php?t=242791 will likely do the trick.
Anyone up to these challenges?