More realistic military support

I think the problem is the population model. If a city has 8 heads, and making a unit loses one head, how much of your population is really disappearing? In reality, "only" a couple hundred thousand have gone to war, in an age where America has a couple hundred million citizens.

It's the same issue as 3000 people dying in a terrorist attack. It means a lot to us, and has a real impact on the National consciousness ... but in Civ, it's harder to quantify due to the population-head system.

Either they need to move away from population heads, to something smaller and more fine grained...

Or maybe just add a war weariness effect from having more soldiers in the field. And slight increases in war weariness for every hitpoint you lose -- representing injuries and deaths.
 
Pook said:
I still say we're too far into the weeds for such a strategic level game as Civ III.
By the way, when you lose a pop point from drafting a unit, is that because
1) you used that many people to make a military unit; or
2) that many people disappear/run away because they don't want to get drafted?

I think its cause they didn't wanna get drafted. lol
 
Yeah deffinately agree troops should be deducted from your population. In WWII nearly every nation involved had to draft men into the forces and then women into the factories to replace those folks sent to fight. And even if your not at war the cost to the industrial sector of maintianing a huge military would be crippling.

Also i think diffrent units should also have diffrent costs in gold and men. For example an infantry battalion while being "manpower" intensive is realativley cheap to maintain whereas a modern nuclear powered sub...with just a couple hundered guys aboard costs much more in cash terms to run. Changing the gold support would mean that the choice of units a nation chose was dependent on manpower AND money. A hugely populated nation like china would go for masses of infantry but a richer country with a smaller population would go for more expensive but less human dependant options.

The POP problem could be solved by simply changing the po heads to an actually figure. a small town has, 12,567 inhabitants and grows by sixty two per turn. (each one would be assigned to a particular square on the map...each sqare taking upto a thousand workers. If there are only three hundred to work a square they that sqaure produces 30% of what it would if worked by the full thousand. That means we could keep the basic principle we have now...but deduct 1000 people to go fight...while maitaing a realtively decent produdtion level. If the war dragged on and on or you just kept producing units then the populations production cappacity would just dwindle away as it would in the real world.
 
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