ThisNameIsTooLo
Emotion Lord
- Joined
- Sep 14, 2012
- Messages
- 213
To make wars resolve more quickly and efficiently without disrupting the rest of the turn-based flow, I suggest a War Turns mechanic. Simply put, it condenses many turns of combat into a single "I go, you go" session, without the need for overly-tactical things like "battlefields" or "simultaneous turn-taking".
When you end your turn, and any military units of a Civilization that you are at war with are within the attack range of your units, this mechanic comes into play.
Military units that are within the attack range of enemy military units are henceforth referred to as "threatened".
The benefits of this mechanic are two-fold:
1.) If you are a warmonger, you'll love this system. There are long stretches of turns where you can completely take your mind off of empire management, and just focus on the battlefield. Furthermore, you only have to wait as long as it takes for the AI to directly counter your moves, and non-involved Civs will never bog you down with diplomatic requests while you're trying to focus on your crusade.
2.) If you are a peacemonger, this system shortens the amount of total wait-time in a game. While you can expect longer wait times when AIs have to resolve a war you're not involved in, the fact that AIs manage war and peacetime separately instead of simultaneously means that AI calculations can be made much more efficient. (I would even argue that this extends to human players in a Multi-Player game; people play faster when they only have to focus on one part of the game instead of everything at once.)
Now, I'm sure the set of rules I've made here have holes which can be exploited. By all means, please point them out so I can make this idea as airtight as possible.
When you end your turn, and any military units of a Civilization that you are at war with are within the attack range of your units, this mechanic comes into play.
Military units that are within the attack range of enemy military units are henceforth referred to as "threatened".
- Upon ending your turn, the enemy Civilization with threatened units receives an extra War Turn.
- A War Turn is an extra turn used only for responding to enemy action. During a War Turn, all of the Civilization's threatened military units (and only those units) get Move Points equal to one-quarter their max, which is enough to move to or attack an adjacent tile.
- During a War Turn, the Civilization does not receive their gold-per-turn, and production, research, culture et al. do not progress. They cannot manage their cities, or command their Builders. Units do not heal. Diplomacy cannot be conducted with non-involved Civs. (All these things will be given during regular turns.)
- If a Civilization ends their War Turn while their units threaten enemy units, even if the enemy Civilization was the instigator, that Civilization gets another War Turn.
- Fortified units do not threaten enemy units.
- Wars continue in an "I go, you go" fashion, with non-involved Civilizations simply standing by, while the warring Civs kill off each other's units or retreat out of range, until the point when all immediate opportunities for combat have been resolved.
- Once War Turns are no longer being triggered, the flow of regular turns resumes from where it left off. Warring and non-warring Civilizations take their normal turns as usual, receiving their yields per turn and managing cities as always.
The benefits of this mechanic are two-fold:
1.) If you are a warmonger, you'll love this system. There are long stretches of turns where you can completely take your mind off of empire management, and just focus on the battlefield. Furthermore, you only have to wait as long as it takes for the AI to directly counter your moves, and non-involved Civs will never bog you down with diplomatic requests while you're trying to focus on your crusade.
2.) If you are a peacemonger, this system shortens the amount of total wait-time in a game. While you can expect longer wait times when AIs have to resolve a war you're not involved in, the fact that AIs manage war and peacetime separately instead of simultaneously means that AI calculations can be made much more efficient. (I would even argue that this extends to human players in a Multi-Player game; people play faster when they only have to focus on one part of the game instead of everything at once.)
Now, I'm sure the set of rules I've made here have holes which can be exploited. By all means, please point them out so I can make this idea as airtight as possible.