Albert Einstain
Chieftain
- Joined
- Nov 12, 2001
- Messages
- 49
Hi All.
I have an idea and would like you to discuss it. Firaxis guys welcome too. My opinion is that military model in CIV3 is cool, but it can be much better with
some changes. More realistic and/or better gameplay.
1. Hierachy stacking.
I believe that hierarchy stacking can help manage your units. Now all units in the certain square can be moved as one formation. I propose:
a. Introduce corps: 3 or 4 (with MA or Pentagon) units + general staff (possible)
b. Introduce army 3 or 4 corps (with MA or Pentagon) + general staff (possible)
c. Completely remove current army concept.
d. corps and armies can be freely produced. No bonus provided. It is simply "smart stacking" Units can be freely loaded and unloaded from corps and army, +
upgrade. After some technology level (let say, Military Tradition) you can change battle order for units in corp and army. Should be at least 2 different
orders (one for attack and second for defence). Units attack as separate units, it means, corp of 3 infantry can attack 3 times. Corps and armies moves with
speed of slowest unit. Exeption: attack. When corp of 3 infantry attacks it can attack 3 times and in case of victory ALL corp moves to the attacked position
(if it is free).
e. Leader can produce GENERAL unit. General has properties: may have general and specific bunuses. General bonus of GENERAL unit - applies to all units in
the formation (corp, army). Specific bonus depends on what leader produced the GENERAL unit. For example, if leader was born as result of cavalry unit win,
GENERAL unit will receive cavalry specific bonus. Bonus can be attack, defence or movement, always +1. "Cavalry specific bonus" means that all cavalry units
in the formation receives +2 bonus (not +1) to the attack, defence or movement. E.g. Cavalry corp of 3 cavalry units with cavalry General unit became 8/3/3
if the bonus is attack. Type of bonus choosed randomly when GENERAL unit is build.
f. General unit built as corp general and can lead only corp. To lead army it should be promoted. There is a small chance of promotion when corp is
victorious. When promoted, General unit receive randomly another type of bonus in addition to the first. Second specific bonus only apears when more then 50%
units of victorious corp are of the same type. Example: General leads Cavalry corp and has Cavalry specific bonus. The bonus type is Attack. Each Cavalry
unit in Corp is 8/3/3 unit. Corp is victorious and General is promoted. Randomly he got movement type of bonus. Now he can lead the army and all Cavalry in
Army will be 8/3/5 units. Certainly, if in army present slow unit, the whole army moves whith speed of slowest unit. All units of army/corp are loosing all
bonuses when leave the army. All new units enter the army got all bonuses automatically. General bonuses added together in case when army is leaded by
general and corpsan army are leaded by generals too. The wild example: you have Cavalry army build of 4 Cavalry corps, each of it is of 4 Cavalry. In the
army is 16 Cavalries. Let say each corp is led by Cavalry Corp General with Attack bonus, the whole is led by Army General with Attack bonus too. You will
have 16 Cavalries of 10/3/3 in one army.
2. Transport concept.
I believe that trasport simulated in CIV3 incorrect. I mean mainly railroad. It is no fair that railroad has unlimited capacity. For limiting capacity I
propose to introduce train unit. Maybe two: train and modern train. It will have some transport capacity (enough to trasport corp or army) and limited range
on railroad - let's say 15 moves. Another solution is to make unlimited range with limited unloads. It should be pretty expensive. In real life when you have
railroad you still can't to move whole your army from one side of continent to another. Another units should not have any advantage on railroad.
Roads should be different for wheeled and not wheeled units. Wheeled units should move faster on roads. Wheel units should not cross the rivers when no road
(bridge) available.
3. New units.
a. General - described above
b. Train - described above.
c. Track - for transporting not wheeled units faster on the roads (like see transport on the sea).
d. Sapeer - like worker, but with 1 defence, can't be captured. Can do following terraforming: defence area (mine field). Defence Area is like moutain (any
unit moves only for one tile) + any unit loose 1 health when passes. Area became 0/0/0 - not work possible.
e. Army, corp - defined above.
4. Other minor changes:
a. Paratroopers should attack the same turn they dropped.
b. Helicopter should perform "save" mission - pick up units from battlefield.
c. Air superiority should be renamed to Interception. Air superiority should be added. Will cause fighter war until no fighter ranges of fighters with this mission intersected.
Dixi.
What do you think?
I have an idea and would like you to discuss it. Firaxis guys welcome too. My opinion is that military model in CIV3 is cool, but it can be much better with
some changes. More realistic and/or better gameplay.
1. Hierachy stacking.
I believe that hierarchy stacking can help manage your units. Now all units in the certain square can be moved as one formation. I propose:
a. Introduce corps: 3 or 4 (with MA or Pentagon) units + general staff (possible)
b. Introduce army 3 or 4 corps (with MA or Pentagon) + general staff (possible)
c. Completely remove current army concept.
d. corps and armies can be freely produced. No bonus provided. It is simply "smart stacking" Units can be freely loaded and unloaded from corps and army, +
upgrade. After some technology level (let say, Military Tradition) you can change battle order for units in corp and army. Should be at least 2 different
orders (one for attack and second for defence). Units attack as separate units, it means, corp of 3 infantry can attack 3 times. Corps and armies moves with
speed of slowest unit. Exeption: attack. When corp of 3 infantry attacks it can attack 3 times and in case of victory ALL corp moves to the attacked position
(if it is free).
e. Leader can produce GENERAL unit. General has properties: may have general and specific bunuses. General bonus of GENERAL unit - applies to all units in
the formation (corp, army). Specific bonus depends on what leader produced the GENERAL unit. For example, if leader was born as result of cavalry unit win,
GENERAL unit will receive cavalry specific bonus. Bonus can be attack, defence or movement, always +1. "Cavalry specific bonus" means that all cavalry units
in the formation receives +2 bonus (not +1) to the attack, defence or movement. E.g. Cavalry corp of 3 cavalry units with cavalry General unit became 8/3/3
if the bonus is attack. Type of bonus choosed randomly when GENERAL unit is build.
f. General unit built as corp general and can lead only corp. To lead army it should be promoted. There is a small chance of promotion when corp is
victorious. When promoted, General unit receive randomly another type of bonus in addition to the first. Second specific bonus only apears when more then 50%
units of victorious corp are of the same type. Example: General leads Cavalry corp and has Cavalry specific bonus. The bonus type is Attack. Each Cavalry
unit in Corp is 8/3/3 unit. Corp is victorious and General is promoted. Randomly he got movement type of bonus. Now he can lead the army and all Cavalry in
Army will be 8/3/5 units. Certainly, if in army present slow unit, the whole army moves whith speed of slowest unit. All units of army/corp are loosing all
bonuses when leave the army. All new units enter the army got all bonuses automatically. General bonuses added together in case when army is leaded by
general and corpsan army are leaded by generals too. The wild example: you have Cavalry army build of 4 Cavalry corps, each of it is of 4 Cavalry. In the
army is 16 Cavalries. Let say each corp is led by Cavalry Corp General with Attack bonus, the whole is led by Army General with Attack bonus too. You will
have 16 Cavalries of 10/3/3 in one army.
2. Transport concept.
I believe that trasport simulated in CIV3 incorrect. I mean mainly railroad. It is no fair that railroad has unlimited capacity. For limiting capacity I
propose to introduce train unit. Maybe two: train and modern train. It will have some transport capacity (enough to trasport corp or army) and limited range
on railroad - let's say 15 moves. Another solution is to make unlimited range with limited unloads. It should be pretty expensive. In real life when you have
railroad you still can't to move whole your army from one side of continent to another. Another units should not have any advantage on railroad.
Roads should be different for wheeled and not wheeled units. Wheeled units should move faster on roads. Wheel units should not cross the rivers when no road
(bridge) available.
3. New units.
a. General - described above
b. Train - described above.
c. Track - for transporting not wheeled units faster on the roads (like see transport on the sea).
d. Sapeer - like worker, but with 1 defence, can't be captured. Can do following terraforming: defence area (mine field). Defence Area is like moutain (any
unit moves only for one tile) + any unit loose 1 health when passes. Area became 0/0/0 - not work possible.
e. Army, corp - defined above.
4. Other minor changes:
a. Paratroopers should attack the same turn they dropped.
b. Helicopter should perform "save" mission - pick up units from battlefield.
c. Air superiority should be renamed to Interception. Air superiority should be added. Will cause fighter war until no fighter ranges of fighters with this mission intersected.
Dixi.
What do you think?