Arbustro
Warlord
To be realistic we would need to consider things such as: logistics, attrition, manpower, moral, loyalty, specific weather and terrain modifiers, equipment, generals, and different army composition with mixed units and the respective tactical modifiers. Basicaly what a paradox game attemps to simulate and modders attempt to improve and never really gets perfect. That is also why all paradox games focus on a specific era, because war, diplomacy, economy, research etc were all so different. The game mechanics that fits medieval europe, cannot be the same used for ww2, without some serious abstraction.
Civilization goes from 4000bc to 2050dc. If you want to have the same set of rules for the entire span of the game, you need to make some serious concessions, and you end up with concepts that are abstract, but believable and enjoyable for the entire span of the game. More than archers with superstrenght, I am bothered with the early game scouting. Really, if you care the least about realism, then having an egyptian war chariot fighting barbarians in siberia by 1450bc, should bother you. Though certainly it was fun to send a warrior to the south pole in civ2, only to find out the earth was a nicely shaped cylinder.
So, now archers can shoot across the alps, sure why not, that's why the romans invented the testudo formation anyways (to protect from those pesky german archers led by bismark shooting arrows from munich to milan of course). Look, in civ the approach to warfare is the same as in chess, there are unit types and those types have specific rules, just get over it. Have you have seen an horse jumping in L over the royal family (or any family for that matter)? Or a solid brick tower moving? Or a bishop so paranoid he only moves over black or white diagonals? Chess coined the rule "gameplay>realism", and apparently got away with it. Think of archers as just another piece on the board, and consider that removing the promotion to shoot over the everest wouldn't make them the least bit more realistic, since the entire warfare mechanics are abstract and therefore unrealistic to begin with.
And bring back the spearman>tank, I never saw the spearman in the modern era as actualy "a man with a spear", it was like everything else in the game: an abstraction. I always saw it as an armed militia for example, which could under very specific circunstances and with a very low probability, destroy an armored division.
Civilization goes from 4000bc to 2050dc. If you want to have the same set of rules for the entire span of the game, you need to make some serious concessions, and you end up with concepts that are abstract, but believable and enjoyable for the entire span of the game. More than archers with superstrenght, I am bothered with the early game scouting. Really, if you care the least about realism, then having an egyptian war chariot fighting barbarians in siberia by 1450bc, should bother you. Though certainly it was fun to send a warrior to the south pole in civ2, only to find out the earth was a nicely shaped cylinder.
So, now archers can shoot across the alps, sure why not, that's why the romans invented the testudo formation anyways (to protect from those pesky german archers led by bismark shooting arrows from munich to milan of course). Look, in civ the approach to warfare is the same as in chess, there are unit types and those types have specific rules, just get over it. Have you have seen an horse jumping in L over the royal family (or any family for that matter)? Or a solid brick tower moving? Or a bishop so paranoid he only moves over black or white diagonals? Chess coined the rule "gameplay>realism", and apparently got away with it. Think of archers as just another piece on the board, and consider that removing the promotion to shoot over the everest wouldn't make them the least bit more realistic, since the entire warfare mechanics are abstract and therefore unrealistic to begin with.
And bring back the spearman>tank, I never saw the spearman in the modern era as actualy "a man with a spear", it was like everything else in the game: an abstraction. I always saw it as an armed militia for example, which could under very specific circunstances and with a very low probability, destroy an armored division.