Occupying a Civilization

No no no no no, I'm not talking about 'promotions', I'm talking about skills. The Civ3 system of conscript, regular, veteran, and elite is just fine how it is. In barracks, you train units for a specific skill. Combat experience should only go so far as moving the unit up through the promotions (regular, veteran, etc.).

Promotions in Civ 4 are designed to reflect training in a specific skill (eg. City Garrison for city defence, City Raider for city attack, etc.). So is what you're suggesting meaning that they get an initial skills set, but only progress in terms of real experience (regular, veteran, etc.) as they gain more combat experience?
 
Yes, it is much more accurate that way.
which way?:dunno:

the civ4 promotion system is frustrating. and how giving a woodland promotion to a unit that fought in tundra be more accurate then the conscript/reg/vet/elite promotion system!?:D
 
This way:
So is what you're suggesting meaning that they get an initial skills set, but only progress in terms of real experience (regular, veteran, etc.) as they gain more combat experience?
In basic terms...
the civ4 promotion system is frustrating. and how giving a woodland promotion to a unit that fought in tundra be more accurate then the conscript/reg/vet/elite promotion system!?
Took me a couple times to read and get what you were saying ;). That's exactly what I thought when I started, and stopped, playing civ4.
 
:bump:

I've actually put some thought into coding this concept, and this is what I've come up with so far:

Code:
1)	Units can enter Civ Borders without  Open Borders
2)	AIs and Humans can expel other Civ’s units
*	New Diplomatic Option (We would like to talk about other things -> We wish to expel your units)
*	AI/Human face choice: Leave borders or declare war
*	New Unit Tag: AIExpelWeight – determines how likely the AI is to expel a Civ from its borders
3)	Redefined Diplomatic Option: Open Borders
*	Allows units to use its rails and roads
4)	New War AI (WARPLAN_TEMPTATION)
a.	New Leader tag: AITemptationWeight –determines likelihood of switching into WARPLAN_TEMPTATION
*	If a bordering Civilization has 60% or less of the Civilization’s power, and an RNG roll between 0 and AITemptationWeight is greater than 45, switch into WARPLAN_TEMPTATION
*	Move stacks towards border cities
5)	New Mechanic: Occupation
*	If unit(s) is/are moved onto tile and is/are fortified for more than 5 turns, calculate PowerProjection value for that tile
*	Based on distance to city and number of units within a set radius (say, 3 tiles),  PowerProjection value for tile = (number of units in radius  / abs (distance to nearest city – distance to nearest capital))
*	If PowerProjection <= total strength of the enemy units, and they&#8217;re not expelled before a certain turn limit, that tile becomes the other Civ&#8217;s
*	This can work on cities as well; however, if the tile is a city, the strength of all cities within a one-two move radius are counted as part of the PowerProjectionValue
*	If 50% or more of a Civ&#8217;s cities are occupied, the Civ&#8217;s leader capitulates

Edit: Further thoughts. The 'Get out' diplo option should have certain triggers based on power; if the enemy has such overwhelming power that the Civ would flounder if presented with the stack -> no usage of such an option, thus no risk of war.
 
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