I think this is a weak idea. In Civ, in order to get higher strength units, you have to research tech. Why bother doing so, if you can do just as well by merging lower level units? So, 3 macemen can beat a machinegun?
I just realized a whole other area the one unit/one tile approach will have on the game. It will completely change the way Repression/Happiness from garrisons work now.
How do you supress revolts in newly-conquered cities if you can't push massive amounts of units in there to keep the peace. That's a whole game mechanic that's gonna change.
Can't believe I haven't thought of this before. I'm looking forward to see what Firaxis comes up with to cover these areas.
I think this is a weak idea. In Civ, in order to get higher strength units, you have to research tech. Why bother doing so, if you can do just as well by merging lower level units? So, 3 macemen can beat a machinegun?
Only if there is also a reasonable limit on the number of units... if there are 50 units in my invasion force the "sliding block" problem reemerges.
The key thing is there MUST be a way to limit the "number of units" you are dealing with.
Note a good Idea if positioning is so important.. How I move My army through that maountain pass is important because of the formation I want them to have on the other side... and that formation will change as I move across the terrain.No, this is where intelligent "Go-To" pathfinding behaviour comes in. You tell all of your units to "Go-To" where you want them to go and the AI moves them all in the most efficient manner possible. You could even incorporate multiple-unit selection to greatly speed up the process.
If your entire concept is designed to alleviate this one problem, can't there be a simpler way? How about limiting the number of units by food production? Separate the silly abstraction that food production = population growth and let population grow on its own, independently of food. This frees up surplus food to feed your armies.
* I'm proposing this as the replacement for Stack of Death if there is a limited military strength that an empire can put in a single tile, but no significantly hard limit to the Military strength an empire can have.
Micromanagement is likely to be a PITA, I definitely worry about that. There will need to be some kind of formation movement, where I can take say a 4x4 tile block of units and issue a Formation move order where they will advance to a point in fixed formation.Note a good Idea if positioning is so important..
Or just remove revolts.......This is easily rectified: just make it so that units within the entire city radius suppress revolts.
Seems Firaxis went with the simplest solution.
The problem is that strength is such an oversimplification of what is really going on in combat ... three macemen would beat a machine gun nest IF they got close enough to make it a melee combat. Technology increases weapons strength, or armour strength, or range, or fire rate, or accuracy ... etc. How does one capture all of this in a single "strength" number?I think this is a weak idea. In Civ, in order to get higher strength units, you have to research tech. Why bother doing so, if you can do just as well by merging lower level units? So, 3 macemen can beat a machinegun?
Reasons.Your proposal does just the opposite of this; under your proposal you encourage the stack of Death even more. Why not just merge my entire army into one gigantically high strength unit, with maybe a handful of others as blockers? My super-stack can beat any lesser stack turn after turn, and then can just costlessly replenish its full strength by healing.
Yes, unit healing would be removed. All combat damage is permanent.At least with the Stack of Doom, any units you lost in the stack were lost permanently. Under your Merge method, this is no longer the case, since I just have a single unit.
Unless you intend to remove unit healing from the game?
Why not?? That is an accurate reflection of what the "true combat effetiveness" isAlso, to be workable, your model will have discreteness issues, and so to be workable will have to imply incredibly strength values. Keep in mind that Civ has at least 7 unit tiers (stone age, ancient, medieval, renaissance, napoleonic, WW1/2, cold war). If each tier is increasing in cost effectiveness by 4 times, and a single warrior has to be strength 1, then a tier7 unit has to be at least strength 4^6 = 4096. So a merged army of 8 tier7 units is strength 32,768.
Does that really seem like a good idea?
Your system will also remove all distinctiveness of the units. How fun is the game going to be if the only difference between a modern infantryman and an iron age swordsmen is that they have a differential cost efficiency per strength point?
Your proposal would make the game a spread-sheet style wargame, not a simple accessible game like civ.
Micromanagement is likely to be a PITA, I definitely worry about that. There will need to be some kind of formation movement, where I can take say a 4x4 tile block of units and issue a Formation move order where they will advance to a point in fixed formation.
**SNIP**
Those "Blobs of Death" are going to be a bad idea. (note: I was proposing "Blobs of death" for the new NAME for the 'stack of death' problem that will appear unless people are so sick of the MM required that they just quit the game once they get to the middle ages.)
Except that a "blob of death" will actually require strategic and tactical skills to wield effectively and may even be defeated by a smaller and weaker but more skillfully commanded force. Stacks of doom, on the other hand, cannot be defeated by any clever means - they must be countered by an even greater stack.
Are you suggesting the player should not know the combat mechanisms?All in all, I am not a fan of your "spreadsheet" concept. I think a Panzer General style Civ will be a much better game overall. It will push the series further forward than any of its predecessors.
No, the key to beating a SoD is to throw a collateral attack unit at it, and having that collateral attack unit die on the attack -- but you don't care, because it did more damage to the enemy stack than you lost from the unit.A Civ3/4 "Stack of Deaths" most significant advantage is combined arms where the best defender defends. Combine this with thefact that the 'best defender' will then be damaged and heal
Location, in SoD battles, does matter.(For Bonuses)
The key to beating a SoD is beating the best unit in the stack in one on one battle. (or Collateral damage)
Or, another way of looking at it, SoD wins because you can rotate defenders.
As you are conquering, you presumably have military dominance -- so you conquer via SoD to keep your losses minimal from enemy counter-attack.
Fortunately, your conversion of military strength from discrete units into continuous Dollops of Strength isn't going to happen.
We're going to have a discrete Swordsman unit, not 173 Strength worth of swordsman on this tile and 212 Strength worth of Horsemen on that tile.
I think he was referring to damaged units combining back into a full healthy unit...