Ellestar
Prince
...How is that true?
I will admit that say 4324 is less 'usable' than 28, but 4000 is actually more so (simpler number)
28 would be more usable than 4000 IF that 28 accurately represented the odds.
I'm sure there are some smart books about it, but i don't know them. But one simple fact should have told you that i'm right: noone but you ever complained about it, and strength numbers higher than 30 are almost never being used in a popular computer games, the only number that is sometimes higher is HP.
Any wargame combat system i know fixes these issues as well. They also don't add a 5-digit numbers for a player to count, and they don't have a dumbed down linear exchange of units.No, in civ 4 (and civs 1-3 as well) they still have "trouble" in the sense that
1. They CAN die to that archer
2. They almost Always will take damage from that combat (except in the case of Civ 1 where there was no damage)
Mine would only eliminate #1 (A Mace/Elephant wold probably be like 10x as strong as an Archer, say 3x as strong as a fortified Forest Archer.. so it would still defnitely win)
Which seems like a better system as it
1. Truly eliminates Spear v. Tank
2. Allows weaker units to still have impact even if they Don't have massive impact
They don't make combat complex because they don't change tactics (that is, there is only one tatics - a Stack of Death).There are interacting systems... ie
The "Str Bonus System".. partially exploited through tactical positioning
Terrain Bonuses
Position Bonuses (Flanking).. could be in
Unit v. Unit Bonuses
Promotion/Experience Bonuses
The Economic System.. with probable tie ins to the Social System, etc.
Building the units.. ties into unit v. unit + promotion experience
Maintaining units
Repairing the units
Movement System
Getting the units to the front
Als of those interact with combat, because this is Not Panzer General, so you don't need or WANT as much tactical complexity, there are other systems to provide that.