Players Guide to the C2C Combat Mod - Size Matters game option.

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Thanks for your response, Thunderbrd! So having grouped units will increase your chances but will also increase the risk involved (maybe even more). Definitely adds to gameplay...

Another thing comes to my mind: Transport Ships

How many units will fit on the Transport? Will a simple Raft be able to transport a "Billion" unit?

And looking at it from the other side: If you group transports, will their cargo space change? And what about Carriers?

This will also increase the capacity of air transports (between cities with Airports) tremendously.

And a very different aspect: Have you thought about the "Size" of a unit having an impact on transport capacities?

Added later: And a minor thing (IMO): You can give names to your troops in Civ4. Will those names be retained when you group and ungroup them?
 
Thanks for your response, Thunderbrd!
Thanks for your questions! You've got me thinking more about a few things that had been considered fleetingly but not included in the final design that really should be. This one here is a perfect example:

Another thing comes to my mind: Transport Ships

How many units will fit on the Transport? Will a simple Raft be able to transport a "Billion" unit?
Now this is something I really do need to develop further on. At the moment, a unit is a unit when it comes to Transporting so yeah, embarrassingly, a raft could transport a Billions unit. And it would also need to take into account size too so Size and Group volume should tally here to modify the cargo spaces that a unit represents. This will be a bit more tricky than most of the other needed angles to cover for this project but I believe it can be done. Certainly a checkbox to add to the list of things to do to complete the option!

And looking at it from the other side: If you group transports, will their cargo space change? And what about Carriers?
On THIS side, it's been fairly covered by making transport unitcombats incapable of splitting/merging. At least for now until I find a way to make the above consideration work first - then perhaps I've got a granular enough cargo space system where I can break it down and manipulate the cargo hold definition for transports adjust due to their own grouping. This could completely replace the need for special definition for transportation of some units like recon and spy units - those would simply have a cargo space limitation of a Party or Solo group size of Medium sized units instead. Offers a real opportunity for a fairly cool improvement over the current method of defining the special unit types the unit can transport (but doesn't cut that method out completely so that Carriers can still maintain a limitation of air units etc...)

This will also increase the capacity of air transports (between cities with Airports) tremendously.
Yeah, well, for now yes. By grouping your units you can right now stuff a lot more onto transports.

And a very different aspect: Have you thought about the "Size" of a unit having an impact on transport capacities?
It would not only have to play into the equation, there would need to be limits. I don't think even a single elephant would fit onto a raft very well ;)

Added later: And a minor thing (IMO): You can give names to your troops in Civ4. Will those names be retained when you group and ungroup them?
Names are cloned between the 3 units derived from a split. I'd like to add an enhancement to the numbering mechanism so that they don't all maintain the same name but I'm not familiar enough with the naming coding to pull that off quite yet.

On the flip side, only the unit that initiates the Merge command will retain the name of the resulting merged unit.
 
Currently, are great people suppose to be able to group and if so, what is the advantage there?
 
Currently, are great people suppose to be able to group and if so, what is the advantage there?

They have a unitcombat on the list of those that are not able to merge or split.
 
Not sure why Faustmouse finds this against historical accuracy... If you look at modern military bases you'll see entire battalions organized on that base to be housed and trained and commanded from the same immediate regional locale. Then in actual warfare they can divide down to as far as a Company level for localized strategies.

Feel free to correct me if I'm wrong, but especially in the middle ages, wasn't it a common issue that you need to gather your troops together from all over your country in wartime? Or is this just something they do in movies to increase the tention? :crazyeye:
Keep in mind that not all soldiers are actually full-time soldiers; this might be true for some special forces but not for bulkware. But I think in C2C all soldiers are actually full time soldiers.


Another question: Do police and medical units start as single unit or also in a bigger group size? Will there efficiency increase if they are grouped up? Can they be grouped up at all?
 
Huh... I must have had another unit grouped with the Great Prophet to get the merge button, my bad.

I'm liking it so far, haven't seen any reason to split units but merging a bunch of scouts together before sending them out to the other side of the planet seems to help them live longer.

Can I assume that any astrological sign promotions (Cancer, Virgo, etc.) get lost when merging units?
 
Feel free to correct me if I'm wrong, but especially in the middle ages, wasn't it a common issue that you need to gather your troops together from all over your country in wartime? Or is this just something they do in movies to increase the tention? :crazyeye:
Keep in mind that not all soldiers are actually full-time soldiers; this might be true for some special forces but not for bulkware. But I think in C2C all soldiers are actually full time soldiers.


Another question: Do police and medical units start as single unit or also in a bigger group size? Will there efficiency increase if they are grouped up? Can they be grouped up at all?
When units gather from many differing locations, that's a somewhat different situation - as in you're pooling units that have been geographically separated. Whether merged or split isn't so much of an issue but what you might be suggesting is that some of the standing forces in various regions have split and sent portions of their units to then merge together with split forces from elsewhere to form a larger army, which would be a clever way to take as much strength as possible from behind the lines of battle up to the front leaving the cities behind the battle lines as least defended as you can get away with while leaving those cities still capable of building more defenses in case the war comes their way. Interesting wartime assembly strategy actually. Shaving off bits from all over to form an army for the front regardless of your level of preparation would be a great way to react to an attack you hadn't well prepared for.

Standing armies in a single location however tend to be maintained in as much of an efficient and organized manner as possible but once they approach the battlefield they may well split up into smaller organized units to perform tasks such as flanking etc...

Law Enforcement and Healer units may not split or merge for just that reason - their primary use in reducing harmful property values is not so easily modified. Perhaps eventually I can figure something out there but even the healing capabilities alone wouldn't make it very fair to be able to split healers.

Huh... I must have had another unit grouped with the Great Prophet to get the merge button, my bad.

I'm liking it so far, haven't seen any reason to split units but merging a bunch of scouts together before sending them out to the other side of the planet seems to help them live longer.

Can I assume that any astrological sign promotions (Cancer, Virgo, etc.) get lost when merging units?
Actually, free promotions like those should be given to the resulting merged unit if any of the units have one - so that would be one interesting way to further propagate free random promos to a wider selection of units. If this proves too powerful a manipulation I may have to make it so it's only adopting whatever free promos were assigned to the unit that initiates the merge.
 
Could this be used to give the buildable military leaders more purpose? I.E. to create a larger unit one would require three of the same unit plus a warlord?

Units can freely merge and split up to a certain size, then sizes would require increasingly advanced military leaders. Would have the added benefit of allowing merging and splitting in earlier ages, while limiting the bigger sizes by tech advancements that open up the next military leader.
 
I'm pretty excited by these options, but more so for scouting than actual war. I'm pretty new to the mod, still in the Prehistoric Era on Eternity speed, but I've noticed that the early turns don't offer a lot of meat to them yet. I had some bad luck with my initial scouts and I've resigned to not rebuild them. Spending 15-20 turns on a wanderer just to have them die to a random animal 5 turns later is a bit disheartening.

On the other hand, if I could split that same wanderer into 3 units, even though they have less chance of survival, there's better odds at least one of them would live long enough to get me some useful scouting info. That's a tradeoff I'd gladly make in the early game, when I am spending most of my time just hitting "End Turn" anyway.
 
Could this be used to give the buildable military leaders more purpose? I.E. to create a larger unit one would require three of the same unit plus a warlord?

Units can freely merge and split up to a certain size, then sizes would require increasingly advanced military leaders. Would have the added benefit of allowing merging and splitting in earlier ages, while limiting the bigger sizes by tech advancements that open up the next military leader.
That is an interesting concept. I'd been wondering if something like that might be good as a possible alternative to tech limits to merge sizes. However, my reluctance would be that I've been tasked to eventually consider how we can create merged armies (from many differing unit types) and if I can get that mod to be compatible with the Combat Mod elements then I THINK it already requires leaders like that to enable the mechanism - and if I can't get it to be compatible then I may well build something out that allows it and I know I'd want to use leaders to enable the combining of armies. So I think I'm going to play that leader card there rather than in this mechanism.

I'm pretty excited by these options, but more so for scouting than actual war. I'm pretty new to the mod, still in the Prehistoric Era on Eternity speed, but I've noticed that the early turns don't offer a lot of meat to them yet. I had some bad luck with my initial scouts and I've resigned to not rebuild them. Spending 15-20 turns on a wanderer just to have them die to a random animal 5 turns later is a bit disheartening.

On the other hand, if I could split that same wanderer into 3 units, even though they have less chance of survival, there's better odds at least one of them would live long enough to get me some useful scouting info. That's a tradeoff I'd gladly make in the early game, when I am spending most of my time just hitting "End Turn" anyway.
In play, that's what I've found too... you may find they get killed easier but not so much easier that it's not more effective and you can get a lot of ground covered until they finally meet their demise. Once they start getting into the Scout/Tracker level I think it might be best to go the other way to make them more assured of longer term survival.

For my testing, splitting up the initial and next to be produced stone thrower units proved useful for an initial scouting effort. They're pretty good at escaping fights they can't win if promoted properly and if they can win a few battles against weak opponents like pigeons and such they can build up to greater survivability despite their decreased power.

Nevertheless... I found even once promoted a few times they still proved fairly killable - and with the fight or flight option on watch out for the cats and dogs out there - they pursue rather effectively making meat out of the withdrawal units that rely on withdrawal to survive.

Still you're only losing 1/3d of a unit whenever one dies so you do get to cover more ground before they're all snuffed out usually.
 
I am having trouble splitting up my units. I first tried to split up freshly made stone throwers but it had no effect. I thought maybe u can only split combined groups so I combined 3 kayaks and then tried to split it. I couldnt even split that. When i press the split button, nothing happens. I upgraded to the latest SVN. Is there something I'm doing wrong?
 
I am having trouble splitting up my units. I first tried to split up freshly made stone throwers but it had no effect. I thought maybe u can only split combined groups so I combined 3 kayaks and then tried to split it. I couldnt even split that. When i press the split button, nothing happens. I upgraded to the latest SVN. Is there something I'm doing wrong?

If you get the button to split it should do so. If you're having trouble with that (as in nothing happens when you select that mission) please post a save that demonstrates the problem. I'll look into it immediately.
 
Reading through this thread I have a few questions... many of which are logic based:

-1. a size 1 city has like 50 people in it from past projections. Units start at size 5... a 100-600 people which means a stone thrower that takes say 20 turns on eternity has 4 to 5 times the number of people as the city that spawned it.:crazyeye: It should be size 2 and wander size 1 logically.

-2. I see nothing that says barbs can do this... barbs have no unit upkeeps and get units through spontaneous biogenesis. This means animal and Neanderthal stacks of tens of thousands should end up common doomsday scenarios... in the stone age.

-3. Combining three units makes one of them of a greater stack size. National units (thieves and such included) are limited in build count. This breaks all unit limits to comically large proportions. No to mention spilt spamming thieves and making a moat around enemy cities seems the most effective any city strategy. If they have dogs just get a thief unit into the city and sit and split. with one crime causing promotion on your size 5 stack before it splits into 15 puny units... that city is crippled beyond all reason basically forever for like 6 :gold : a turn.

Unless I'm reading that wrong so it means I can split a thief a dozens of times... which means I can do this while in anarchy and mangle their crime level... then fuse back together before I need to pay for them for real.

-4. Once you get any kind of unit that can bombard this strategy is basically useless. You can do more damage in less time to the mega unit and it can't heal faster than it can be whittled down.

-5. Simply splitting a unit for a surround and destroy fodder means its easier to drag down a mega unit than to keep it intact. Splitting a unit up means I can use a single caveman unit and surround a 128 pop city and cripple it for the real unit to take down.

-6. Realistically cities become largely unconquerable with splitting... I can split units to comical proportions meaning I'm having single guy micro units stall out the cities defenses ad infinitum. I doubt the AI will splinter its units to speed things up.

-7. By your upper size unit logic we can solve world hunger by making China and India into a pair of stupid huge conscription units... or even a single conscription unit... at the cost of upkeep only 20% more that the Best Korean army. Technically that goes for the entire planetary population.

-8 Nanotech swarm is a city sized swarm of at least countless units. That means it gets a bonus of +160% power for numbers and another +80% for size. Does that mean it is a 220(?) times 240%=528 power unit or a comically small 600 nanobot swarm is the equivalent of a Mammoth tank in combat?
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Basically, I think your taking things already applied to units calculated into the units power number and divorcing it from itself. In order to do this properly you need to go over each and every unit in the game and calculate them out as they currently are. That means:
-Wanders are GV(1) S(5) CQ (2)
-Stone Throwers GV(2) S(5) CQ(1)
...
-Nanotech Swarms GV(13) S(9) CQ(10)

By using this method you can keep things saner in the numbers. Also as time goes on and unit sizes get larger your going to need to make some upgrade price adjustments... for instance stone throwers GV(2) upgrading to slinger GV (3) should get a discount if you have a GV (3) stone thrower hoard already.

Also, you need to make larger than relevant for the time period units cost a silly amounts of upkeep :gold: A GV (4-5) unit is basically a size 2 or 3 city wandering around at that point in time. This means sprinkling unit cost reduction modifiers throughout the tech tree. Slingers are cheaper than GV (3) stone throwers as the infrastructure to keep such a huge (for the time period)) force operating is hard to fathom The logistics of.

Well that's my 2 cents from a haven't played this yet perspective.
 
Nice comments, Necratoid!

I especially agree with the first one: In PH and Ancient eras, units build should be much smaller than the normal Group Volume for realistic reasons. I don't think an Era-modifier or adjustment per tech is really necessary (though possible), as units obsolete/upgrade quite fast in C2C.
 
-1. a size 1 city has like 50 people in it from past projections. Units start at size 5... a 100-600 people which means a stone thrower that takes say 20 turns on eternity has 4 to 5 times the number of people as the city that spawned it.:crazyeye: It should be size 2 and wander size 1 logically.

In PH and Ancient eras, units build should be much smaller than the normal Group Volume for realistic reasons. I don't think an Era-modifier or adjustment per tech is really necessary (though possible), as units obsolete/upgrade quite fast in C2C.

From a perspective of eventually moving into the Nomadic Start portion of the game we might need to make some adjustments to those population size calculations per/pop point.

I can see the point, however, of diminishing the GV of the very first units: Wanderer down to solo (if it's not already - can't recall), Stone Throwers, Brutes and Tribal Defenders down to Party Size. Then increase their Qualities up even one step further to compensate. Would make sense and would also enhance the progression that suggests that Humans were probably MUCH physically stronger in that era thus a high combat quality even if their weaponry was crude and their group sizes smaller.

I like this idea actually - and it will make getting the first unit level ups take even longer which I've really enjoyed the slight 20% or so average slowdown on xp gain throughout the prehistoric era.

I'll put those adjustments on my list.

-2. I see nothing that says barbs can do this... barbs have no unit upkeeps and get units through spontaneous biogenesis. This means animal and Neanderthal stacks of tens of thousands should end up common doomsday scenarios... in the stone age.
They can't at the moment because no AI can. Are you suggesting they should be able to or should be kept from being given any AI to do so?

-3. Combining three units makes one of them of a greater stack size. National units (thieves and such included) are limited in build count. This breaks all unit limits to comically large proportions. No to mention spilt spamming thieves and making a moat around enemy cities seems the most effective any city strategy. If they have dogs just get a thief unit into the city and sit and split. with one crime causing promotion on your size 5 stack before it splits into 15 puny units... that city is crippled beyond all reason basically forever for like 6 :gold : a turn.

Unless I'm reading that wrong so it means I can split a thief a dozens of times... which means I can do this while in anarchy and mangle their crime level... then fuse back together before I need to pay for them for real.
Criminal units may not split or merge. I MAY have to make it impossible to split or merge Cultural units unless the game is played with unlimited national units. For now, yes, its a way you CAN get around the limit as you observed. My bias against limiting those units in the first place may have had something to do with my choice to not go out of the way to stop them from being able to.

However, I think a simple mechanism could be put in place to deny units that have a limit at all to merge or split if unlimited national units isn't in play. If y'all want it that way I'll be happy to add this check into the canMerge and canSplit checks.

-4. Once you get any kind of unit that can bombard this strategy is basically useless. You can do more damage in less time to the mega unit and it can't heal faster than it can be whittled down.
You say 'this' strategy without specifying which strategy you're talking about. Personally, this is where I think the splitting/merging gets interesting. If you come up with a good strategy for facing bombardment units, let me know.

-5. Simply splitting a unit for a surround and destroy fodder means its easier to drag down a mega unit than to keep it intact. Splitting a unit up means I can use a single caveman unit and surround a 128 pop city and cripple it for the real unit to take down.
I think you're thinking they'll be able to split much further than they can while remaining combatatively meaningful. That -20% for each split really hurts the power of the unit and will invite a LOT of lemming-like sacrifices that MAY not even harm the more powerful city defender. Surround and Destroy may not be worthwhile to split a unit to gain the benefits of since the amount of bonus you get from S&D from a unit that is adjacent to your opponent is based on the odds that supporting unit WOULD have if it were the attacker. So weaker units mean a weaker S&D benefit they'd offer and I believe that you'd find yourself hard pressed to get MORE out of 2 more units to surround with than you would have saved by keeping those units grouped in to the original.

UNLESS you start taking full advantage of some pending S&D manipulating promotions I have waiting in the development wings soon to be produced.

But go and see how it plays for you where that's concerned.

-6. Realistically cities become largely unconquerable with splitting... I can split units to comical proportions meaning I'm having single guy micro units stall out the cities defenses ad infinitum. I doubt the AI will splinter its units to speed things up.
It won't at the moment but it probably should be able to give that consideration. It's also not going to be too challenged to take down those units so each turn you're sacrificing as many of those little guys as the opponent army can make attacks. You'll slow them perhaps but it's certainly putting all the casualties on your side forcing you to send reinforcements while he's lost nothing (probably not even health on his units.) This gives your enemy a production edge as he's not replacing any of his army, just adding to it. While you on the other hand are effectively stalling him out but you're taking actual losses, however small they may seem.

-7. By your upper size unit logic we can solve world hunger by making China and India into a pair of stupid huge conscription units... or even a single conscription unit... at the cost of upkeep only 20% more that the Best Korean army. Technically that goes for the entire planetary population.
We're talking some game logic and logisTICS here. We're also talking about military forces rather than the population of nations. Furthermore, I'd argue that similar reasoning is what makes the vast majority of humanity pool into cities rather than diffusing in perfectly balanced divisions throughout the whole of the nation. Those cities make those people easier to serve as nearly all services may be had there. Shipping and distribution is made cheaper and easier into and throughout metropolitan areas, making food and other goods cheaper to bring to those living in the cities (though they may not charge any different prices so as to profit more in those regions than they can in more outlying ones.)

So in a sense, you're right and it's to some extent happening. It's just that these great city infrastructures take a lot of time to develop and thus cities can only handle so much population growth without becoming a disorganized planning mess. Thus it does not quite benefit us to centralize EVERYONE. Besides... we all have different preferences.

-8 Nanotech swarm is a city sized swarm of at least countless units. That means it gets a bonus of +160% power for numbers and another +80% for size. Does that mean it is a 220(?) times 240%=528 power unit or a comically small 600 nanobot swarm is the equivalent of a Mammoth tank in combat?
The Size of a Nanotech swarm is Fine. The smallest you can get. Size indicates the general size of the individuals that make up the unit, not the mass of the unit once gathered from its Group Volume. Yes, the group volume is large - Trillions. And all in all the Nanotech swarm does balance out to a positive Str and HP modifier when built under this option. But ideally, its great extremes in size and group are going to be its biggest weak point as well. With promos that will make some units get a combat modifier for each size level smaller than it is, a huge unit with such a modifier would easily compensate (think plasmathrowers from robotic units to counter nano swarms.)


Basically, I think your taking things already applied to units calculated into the units power number and divorcing it from itself. In order to do this properly you need to go over each and every unit in the game and calculate them out as they currently are. That means:
-Wanders are GV(1) S(5) CQ (2)
-Stone Throwers GV(2) S(5) CQ(1)
...
-Nanotech Swarms GV(13) S(9) CQ(10)

By using this method you can keep things saner in the numbers. Also as time goes on and unit sizes get larger your going to need to make some upgrade price adjustments... for instance stone throwers GV(2) upgrading to slinger GV (3) should get a discount if you have a GV (3) stone thrower hoard already.

Also, you need to make larger than relevant for the time period units cost a silly amounts of upkeep :gold: A GV (4-5) unit is basically a size 2 or 3 city wandering around at that point in time. This means sprinkling unit cost reduction modifiers throughout the tech tree. Slingers are cheaper than GV (3) stone throwers as the infrastructure to keep such a huge (for the time period)) force operating is hard to fathom The logistics of.

Well that's my 2 cents from a haven't played this yet perspective.
You're close to the way I set this up. I did go through every unit and determined what level that unit would be in each of the three categories. However, I looked at the 5th layer of each category as being 0. Then one less was -1 and so on. Then by adding all 3 together I can see how far off the unit is from being zeroed out (which would produce an overall +/- 0% modifier to Str and HP.) Some unit types I determined to be better off allowing a -1 or other general offset amount but I tried to keep those offsets consistent throughout all the phases of upgrades that those units would go through (not always for the same categorical reasons though... As an Atlatlist (-1 Group Volume), (+1 Quality) steps out of a more crude era and upgrades into an Archer (both medium size)(0 Group Volume), (0 Quality) they still end up with the same overall 0 offset.

Size and Group Volume both affect gold in equal modifiers per level so most mounted units with greater size and lower group volumes balance out pretty closely on the upkeep modifiers. In fact, I think it ends up being in favor of being cheaper units because I believe the size is generally +1, the group volume -2, and the quality +1. This makes them -1 cost adjustment (thus -20% upkeep.) Elephants are another size up but a quality down so they'd balance out at 0.
 
It'll take me til tomorrow to test it since you renamed the mod file to c2c.

Sorry for the trouble. I dont know what caused the problem but fully uninstalling the game and re-downloading the entire SVN after deleting it first fixed the issue.

One question I had, after combining a few troops, it seems they dont heal at all without medics. I thought they would just heal at a very slow pace. Was that intended?
 
Sorry for the trouble. I dont know what caused the problem but fully uninstalling the game and re-downloading the entire SVN after deleting it first fixed the issue.

One question I had, after combining a few troops, it seems they dont heal at all without medics. I thought they would just heal at a very slow pace. Was that intended?

I works cuz I fixed it. Your save led me right to the problem - fix was noted in the SVN thread. Shoulda mentioned it here too sorry.

And I don't mean to sound rude about the renaming... it's just much easier for debugging attempts if nobody ever renames the mod from caveman2cosmos. Otherwise I have to copy the whole mod file - then delete it later and defrag.

I suppose I should include a minimum healing value so that it's just a very slow pace instead of non-existent ever.

Otherwise, strategically what decisions have you made with regards to splitting and merging and what kind of results have those decisions led to do you think?
 
Currently ambushers can combine and then be promoted to rogues so you can get boosted rogues (and later assassins) that way. I havent checked to see if you can then split the rogues to get more then the normal limit of 2.
 
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