Ok so here is my attempt at a weird but civ - fitting combat system
- You don't physically move any units on the map on hex by hex basis
- You don't recruit invidual units of archers etc etc but you instead design army templates consisting of proportions and formations of unit such as archers etc.
- Then you recruit whole armies, you may pool production of several cities, you set a rally point where a new army is being organized, and instead of 0 - > suddenly 100 armies appear in gradual increments like 0 - > 25 - > 50 - > 75 - > 100% of the intended size. So its not all or nothing affair, you may fight with partially ready armies.
- You can also recruit mercenaries.
- There is a minimum and maximum amount of units an army can have. Minimum size is to prevent small trash stacks cluttering the map and suiciding AI forces, maximum size simulates logistical constraits on field army size (especially before 20th century).
- Armies need gold but also manpower, food, guns, fuel to continue operations: each army either has limited amount of those resources it carries, or lives from plunder, or has logistic line connecting it to some basis of supplies. Cut those sources and army slowly withers.
- Each army has its experience and small skill tree, and a general assigned who has his own small skill tree, traits, loyalty etc. Armies can rebel btw.
- You dont move armies on hex by hex basis. Instead, they all have a set radius of hexes they cover. You move armies by choosing their next area and type of operations.
- If two hostile armies end up in the same operation area and neither retreats, they fight a battle.
- Possible operations are just controlling chosen area, ransacking a chosen area, sieging or garrisoning a chosen city, and guerilla.
- You don't operate the battle itself, mostly. Its more of something between Disciples and paradox games, where the way you organize your armies in various ways, campaign strategy and particular terrain are most decisive. Your armies, units and generals have special formations and abilities though, which you can activate as the battle begins to counter enemy tactics. So, to sum up, you have lots of ways to think during ways.
- As technicslly each battle is a campaign over big area, I Wonder if they shoukdnt sometimes last few turns and allow reinforcements, IT would make them more exciting...
- There are no joint land and naval battles until modern age, as it is stupid idea of 1upt
- Airforce counts as resource providing "special abilities" to activate just before the battle, so you can make air reconaissance, bombing attempt, bombers interception etc.
- Ransacking operation is when you pillage given enemy area, but your army gets undisciplined and locals angry, so if you are suddenly attacked it may get ugly. Risk and reward
- Guerilla is a special type of operation, Possible only in defense. Your army covers a given area but not as a cohesive unit that fights battles, instead it becomes sort of "ghost" army which deals gradual damage to enemy armies in given area and blocks supply lines. It sometimes may allow underdog defender to win wars, especially in right terrain. But it has its risks - enemy may have armies specialized in anti guerilla, or it may be too slow method when compared with regular defense as enemy ravages your country, and it takes time for army to reemerge from guerilla and reform into regular army. So guerilla has its bonuses and drawbacks.
And so on.
Minimum micromanagement, a lot of strategic depth and choices, climactic epic battles, simulation of guerilla warfare for once, much more historical, logistics, skill trees etc.