historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
In Civ5 as well as in other 1upt-games, the map or part of the map quickly gets crowded with increasing number of military units, which reduces playability and fun. This is a problem well known since the pre-Civ-age. It was already there in EMPIRE (Wargame of the Century), one of the first turn based computer strategy games in late 80s and a major inspiration for Civ 1. EMPIRE had no roads/railroads so the units travelled with normal speed over land or used the faster transport ships. In late game, due to high production rates, there were often more land units than land around the frontlines. EMPIRE allowed the player to stockpile units in cities at the risk that all units in a city get destroyed when the city is conquered. Stockpiling units in cities (also with different combat rules) was a common feature in Civ1 - Civ4 but was disbanded with introduction of 1upt in Civ5. Together with the removal of "roads on all tiles", the result was that managing military traffic jams in war and peace time became a major feature of Civ5. While cities usually already have a ranged unit as garrison, in peace time the field army with multiple units of infantry, cavalry, artillery had to be parked somewhere on the countryside in a way that they do not block the roads for other units. The same applies for the fleet. In my opinion, the fact that the player cannot stockpile units in cities or military outposts is a major design flaw in Civ5 and I really hope that the devs do not repeat this mistake in Civ6. (And I still hope they will correct it in Civ5 with a coming patch some day.)
Depending on the new combat system, which is not known in all details, I would suggest :
- Players can stockpile multiple (limited) or unlimited number of additional units in a city.
- Cities do have a specified garrison unit (defender) as in Civ5
- The player may switch garrison unit and one of the stockpiled units during his turn.
- Unused stockpiled units have reduced upkeep, e.g. 50% of normal upkeep. (peace time mode)
- Stockpiled units have a -50% penalty when attacking from the city tile (due to poor deployment in city) but fight at 100% when deployed to a free tile before combat.
- Stockpiled units may be damaged by siege artillery / bomber units bombarding the city - with higher chance of collateral damage for crowded cities. (Max. collateral damage should be limited.)
- If the city is conquered, all stockpiled units get destroyed.
(see https://en.wikipedia.org/wiki/Battle_of_Singapore for historic example)
I suppose that with the new military districts in Civ6 the units might be stockpiled in the barracks (army), airfield (air force) and harbor (navy) tile rather than in the core city tile.
Depending on the new combat system, which is not known in all details, I would suggest :
- Players can stockpile multiple (limited) or unlimited number of additional units in a city.
- Cities do have a specified garrison unit (defender) as in Civ5
- The player may switch garrison unit and one of the stockpiled units during his turn.
- Unused stockpiled units have reduced upkeep, e.g. 50% of normal upkeep. (peace time mode)
- Stockpiled units have a -50% penalty when attacking from the city tile (due to poor deployment in city) but fight at 100% when deployed to a free tile before combat.
- Stockpiled units may be damaged by siege artillery / bomber units bombarding the city - with higher chance of collateral damage for crowded cities. (Max. collateral damage should be limited.)
- If the city is conquered, all stockpiled units get destroyed.
(see https://en.wikipedia.org/wiki/Battle_of_Singapore for historic example)
I suppose that with the new military districts in Civ6 the units might be stockpiled in the barracks (army), airfield (air force) and harbor (navy) tile rather than in the core city tile.