Tech/policy-gating the ability has the advantage of keeping the AI from forming them in the early game. This is an advantage because it means the logic for when to form them can be simpler. Also without it, the early game fighting will change, possibly significantly, compared to the current play. I see it breaking down one of two ways:
Limiting armies to just the one unit line feels like the obvious first step. When testing a hypothesis, it's important to minimize variables, and adding armies to everything goes against that in a big way. Also on this topic, consider the goals of this change: late-game unit sprawl. Ranged units (and even mounted/armored units) do not have the same problems as infantry, specifically the ability to get into position to achieve their goal. So they don't need this solution. The ability to have Civ UCs/policies/etc. enable armies of other lines feels like something worth reserving, as well.
I can respect the hesitation that 200 HP seems like a lot, but I think the flanking and healing losses are already making it seem like armies are kind of a trap until every land tile is full. Blitz has always been a double-edged sword on melee units, and I think here it'll be no different. It doesn't warrant the HP penalty.
Assumed situation: 2 spears fortifying against an infinite series of spears attacking in.
Incoming damage per turn: 25 (fortified bonus)
Healing per turn: 10
T1: 100 > 75
T2: 75 > 85 > 60
T3: 60 > 70 > 45
T4: 45 > 55 > 20
T5: 20 > 30 > 5
T6: 5 > 15 > DEAD
[Repeat for spear #2]
So two spears hold a choke for 12 turns.
If these spears were an army:
T1: 200 > 175
T2: 175 > 185 > 160
T3: 160 > 170 > 145
T4: 145 > 155 > 120
T5: 120 > 130 > 105
T6: 105 > 115 > 90
T7: 90 > 100 > 75
T8: 75 > 85 > 60
T9: 60 > 70 > 45 (DEAD if HP=150)
T10: 45 > 55 > 20
T11: 20 > 30 > 5
T12: 5 > 15 > DEAD
If we reduce the HP by 50, the units hold the point for 25% fewer turns.
- Converting to armies is a meaningful strategic choice, where you sacrifice flanking and healing rate for power concentration, at a drawback. In this situation, the AI will need to evaluate more about the situation to decide if that's worthwhile, complicating the system.
- Converting to armies is always better (outside of niches like battlefield vision or ZOC projection). In this situation, AI is greatly simplified, the difference between 1 spear or 1 double-spear means you could basically just make all spears cost x2 with double stats and be in the same place.
Limiting armies to just the one unit line feels like the obvious first step. When testing a hypothesis, it's important to minimize variables, and adding armies to everything goes against that in a big way. Also on this topic, consider the goals of this change: late-game unit sprawl. Ranged units (and even mounted/armored units) do not have the same problems as infantry, specifically the ability to get into position to achieve their goal. So they don't need this solution. The ability to have Civ UCs/policies/etc. enable armies of other lines feels like something worth reserving, as well.
I can respect the hesitation that 200 HP seems like a lot, but I think the flanking and healing losses are already making it seem like armies are kind of a trap until every land tile is full. Blitz has always been a double-edged sword on melee units, and I think here it'll be no different. It doesn't warrant the HP penalty.
Spoiler I'm going to do a quick comparison :
Assumed situation: 2 spears fortifying against an infinite series of spears attacking in.
Incoming damage per turn: 25 (fortified bonus)
Healing per turn: 10
T1: 100 > 75
T2: 75 > 85 > 60
T3: 60 > 70 > 45
T4: 45 > 55 > 20
T5: 20 > 30 > 5
T6: 5 > 15 > DEAD
[Repeat for spear #2]
So two spears hold a choke for 12 turns.
If these spears were an army:
T1: 200 > 175
T2: 175 > 185 > 160
T3: 160 > 170 > 145
T4: 145 > 155 > 120
T5: 120 > 130 > 105
T6: 105 > 115 > 90
T7: 90 > 100 > 75
T8: 75 > 85 > 60
T9: 60 > 70 > 45 (DEAD if HP=150)
T10: 45 > 55 > 20
T11: 20 > 30 > 5
T12: 5 > 15 > DEAD
If we reduce the HP by 50, the units hold the point for 25% fewer turns.
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