myclan
King
- Joined
- Feb 26, 2008
- Messages
- 672
I have seen many players complaining about late game war tedious and too many units to control. I think the main reasons for too many units are:
1. They are too easy to be killed or severely injured, thus we need extra units to continue the war. We have to build more.
2. They just cost one-time production, and some gold per turn to maintain, both are relatively abundant in the late game. We are able to build more.
So in order to solve the problem, we can
1. Make units having more Hp than current, like 150. And in late game it can be 200, simulating better logistics to support bigger army.
2. Make units cost more production than current, especially in late game for having more Hp.
If the supply system is too controversial, I would like to discuss the reducing units suggestion first.
Let’s imagine:
Your opponent have 4 units defending.
You have 6 units in the frontline, kill their 4, with all of the 6 injured. If you are not with a huge leading in tech, they may be severely injured.
So you have to let them have a rest, continue your war with another 6 reinforcement units.
Your opponent build another 4 units to counter you, repeat the first step.
Finally, you need 12 or even 18 units to accomplish the conquering task. With 1upt, it means a lot of micromanagement and time. Reinforcement units can’t do anything for away from frontline, but also indispensable.
By rising units’ hp and production cost, the fighting between units maybe longer for harder to be killed, but the whole war maybe shorter for more difficult to regain your lost units.
Some are suggesting that make late game units much more powerful than previous units, it will make those who are temporarily falling behind desperate, and everyone will need to prioritize military science. So it will be better to just give late game units extra Hp.
It may be even better if we can change the supply system from threshold to a kind of resource.
1.The supply can be automatically gained by production and population in cities every turn, simulating we need Population and Manufacturing to supply an army.
2.It needs a large amount of supply to build an extra unit. So we can't build too many.
3.Healing costs a bit supply, and it costs the same supply to heal in enemy land, though slower healing speed than homeland, simulating worse logistics in enemy land.
4.We can run a supply project in cities to provide extra supply, simulating mobilization.
5.Supply can be sold or bought from other civilization, simulating military aid.
1. They are too easy to be killed or severely injured, thus we need extra units to continue the war. We have to build more.
2. They just cost one-time production, and some gold per turn to maintain, both are relatively abundant in the late game. We are able to build more.
So in order to solve the problem, we can
1. Make units having more Hp than current, like 150. And in late game it can be 200, simulating better logistics to support bigger army.
2. Make units cost more production than current, especially in late game for having more Hp.
If the supply system is too controversial, I would like to discuss the reducing units suggestion first.
Let’s imagine:
Your opponent have 4 units defending.
You have 6 units in the frontline, kill their 4, with all of the 6 injured. If you are not with a huge leading in tech, they may be severely injured.
So you have to let them have a rest, continue your war with another 6 reinforcement units.
Your opponent build another 4 units to counter you, repeat the first step.
Finally, you need 12 or even 18 units to accomplish the conquering task. With 1upt, it means a lot of micromanagement and time. Reinforcement units can’t do anything for away from frontline, but also indispensable.
By rising units’ hp and production cost, the fighting between units maybe longer for harder to be killed, but the whole war maybe shorter for more difficult to regain your lost units.
Some are suggesting that make late game units much more powerful than previous units, it will make those who are temporarily falling behind desperate, and everyone will need to prioritize military science. So it will be better to just give late game units extra Hp.
1.The supply can be automatically gained by production and population in cities every turn, simulating we need Population and Manufacturing to supply an army.
2.It needs a large amount of supply to build an extra unit. So we can't build too many.
3.Healing costs a bit supply, and it costs the same supply to heal in enemy land, though slower healing speed than homeland, simulating worse logistics in enemy land.
4.We can run a supply project in cities to provide extra supply, simulating mobilization.
5.Supply can be sold or bought from other civilization, simulating military aid.
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