sman1975
Emperor
Hello,
I'm thinking about designing a new supply system for Civ V. The current one of reducing global production seems too coarse of a resolution for such a fine game.
Given my limited LUA abilities, I'm trying to keep the system abilities fairly simple, but more tailored to what supplying military units in combat really means. Here are my initial thoughts on what the system would look like:
1. The game's current supply system would still be used to reduce global production - only at a much lower rate, and maxing out at something like 20% (vice 70% in the game). The supply formula might need adjustments to raise the number of units in supply.
2. Reduce default unit healing numbers to "0".
3. Create a "Reinforcement" function that adds back HP's to units based on where they are:
- If at peace, units in friendly territory and neutral territory heal at standard game rates.
- If at war, units in friendly territory not adjacent to enemy units heal at normal rate. Units in neutral territory not adjacent to enemy units heal at half the neutral heal rate.
- Also, if at war, units in enemy territory not adjacent to enemy units can only heal if within a certain distance from friendly cities. Those distances are based on era, and certain military buildings in that city.
- Units adjacent to enemy units don't heal at all.
4. The Reinforcements distance limit for eras: As civs progress through the eras, their ability to project power and therefore supply would also increase. For example, in the Ancient era, they may be able to Reinforce units in enemy territory up to 10 hexes from a friendly city. In the Industrial era, they may Reinforce units 20 hexes away. If they had an Arsenal in that nearest city, maybe that limit raises to 22 hexes.
5. Certain buildings in the nearest city would add length to supply lines: Armory (+1? hexes), Aresenal (+2? hexes), Military Base (+3? hexes), Airport (+1? hexes). World Wonders like Alhambra, Himeji Castle, Red Fort, Kremlin, Pentagon; as well as National Wonders such as Heroic Epic and Palaces - should all contribute distance to supply lines, but at a pretty small rate so they don't become too OP (e.g. +2 each for World Wonders, and +1 each for National Wonder - only if these buildings are in the nearest city). May also want to limit buildings so that only the highest contributing building is counted - helps remove the problem of building obsolescence. If going this approach, Wonders numbers would probably be adjusted much higher.
6. Using the game's current supply system, if a civ didn't have too many units, all units in enemy territory not adjacent to an enemy unit and within the Reinforcement distance from the nearest city would heal (albeit at a fairly low rate). They would also be able to attack normally. If the civ had too many units/units out of supply, the excess number would introduce a random chance the unit in enemy territory would not heal or would not be able to attack. This chance of no healing/attacks would grow based on how many excess units the civ had.
7. Give all combat units the ability to heal from pillage. Or a healing from killing enemies. This would mitigate some of the crushing impact of Reinforcements (as described here) on long-distance invasions - and feels fairly historically accurate, at least until the late 20th century.
As with all mods that adjust the game's normal components - compatibility with other mods is always problematic. It is also possible to thoroughly screw up game balance due to interaction with other mods. The key workaround for this is to ensure this mod loads last, then hope for the best...
I'm not sure how to handle sea/coast hexes in calculating Reinforcement line limits. Also, I'm not sure if units in friendly territory when the civ has too many units - should they also be subject to a smaller random chance they may not be able to attack.
OK - those are my initial thoughts on a revamped supply system. What's good? What's bad? What should be added/dropped? And if you have any thoughts on what some of the "numbers" should be, i.e. number of units in supply formula, global production penalty, Reinforcement distances per era, buildings to help increase Reinforcement distances and by how much, etc. - please pass those along as well.
Thanks!
Sman
I'm thinking about designing a new supply system for Civ V. The current one of reducing global production seems too coarse of a resolution for such a fine game.
Given my limited LUA abilities, I'm trying to keep the system abilities fairly simple, but more tailored to what supplying military units in combat really means. Here are my initial thoughts on what the system would look like:
1. The game's current supply system would still be used to reduce global production - only at a much lower rate, and maxing out at something like 20% (vice 70% in the game). The supply formula might need adjustments to raise the number of units in supply.
2. Reduce default unit healing numbers to "0".
3. Create a "Reinforcement" function that adds back HP's to units based on where they are:
- If at peace, units in friendly territory and neutral territory heal at standard game rates.
- If at war, units in friendly territory not adjacent to enemy units heal at normal rate. Units in neutral territory not adjacent to enemy units heal at half the neutral heal rate.
- Also, if at war, units in enemy territory not adjacent to enemy units can only heal if within a certain distance from friendly cities. Those distances are based on era, and certain military buildings in that city.
- Units adjacent to enemy units don't heal at all.
4. The Reinforcements distance limit for eras: As civs progress through the eras, their ability to project power and therefore supply would also increase. For example, in the Ancient era, they may be able to Reinforce units in enemy territory up to 10 hexes from a friendly city. In the Industrial era, they may Reinforce units 20 hexes away. If they had an Arsenal in that nearest city, maybe that limit raises to 22 hexes.
5. Certain buildings in the nearest city would add length to supply lines: Armory (+1? hexes), Aresenal (+2? hexes), Military Base (+3? hexes), Airport (+1? hexes). World Wonders like Alhambra, Himeji Castle, Red Fort, Kremlin, Pentagon; as well as National Wonders such as Heroic Epic and Palaces - should all contribute distance to supply lines, but at a pretty small rate so they don't become too OP (e.g. +2 each for World Wonders, and +1 each for National Wonder - only if these buildings are in the nearest city). May also want to limit buildings so that only the highest contributing building is counted - helps remove the problem of building obsolescence. If going this approach, Wonders numbers would probably be adjusted much higher.
6. Using the game's current supply system, if a civ didn't have too many units, all units in enemy territory not adjacent to an enemy unit and within the Reinforcement distance from the nearest city would heal (albeit at a fairly low rate). They would also be able to attack normally. If the civ had too many units/units out of supply, the excess number would introduce a random chance the unit in enemy territory would not heal or would not be able to attack. This chance of no healing/attacks would grow based on how many excess units the civ had.
7. Give all combat units the ability to heal from pillage. Or a healing from killing enemies. This would mitigate some of the crushing impact of Reinforcements (as described here) on long-distance invasions - and feels fairly historically accurate, at least until the late 20th century.
As with all mods that adjust the game's normal components - compatibility with other mods is always problematic. It is also possible to thoroughly screw up game balance due to interaction with other mods. The key workaround for this is to ensure this mod loads last, then hope for the best...
I'm not sure how to handle sea/coast hexes in calculating Reinforcement line limits. Also, I'm not sure if units in friendly territory when the civ has too many units - should they also be subject to a smaller random chance they may not be able to attack.
OK - those are my initial thoughts on a revamped supply system. What's good? What's bad? What should be added/dropped? And if you have any thoughts on what some of the "numbers" should be, i.e. number of units in supply formula, global production penalty, Reinforcement distances per era, buildings to help increase Reinforcement distances and by how much, etc. - please pass those along as well.
Thanks!
Sman
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