So...war seems to suck.

you just don't take into account that it's just graphical!
Do you think a city is defended by 3 archers?
They represent a whole army!

And war isn't science, you just can lose even without any enemy, just think the officer in the tank getting mad at his driver and shooting him...
Ever heard of friendly fire (american specialty)?
Your tank can be caught in a trap, set of by those thousand people that culture binds to their nation.
Your tank can fire at will anywhere and be out of ammo, before getting assaulted by warriors with clubs...
No battle is a sure win.

However, with enough units, you get what your strategy deserves. I think it's fair.
 
That's what I'm getting at, basically. Unless you can send so many troops at once that the tank simply cannot kill them all and they manage to somehow immobilize the thing, melee units ain't gonna be beating tanks. If you want to give certain units some sort of ability to fight armor, great. Give 'em a unit promotion for "Anti-armor" which equips them with light anti-tank weapons or something. Or allow the creation of some kind of terrain or city improvement that acts as a static defense (tank traps, punji sticks for infantry, whatever).

I've got no problem if the game is set up so that you can actually create scenarios where weaker-tech units can somehow beat a better-tech unit. But you have to admit it's pretty damn ridiculous to see an attack chopper being damaged by a bunch of pikemen poking at it. If it's wear and tear that's being modeled, lack of supply lines, running out of fuel, whatever, great. Just show it in the game. don't make me have to invent an explanation for why the game isn't REALLY screwed up and only just LOOKS that way.
 
cabert said:
you just don't take into account that it's just graphical!
Do you think a city is defended by 3 archers?
They represent a whole army!

And war isn't science, you just can lose even without any enemy, just think the officer in the tank getting mad at his driver and shooting him...
Ever heard of friendly fire (american specialty)?
Your tank can be caught in a trap, set of by those thousand people that culture binds to their nation.
Your tank can fire at will anywhere and be out of ammo, before getting assaulted by warriors with clubs...
No battle is a sure win.

However, with enough units, you get what your strategy deserves. I think it's fair.

By that same logic, isn't the tank a graphical representation of an entire ARMY of tanks? This only makes the scenario more ridiculous. How does a whole ARMY of tanks get beaten even by an ARMY of archers? And friendly fire? Ok, fine, if it's friendly fire, SHOW ME. Model that into the game. That'd be a neat addition or optional rule.

Basically, don't make me fill in the blanks in some effort to defend the game's flaws. Or admit that it's pure number crunching and the numbers fail to take into account something that's pretty important.

And I get that it's "just a video game" and it's "Not supposed to be a war sim." But in a game that so rewards and relies on warfare, why of all things would issues like this be ignored? I don't expect 100% realism. I can accept that some in-game conventions are contrivances designed to make the game more playable. But this ain't one of 'em.

Like, for example, I understand that "hammers" as a representation of production capacity is a gross oversimplification of otherwise extremely complex variables. I recognize, therefore, the need to "dumb it down" in order to make the game playable and fun. But that's largely because (a) it makes for EXTREMELY complicated coding to accurately model production capacity, and (b) the audience generally won't appreciate the extra effort.

But with this issue, are you telling me you'd find it LESS fun to win fights in ways that make sense? It'd be LESS fun to have some kind of variable introduced for wide-ranging tech differences? Or for, say, armored units to have an inherent capability like "immune to melee units" or "immune to non-gunpowder based infantry" or something?

It's not like this stuff can't be coded in. They already put things like this in. "Immune to first strikes." "+50% vs. archery units." And so on and so forth. Why would making certain that this situation CAN'T happen be a bad thing?

Or is it that people so often find themselves on the bad end of this equation that they want to preserve that slim chance for success?
 
cabert said:
it's a turn based strategy game!

you want a role playing game? buy one!

Question: where from my post did you get that I wanted to play a role playing game? I LIKE turn based strategy games. I just want them to work accurately and to be reasonably realistic. Not to a point where the minutia overwhelms the fun, but to a point where, ya know, a guy with a pointed stick can't beat a fully armored metal juggernaut that can hurl explosive projectiles up to 800m.

Why are so many people resistant to this idea? I honestly don't get it. Of all the things people would seek to defend about this game, why THIS issue?
 
I had a similiar experience with my carefully cultivated almost level 5 Gunship get knocked down to a whopping 3 HP from a Cannon. I haven't had an instance of Spear vs Tank, but the image of seeing an Apache get clobbered by a cannonball was quite amusing...after my incredulous expression passed.

On my recent campaign of crushing Monty, I just barely weathered his SoD of Cavs and Rifle with Marines, Tanks and about 5 Explorer Medics. The Spanish Airforce managed to save the day, but not by much.

I've always been Artillery minded - perhaps the amount of colat damage done has saved me from the longbow vs tank scenario.

However, I do miss the firepower idea from Civ 2.
 
You fail to see one fact : it's not 3 pikemen against one tank, randomly spread across the screen for a 10 seconds fight.
It's an army of pikemen, in a 50 square miles city, fighting an army of tanks (with the supply lines, and all those), for years.
 
I think it is not addressed because the game would breakdown. There would be no more space race, really. No more cultural victores, really. All you've gotta do is get a few strategic military techs and you run the show. It would all hinge on getting the next military tech (I've got guns, you've got clubs, I always win). That thakes 3/4 of the game away. So yes, it is incredulus to see a longbowman taking out an Apache Longbow helicopter, consider the alternative: Civ 4 = war.
 
cabert said:
You fail to see one fact : it's not 3 pikemen against one tank, randomly spread across the screen for a 10 seconds fight.
It's an army of pikemen, in a 50 square miles city, fighting an army of tanks (with the supply lines, and all those), for years.

Which, as I said, only makes the whole scenario all the more ludicrous. An ARMY of guys with sharp sticks, fighting for YEARS against an ARMY of armored, metal beasts who spit explosive projectiles up to 800m. And the guys with the sharp sticks win. And this is a good thing? You still haven't explained why you're defending this.
 
They're not going to add an "I WIN" button to the regular gameplay, you can go into the worldbuilder and give yourself an automatic win if you get to tanks that much faster than others if that's what you want. Honestly, if you can't roll over a longbow-equipped civ with modern units, then you really, really need to learn how to fight in civ before trying harder difficulty levels.
 
Fetch said:
I think it is not addressed because the game would breakdown. There would be no more space race, really. No more cultural victores, really. All you've gotta do is get a few strategic military techs and you run the show. It would all hinge on getting the next military tech (I've got guns, you've got clubs, I always win). That thakes 3/4 of the game away. So yes, it is incredulus to see a longbowman taking out an Apache Longbow helicopter, consider the alternative: Civ 4 = war.

Ah, now THIS is a valid point. Although I do think that it could be countered with research into military tech yourself. Obviously, the military tech divide doesn't occur overnight. It's not like either you or the AI ends up with tanks vs. spears by turn 10.

What this might do is require a more balanced approach to strategizing, like, for example, you can't JUST culture-bomb or else your cities get steamrolled by higher-powered military techs. But I think the Civ games have been leaning towards a more generalized strategy being rewarded for a while, actually. By penalizing the "all or nothing" approach to victory (IE: pure military focus, pure cultural focus, pure space race focus), you make the game a lot more complex and interesting, to my way of thinking. That's not to say that you remove those victory conditions altogether, just that you make it really disadvantageous to focus exclusively on one method of winning over all others.

IE: "All I do is develop science techs to beeline to space. I maintain a minimal army, and spend far less time on military techs or cultural techs." In that situation, the person should be vulnerable to military and cultural loss, just as a pure focus on military would lead to cultural or scientific loss.
 
Pantastic said:
They're not going to add an "I WIN" button to the regular gameplay, you can go into the worldbuilder and give yourself an automatic win if you get to tanks that much faster than others if that's what you want. Honestly, if you can't roll over a longbow-equipped civ with modern units, then you really, really need to learn how to fight in civ before trying harder difficulty levels.

Who asked for an "I win" button? That's not what I want. I can almost always take the city in question because I attack in force and use combined arms. I bomb the city, attack the units with carrier-based fighters to weaken them, drop the cultural defenses to zero, and then roll the tanks in. What I'm saying, however, is that the mere possibility of longbows beating tanks in ANY scenario that does not actually depict things like tank traps or overwhelming numbers of longbowmen up against small numbers of tanks, the tank should win. Period.

At this point, it ain't about my strategy or warmaking approach. I'm talking purely about the game mechanics and the fact that the scenario can happen. Why should cultural defenses even help out the longbowmen? I mean, at a certain point, this just becomes flat out silly. And if the AI fell so far behind in techs that they're fielding medieval units against my modern units -- or vice versa -- the guy on the weak end of that equation SHOULD lose, regardless of cultural defenses or terrain bonuses (unless you're modeling that tanks are weaker, say, in forrests, which would be true and would make sense).

Basically, all I ask for is that the game realistically model the matchups between units. Attack choppers should obliterate melee units. Period. At a certain point, the tech divide should really count for something.

And I say again to those defending the game as-is: why do you defend this? I honestly want to know. So far I've seen one argument that actually made sense (IE: the tech divide leading to a "beeline to military techs" problem). That's a legitimate point. But aside from that, all I've seen people say is "This is the way the game is. If you don't like it you clearly suck or should play another game." That's not really an argument in defense of WHY the game should stay exactly as it is on this issue.
 
read up on the Boer Wars ~ africans w/spears v. English army

http://en.wikipedia.org/wiki/Boer_war

but, at some point, i think i agree with your logic. Particularly, there's no denying that "at a certain point, the tech divide should really count for something."

edit: even the "beeline mil strat" argument doesn't work b/c w/o the techs to increase your research and commerce rates, how many military techs would you research before you'd be looking at 30 or 40 turns per tech
 
Um.....nooooo, the Boer War, as the name suggests, was fought between the Boers (the Dutch inhabitants of South Africa) and the British. The Boers were perhaps not as industrialized as the British, but they definitely were using firearms. In fact, they'd actually worked with the British in some cases during the Anglo-Zulu wars which is what I think you're thinking of. That particular conflict gets into the issue I pointed out about massed infantry and the type of target.

Obviously 5000 spear-wielding troops vs. 500 rifle-armed troops is going to be a more even match than 5000 spear-wielding troops vs. an armored brigade. First, it's much larger numbers involved, and second, you're dealing with soft targets. Even if the rifleman can kill the spearman from far away, the spear CAN actually hurt the rifleman if he gets in close enough to use it. A spear cannot, however, hurt a tank unless by some ridiculous stroke of luck you managed to plug the barrel Bugs Bunny style.

And if we're dealing with numbers overwhelming the enemy, that's great, but let's actually put that into play in the game. What happens in the game is all single unit vs. single unit. And sometimes it's just plain silly (IE: pikemen vs. helicopters and the helicopters even taking damage).

I'm not asking for all chance of success to be removed, I'm saying if you're going to include a chance for success, it has to be something realistic that's consciously modelled into the game. IE: mechanical breakdown, catching the mechanized units unmanned and killing the crew, tank traps, lucky shot (Bugs Bunny or the lucky musketman who puts a round into the air intake on the chopper). Just make it obvious that that's what's happening, and the rest of the time let things play out as you'd expect.
 
It's simple, and several of us have already said it - what you want is absurdly unrealistic. Your main objection to the current way the game works seems to be that it's abstract. Fortification and terrain bonuses include setting up ambushes, traps (yes, including tank traps), concentration of force, shooting the crew when they get out to replace a thrown track, attacking weaker units like the supply trucks needed for tanks to run, etc. If you hate abstraction, a game covering 6000 years in a less than a day of game time is probably not the best choice for you.

As I pointed out before, Mussolini would have really liked for his tanks and planes to be able to destroy spearmen with no losses, but the real world doesn't work that way as he found out in Ethiopia. You apparently believe that tanks (especially WW2 era tanks, since you're not on modern armor) are completely invulnerable to molotov cocktails (or greek fire), never break down forcing the crew to get out and repair them, are supplied by trucks that are also completely invulnerable to any kind of attack, have crews that lead a monklike existence locked into the tanks, and always detect any traps set for them.

And yet you say that OTHER people haven't offered an argument that makes sense?
 
Pantastic said:
It's simple, and several of us have already said it - what you want is absurdly unrealistic. Your main objection to the current way the game works seems to be that it's abstract. Fortification and terrain bonuses include setting up ambushes, traps (yes, including tank traps), concentration of force, shooting the crew when they get out to replace a thrown track, attacking weaker units like the supply trucks needed for tanks to run, etc. If you hate abstraction, a game covering 6000 years in a less than a day of game time is probably not the best choice for you.

As I pointed out before, Mussolini would have really liked for his tanks and planes to be able to destroy spearmen with no losses, but the real world doesn't work that way as he found out in Ethiopia. You apparently believe that tanks (especially WW2 era tanks, since you're not on modern armor) are completely invulnerable to molotov cocktails (or greek fire), never break down forcing the crew to get out and repair them, are supplied by trucks that are also completely invulnerable to any kind of attack, have crews that lead a monklike existence locked into the tanks, and always detect any traps set for them.

And yet you say that OTHER people haven't offered an argument that makes sense?

And you've misread and misstated my argument. Moreover, your own argument is internally inconsistent. You say that what I ask for is absurdly unrealistic and yet you make the argument that we are to imagine that tanks are breaking down, crews are being killed in their sleep, molotov cocktails are being thrown at tanks, defensive fortifications are destroying troops, ambushes are occurring, etc., etc., etc. when NONE of this is depicted or even SUGGESTED in the game.

You are, quite simply, grasping at straws to defend a flaw in the game. You'll note that I said a flaw IN the game, not that the game ITSELF is flawed beyond repair. I quite enjoy the game, even with what I perceive to be a rather glaring oversight. I enjoyed Civ 1 even though it was either a heads-or-tails victory-or-loss system with respect to combat. I enjoyed Civ 2 and Civ 3, even though you could apparently cruise around a continent indefinitely when railroads were in place, without regard to fuel. I still enjoy Civ 4 even though the old problem of "spearman vs. tank" exists.

But the game IS flawed in its depiction of combat between drastically differently powered units. It's a straight up numbers calculation that doesn't take into account this disparity between techs, nor does it take into account the type of specific unit in question (IE: soft target vs. hard target, flying target vs. grounded target, etc.).

You claim what I want is unrealistic. Do you mean unrealistic in terms of what the devs can code? If so, I disagree. Units and structures already can be immune to first strikes, vulnerable to gunpowder units, or given bonuses vs. certain types of units (archers, melee, gunpowder, etc.). Clearly, they CAN code in things like this. They just haven't.

If you're saying that the types of outcomes I'm looking for are unrealistic, again, I say you have either misread or misunderstood my argument, or simply focused on one particular aspect with which you disagreed while ignoring the rest of what I said.

Go back and re-read my posts if you're unclear.

You'll note that I said MULTIPLE TIMES that I've got no problem with abstraction for certain things. Obviously, I don't expect full, complex economic models, or the ability to control a battle in real-time. However, other things CAN be added to this game which would not make it unmanageably more concrete.

You want to be able to cut supply lines? Great! I think that'd be a lot of fun. It'd make warfare a lot harder than simply walking your army up to the enemy cities and attacking. It'd also allow you to use guerilla or raider units who cut off enemy supplies.

You want to say "Oh, it's the tank trap that got 'em"? Okey dokey, include an animation that shows the tank falling victim to the tank trap. Or allow cities to build generic "city defenses" in addition to the usual walls and castles, which maybe look like little dry moats around the city with big pointed timbers poking out of them or something.

You want to say "Ah, they got 'em with the molotov cocktail!" ok, fine. Give an early unit advancement of "fire unit" which permits a unit to attack another with fire as an additional first strike -- and then make a corresponding defense like "Fire resistance" as a promotion as well. You can add all sorts of things like that and make the game a bit more complex and interesting.

You want mechanical breakdowns? No problem. Include a random roll to check for a mechanical breakdown that lowers the unit's health each turn that it's in enemy territory. Or connect this with the supply lines system and have that breakdown chance increase the further your supply lines get stretched.


All of this stuff can be added and it sounds like your resistance to it is either just a knee-jerk "I don't like it because it's different" or "I don't like it because you're challenging the game I love" response, or that you think this would all be unmanageably more complex for players. If you're worried about increasing complexity, let me refer you back to Civ 1 and compare it to Civ 4. Players can deal with increased complexity. Some of them even >gasp!< LIKE it!

As I said, I'm fine with abstractions. I just don't see the need to totally exclude certain calculations when they CAN be added or at least sure seem like they can be added. I don't see that I'm asking for anything that's SO realistic as to make the game unmanageable to play, especially since it would make the whole "bad luck" roll where you DO get your tank taken out by a spearman a lot more palettable, since it wouldn't just seem like poorly considered number crunching and it wouldn't require people to make up excuses for why -- no no -- it really IS all realistic and makes sense, you just have to kinda squint hard and wave your hands and pretend it was all a dream or something.


Now as far as other folks making arguments, if there's something like "It can't be coded" or "it'd take way too much work to code" or "it'd totally unbalance the game in a way you haven't thought about", hey, I'm happy to listen. But most of the stuff I've heard is "I like it better this way" or "suck it up n00b" or "You just have to pretend." None of which seem to really defend the system itself.
 
While I told you I don't really disagree with the "unrealistic" results, I think that you can so easily fix it yourself (if it annoys you so much) that there is no reason to wait for the developers to do it. You can just enter the units XML file and add some +500% modifiers where you think appropriate - the mechanics are there, you can just use them. That way, for example, no gunship would be possible to be hurt by a pikeman/swordsman/maceman, etc.

The only aspect of the gameplay that you can't change through this method is the bombardment/collateral suicide, plus the naval units inefficiencies.

PS. I have been many times tempted to add a +25% vs Cavalries modifier in Infantries. I really can't understand why a modifier that existed for rifles disappears for the "upgraded" version.
 
I actually haven't edited any XML stuff in the past, so I have no idea if it's difficult or not to do. If it isn't, I may just go and do that. I would, however, like to see the developers address this kind of stuff by adding somewhat more complex systems and calculations to include things like mechanical breakdowns or black markets and such. Mostly because I think they'd add some really interesting and more realistic aspects to gameplay. Obviously you create systems to counter this, but I do think it could be fun to include.

I'll give the XML thing a shot and see how it goes.
 
if your tank is stuck in narrow streets and unable to maneuver, it would be concievable for a spearman to be able to jump on, open the hatch, and stick the crew. stranger things have happened. however it's absolutely correct that an armored division would win 100% of the time hands down vs an army of swordsmen. and aincient melee units certainly should get -100% vs gunships.
 
Possible? Yes. Unlikely? Very. Especially if the tank is backed up with infantry, the hatch is closed and locked, or the tank crew has sidearms (which most do). I can come up with all manner of ridiculous but possible events that'd lead to [insert high tech unit] being defeated by [insert low tech unit], but the game isn't really showing those. To the extent that it is, it should be a really really miniscule chance.

Anyway, I'm thinking at this point the XML thing is the best thing to try. Assuming I can figure it out, I'll just mod the game's units to more accurately reflect real-life confrontations. We'll see how it plays out (assuming I can actually do it).
 
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