rmill27 said:
Oh ok I think I get what you mean.. but in the end it comes down to number crunching anyways because its on a computer afterall lol.
The only way for true strategy to prevail would be for you to somehow take control of battles. This almost seems implementable.
Maybe, when you attack with a stack, you choose all the units you wish to attack with, and then enter a 'battle mode' of sorts. Would lengthen the game a bit for sure, but if they made the battles real fun (and quick to some extent), maybe it would be worth a look at. lol and maybe it would give everyone who's complained about spearman beating tank sweet revenge when they can finally run over a spearman personally with their tank.
I don't think you even need to get that detailed. Just add in the kind of stuff folks are talking about in XML -- IE: tanks invulnerable to melee units or +99% or something. Then the computer crunches the numbers and generally gets the right result. You could even add a "luck" roll in for that one-in-a-million chance that [low tech unit] beats [high tech unit]. I mean, Civ is a "macro" game, rather than a "micro" one (despite all the micromanagement) in terms of what it depicts, so I'm a lot less troubled if I know that the equation doesn't take that archer (or whatever) and boost his combat ability to the point where he's at the base level of, say, modern infantry when facing a tank or a gunship or somesuch.
Or you could add a "combat engineer" promotion which makes the unit capable of sabotaging the enemy (automatically takes off 10% power) and ups the chance of a successful "luck" roll, but only works against units that are +2 tech levels or something. Maybe not that specific mechanism, but I think you get the idea. What I'm saying is this kind of stuff can all be modeled and should be modeled. It can all be behind-the-scenes stuff, too. It doesn't even have to be player-controlled things. I just get the sense that right now the game doesn't see "archers" vs. "tanks", and only sees "Unit with base attack value of 3 modified up to 18.2" vs. "unit with base attack of 22 modified to 24" or something. There needs to be some consideration beyond that which reflects the tech differences -- though not necessarily something the player worries about.
linchpin said:
Anglo Zulu Wars (spears vs machinegun and rifle volley), Iraq-Iran wars (nothing but your body and a Qu'ran vs tanks and artillery), WWII, (eastern front, Russian "human wave" attacks) Satsuma Rebellion (sword vs rifle), Russian Japanese war (calvary vs machine gun)...
Enough said.
If you're tanks are going up against archers so often, maybe you need to move up the difficulty level?
First, in most of those cases -- especially the "human wave" eastern front attacks -- you're talking about large masses of troops, which I've already said I'd have a lot less of a problem with. But the game doesn't depict that. It depicts a single unit (whatever that unit's supposed to represent -- a platoon, regiment, army, whatever) vs. another single unit. It's not showing 50,000 screaming warriors bearing down on a single tank. Not in the abstract, not in the concrete. Not by any stretch of the imagination. If it DID, then it'd make a hell of a lot more sense. Sure a single tank can take out a platoon or even maybe a company of medieval troopers. Maybe even a regiment, depending on the circumstances. But the higher the numbers go, the more trouble the tank will have. And I'm cool with that. Just put it in the game, because right now you have to "just pretend" that that's what's happening.
Second, the difficulty level isn't the issue. It's the fact that the game is designed to allow this sort of thing. If I kick the difficulty level up to emperor, more likely I'LL be the one with the dramatically weaker units, and the AI will be steamrolling me -- as it should if I've fallen that far behind in tech and military production. Except, given how the game's set up, that won't necessarily happen. Kicking up the difficulty level as a solution is akin to saying "Just put your hands in front of your eyes and pretend your car doesn't have a busted tail light." The tail light is still busted, I just don't see it now. The problem hasn't been solved.
Pantastic said:
Please tell me exactly where the internal inconsistency in my argument is is; I'm not sure you even know what the term means. It is perfectly consistent for me to argue both that your proposed rules for tanks are absurdly unrealistic and that the game includes abstractions, neither position contradicts the other in any way. This is a grand strategic game, there's a lot of abstraction in the combat model, and trying to put in individual tactical actions would just be silly. I mean, you want some kind of notification that a given troop type used a particular weapon against another troop type or you don't believe it's in the game.
Like someome else has said, you can modify the XML files so that you can have invulnerable tanks such that one single tank can fight an entire continent filled with spearmen and archers without taking a single scratch.
I think I pretty well explained my own argument. You're claiming my asking for the game to be modeled such that the type of unit confrontation is taken into account (IE: armor vs. melee, flying units vs. melee) is somehow unrealistic (you still haven't really explained how, by the way -- is it unrealistic because I want this stuff modeled and doing so would somehow be practically infeasible, or is it unrealistic to expect certain types of units to beat others hands-down when there's no suggestion of any of the "spear beats tank" scenarios you've described in the game?), and yet it's perfectly acceptable to make up all sorts of scenarios which aren't actually happening and simply say "Oh, well, it's an abstraction" to explain away what are otherwise unrealistic results. To me, that's pretty internally inconsistent. My request is "absurdly unrealistic" because I want the game to model more true-to-life matchups between units, but yours is perfectly realistic because "it's an abstraction" of a lot of different far-fetched events which aren't even depicted or suggested in the game.
But, you're right, you can mod the XML files and that's what I intend to do (again, as I've said).