Howard Mahler
Since Civ 1
- Joined
- Dec 7, 2003
- Messages
- 619
As was discussed by Sulla and many others, one could have combat occur on a separate tactical map. In my opinion, if you want tactical combat in Civilization, this is the way to go.
I want to outline vaguely how this would work for those who do not understand what is being talked about. I will use as my rough model Heroes of Might and Magic III.
(One of my favorite games, which I have not played in a while so I am hazy on a few details. This is not, not a thread for discussing Heroes of Might and Magic III.)
There are armies, with a limited number of slots available.
For example, there might be seven slots for troops, plus one for a general.
Each slot that is not empty would contain some number of units of the same type.
For example, an army might have: 5 longbowmen in slot 1, 4 swordsmen in slot 2, 3 horseman in slot 3, slot 4 empty, 6 pikemen in slot 5, 4 swordsmen in slot 6, 4 longbowmen in slot 7. (There is a user interface to allow you to move troops between slots, splitting or recombining troops of similar type. Also one can transfer troops between armies or where appropriate combine two armies into one, or split one army into two.)
When an army moves into a hex occupied by an enemy army, combat is either autoresolved or it goes to the tactical map. (player's choice which one.)
How ever big a single strategic map hex is, a tactical hex is much, much smaller.
For example, the tactical map might be 10 hexes by 10 hexes or 15 by 15.
There would be several different tactical maps for each type of strategic map terrain.
There could be different terrain features in the different hexes of the tactical map.
Each army would start on one side of the map.
Each slot of each army would get a chance to move and attack. The order would be based on initiative or "speed" or whatever. (An important detail that would have to be worked out for Civ.) So slot 3 of one army might have the first option to act. It can act or wait. It may now be that slot 4 of the other army has the next highest initiative, and would get the next chance to act.
The slots that have waited get to act during the second portion of the round, however, now those with highest initiative go last (get to wait longest to act.)
Attacks can be melee or ranged. Line of sight can be included as to whether ranged attacks can be made. Ranges can be used, so that longer range attacks do less damage. Movement can depend on tactical map terrain. Certain tactical map hexes may be impassable.
After a round is completed either side may try to withdraw. If successful, then the other army gets parting shots at the withdrawing army. If neither side tries to withdraw, then combat continues for another round.
There would be a slot for a general, which can be empty. Generals would not directly fight, but rather would add their abilities to all units in their army. For example, a particular general might add 10% hit points to all of its units, while another added +2 speed on the tactical map to each of its units. (Details would need to be worked out.)
There would have to be a somewhat different system for attacking/defending cities.
(Heroes of M&M has a different but similar system for assaulting towns.)
For Civ. there would also need to be a somewhat different system for naval combat.
Under this system, units would not be promoted, since we want identical units in each slot. There might be some way to have a simple regular vs. veteran troop system.
Each civilization could be limited to a certain number of field armies and fleets. (The number would presumably depend on map size. The later versions of Heroes of Might and Magic removed this restriction.) Each city can have its garrison of defending troops which do not count against the number of field armies. Perhaps in addition each field army commanded by a (great) general would not count against the total.
The limited number of armies and the limited number of slots per army should aid the programming of the AI.
Clearly, any such change would have to very extensively play tested.
A separate group of play testers could concentrate on the tactical battles portion of the game, which in some sense is its own subgame.
It would be a lot of work to get this all to work well. However, other similar games have done so.
I suspect that just making this change to tactical maps would be almost as much work as the typical changes from one version of Civ to another.
I want to outline vaguely how this would work for those who do not understand what is being talked about. I will use as my rough model Heroes of Might and Magic III.
(One of my favorite games, which I have not played in a while so I am hazy on a few details. This is not, not a thread for discussing Heroes of Might and Magic III.)
There are armies, with a limited number of slots available.
For example, there might be seven slots for troops, plus one for a general.
Each slot that is not empty would contain some number of units of the same type.
For example, an army might have: 5 longbowmen in slot 1, 4 swordsmen in slot 2, 3 horseman in slot 3, slot 4 empty, 6 pikemen in slot 5, 4 swordsmen in slot 6, 4 longbowmen in slot 7. (There is a user interface to allow you to move troops between slots, splitting or recombining troops of similar type. Also one can transfer troops between armies or where appropriate combine two armies into one, or split one army into two.)
When an army moves into a hex occupied by an enemy army, combat is either autoresolved or it goes to the tactical map. (player's choice which one.)
How ever big a single strategic map hex is, a tactical hex is much, much smaller.
For example, the tactical map might be 10 hexes by 10 hexes or 15 by 15.
There would be several different tactical maps for each type of strategic map terrain.
There could be different terrain features in the different hexes of the tactical map.
Each army would start on one side of the map.
Each slot of each army would get a chance to move and attack. The order would be based on initiative or "speed" or whatever. (An important detail that would have to be worked out for Civ.) So slot 3 of one army might have the first option to act. It can act or wait. It may now be that slot 4 of the other army has the next highest initiative, and would get the next chance to act.
The slots that have waited get to act during the second portion of the round, however, now those with highest initiative go last (get to wait longest to act.)
Attacks can be melee or ranged. Line of sight can be included as to whether ranged attacks can be made. Ranges can be used, so that longer range attacks do less damage. Movement can depend on tactical map terrain. Certain tactical map hexes may be impassable.
After a round is completed either side may try to withdraw. If successful, then the other army gets parting shots at the withdrawing army. If neither side tries to withdraw, then combat continues for another round.
There would be a slot for a general, which can be empty. Generals would not directly fight, but rather would add their abilities to all units in their army. For example, a particular general might add 10% hit points to all of its units, while another added +2 speed on the tactical map to each of its units. (Details would need to be worked out.)
There would have to be a somewhat different system for attacking/defending cities.
(Heroes of M&M has a different but similar system for assaulting towns.)
For Civ. there would also need to be a somewhat different system for naval combat.
Under this system, units would not be promoted, since we want identical units in each slot. There might be some way to have a simple regular vs. veteran troop system.
Each civilization could be limited to a certain number of field armies and fleets. (The number would presumably depend on map size. The later versions of Heroes of Might and Magic removed this restriction.) Each city can have its garrison of defending troops which do not count against the number of field armies. Perhaps in addition each field army commanded by a (great) general would not count against the total.
The limited number of armies and the limited number of slots per army should aid the programming of the AI.
Clearly, any such change would have to very extensively play tested.
A separate group of play testers could concentrate on the tactical battles portion of the game, which in some sense is its own subgame.
It would be a lot of work to get this all to work well. However, other similar games have done so.
I suspect that just making this change to tactical maps would be almost as much work as the typical changes from one version of Civ to another.