@kaspergm That was sort of what I was getting at with my “roll Pikes etc into Melee”.
Civ doesn’t actually feel like a war game to me. It feels more like a skirmish game. I can’t help seeing my Melee or Cav unit as a single unit rather than as groups of soldiers. I guess a bit of it is not having supply lines, morale etc., and not having any control of men within each unit.[0] But part of it is also this RPS model and these units that are so distinct and disconnected.
I think having a core Melee unit you can sort of shape in different directions, and then having other units that support and augment those units (eg Cav, Ranged, Seige) would work. Promotions already let you do that a bit, but of course you don’t have a free hand with promotions because you need experience; and Policy Cards (eg Oligarchy) and GGs and GA play a role too, but it’s very limited.
If you got rid of AC as a “defensive unit”, you could probably give things like encampments, Walls, Forts etc. a more critical defensive role, and maybe give ranged even more of a defensive niche and reduce their offensive power without making them lame.
There is also maybe a role for the tech or civics tree to play more of a role or maybe have another layer of unit classes. eg you could maybe have Melee units buffed by unlocking gunpowder (even if they aren’t necessarily muskets) or give gunpowder units combat strength against non-gunpowder units. Just something to shake things up a bit.
I don’t know. I’m just finding the wargame aspects of the game very dull. Partly it’s that most of the land units that actually feel historical are kinda lame, so that’s a bore. Partly it’s that I also think that the game throws up many interesting tactical decisions (although it has its moments, and some of that is maybe more about the AI than game design).
I don’t really want to pick at the underlying combat mechanics. First, I’m not sure people on this forum really appreciate lots of spitballing. Second, I’m not sure I actually have better ideas. And third, you know, it is what it is. FXS have massively improved how combat works tactically from previous versions, so there’s a lot to be said for just optimising the current model rather than massively re-working mechanics.
I just wish Spearmen and Pikemen were more fun.
BTW, what is FXS thinking with AC? I find it weird AC are so rubbish at offensive wars - obviously so - but then they get the benefit of Oligarchy (just like Melee) and they benefit from Rams (just like Melee). They also benefit from GGs, but that’s everybody right?
BTW (again). Is it a bit odd every unit can fortify? That just seems like such an obvious way to differentiate units - those that can fortify and those that can’t. I mean, while we’re at it, I’m surprised none of the units have any unique tactical options - ie everyone can fortify, and that’s it. The only exception is Immortals that of course can Attack or Shoot, and some late game units (eg Recon).
Even more BTW, speaking of RPS, anyone notice that Naval, Aircraft and Religious Units don’t have a RPS structure? Religious units don’t even have unit upgrades! Naval combat is a real bore, but I don’t think that’s because of the game design but rather the AI. Dunno - one reason I like Naval is I like the units - two ranged and one Melee. It’s kinda cool.
Even more BTW (again). I assume Rams don’t work with Naval Melee now? Has anyone checked? That’s a small buff for Coastal Cities. I assume Naval Melee also still benefit from Oligarchy. I don’t know why, but I always liked the idea that they do.
[0] and I’m not saying Civ should have those elements necessarily, because man that could be a lot of micro.