The Importance of (Required and Optional) Micromanaged Battle

acd

Chieftain
Joined
Apr 5, 2005
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62
Two reasons it is important to include micromanaged features to battle are realism and strategy.

As an overview, warefare in civ should have:
1) Zones of Control (the squares surrounding a combat unit) as it pertains to supply. If your army in the field cannot trace a path back to a friendly city uninterrupted by enemy ZOC, then its movement and combat are cut in half.

2) Battle formation, both offensive and defensive, should be the foundation to both the method of attack and the effects of the assault upon a given stack of enemy units.
The shape of the square or the hexagon is what should lay the ground plan for battle formation. Pertaining to Civ you have a front, the direction the units are focused, two flanks on either side, a center and/or rear. A player may choose formation for any stacked group of units.
Defensive:
A Stacked formation: Strongest defensive unit by unit defense. If a unit is destroyed, then the next unit faces combat.
B. Forward formation: Strongest defensive units receive an assault evenly accross their breadth. Strongest offensive units are withheld from combat until all best defensive units are destroyed.
C. Forward/Center: Same as B, but units occupying the center/rear make a counter offensive Forward during defensive combat.
D. Forward/Bombardment: Same as B, but archers and cannons can bombard attacking units.
E. Flanked Forward: Same B,C,D except the strongest defensive units are divided into three fronts.
F. Flanked Forward Right: Same as E, except the left flank is open.
G. Flanked Forward Left: Same as E, except the right flank is open.
H. Hedgehog: Same as B, except defensive units are evenly spread across forward, flanks, and rear.
I. Forward/Bombardment/Center - etc.
J. Phallanx - styled after the Greek defensive and offensive formation.
Offensive:
Same as above except formations are geared to counter defensive formations.
Any one stack of units would be limited to choosing an either defensive or offensive formation per turn.

3. A Unit Type Battle Determinant. Certain units should get an attack or defense modifier depending upon the type of unit they are engaged in battle with. For example, archer bombarment would be more effective against cavalry based units. Close assaults by archers against cavalry based units would be normal. Close assaults by cavalry based units against spearmen would be at a disadvantage and vice versa. Close assaults by cavalry based units against a Greek phallanx would be suicidal, etc.
 
Note: with regard to supply, armies carry a supply train with them, but if the turn is more than a few weeks to a month, tracing supply back to a city is necessary.
 
i agree with the second post, but not so sure about the first one. it would be too much to change
 
Not if the formation had a default setting that could be modified by user preferences.
 
I like the first and second suggestion. To maximize playablity, it might be best to limit the player to 5 or 6 formations, with many unavailable until technology arrives, and keep the only tactical choice after the battle starts to withdrawl.
 
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