Is it just me, or does Civ4 need to transcend the simplistic stack-o-doom style of warfare? As it currently is, I have no way of, for example, fighting a WWI type of war. In WWI, each side did not just throw together SoD's and march to the other's cities. There were strategic fronts. There was strategic defense-in-depth.
I know that the motivation behind the SoD was so that the programming would be simpler and more easily grasped by the AI...but then again, checkers is easily programmable and easily grasped by AI as well. That doesn't make checkers a better game.
And as it currently stands, SoD warfare is basically the equivalent of Starcraft warfare. You put together a big SoD with some siege and cleanup troops, and hurl it at the enemy. Part of the problem is obviously siege, but siege wouldn't be so bad if the mechanics privileged the stack-o-doom in the first place. (The saving grace of Civ4 remains the complexity of the economy. Without this complexity, Civ4 really would be the TBS-equivalent of Starcraft).
*Zones of Control:
I don't think the answer is to implement hard zones-of-control like in Alpha Centauri.
Instead, I'd like to see a small amount of damage done to units that move through ZoC, depending on how many units are contributing to the ZoC and depending on the types of units (such as for every melee unit, 1*(strength ratio) hp damage per move through ZoC, for every archery, siege, mounted, gunpowder, and armored unit, 2*(strength ratio) hp damage per move through ZoC).
*Siege:
I'd like for siege to *potentially* damage all units in the attacked tile, but for the damage to depend on how many regular combat rounds it survives against the top defender (so if the catapult got killed off solely by a longbow's first strikes, the catapult would not get an opportunity to do any collateral), and I'd like for the collateral damage to be a lot less in general. As an alternative to this sort of head-on siege, I'd like there to also be a "mission" type of lesser bombardment (with a higher cap, such as 25%), just like how aircraft do damage. Siege should also be able to bombard units' fortification bonuses in the field (8% per turn for cats, 16% for trebs, etc.)
This would encourage the use of more "mini-stacks". These would be combined arms stacks, but with the incentive to be smaller and split up so that more counter-siege would be needed to do the same damage. Would it be impossible to program the AI to split its stacks into smaller combined-arms stacks once those stacks reached certain size ranges?
*More nuanced terrain/fortification dynamics:
I'd also like to see the defensive bonuses of forests, for example, to be decreased to +10%, but I'd like for the max fortification bonus to be adjustable based on the type of terrain (and the type of unit you are using--fortifying in forests would be more useful for melee than for archery units, and vice-versa for hills). (For example, fighting in a forest hurts you almost just as much as the attacker if you aren't fortified in the forest--the French found that out the painful way when trying to regroup and counter the Germans in the Ardennes during WWII). So here are the new bonuses I'd like to see:
Desert/Ice: no inherent defensive bonus, 10% max fortification bonus
Tundra/plains/grassland: no inherent defensive bonus, 25% max fortification bonus
Forest: +10% inherent, +50% max fortification bonus for melee, +40% max fortification bonus for archery, gunpowder, +60% max fortification bonus for trench units (in the Wolfshanze mod, this includes machine guns, anti-tank infantry, SAM infantry, and mobile SAM).
Hills: +20% inherent, +40% max fortification bonus for archery, gunpowder, +30% max fortification bonus for melee, +50% max fortification bonus for trench units.
Forts: extra 20% inherent, extra +20% max fortification bonus for melee, extra +30% max fortification bonus for archery and gunpowder, +40% max fortification bonus for trench units.
Cities: +25% inherent. Walls/castle/cultural defense % = max fortification bonus for all units that can fortify. This % can be bombarded down (units would gradually lose their fortification bonus down to zero). The 25% inherent bonus will always remain (you could still hide in the rubble).
Thus, there can be a situational advantage to defending from cities, except that...city bombardment should also have a small random chance of destroying a (non-wall, non-castle) building. So you might want to defend along a front out in the field if you can gather enough troops to do so. (And you may not want to defend a city and risk destruction of its infrastructure and architecture (just like how the French didn't want to defend from Paris and risk having all their beautiful buildings destroyed), but rather give it up and make a strategic retreat, defeat the enemy army in the field, and then swoop back to retake the city with minimal fighting.
So, to have the AI take advantage of this, program it to station more archery units on hills, more melee units in forests, having it occasionally use smaller stacks, have it concentrate those stacks to punch through fronts on a narrow span...even if the AI programming to take advantage of this tactical nuances was sub-optimal, I'd be more satisfied with this than the braindead SoD warfare that we have now.
I know that the motivation behind the SoD was so that the programming would be simpler and more easily grasped by the AI...but then again, checkers is easily programmable and easily grasped by AI as well. That doesn't make checkers a better game.
And as it currently stands, SoD warfare is basically the equivalent of Starcraft warfare. You put together a big SoD with some siege and cleanup troops, and hurl it at the enemy. Part of the problem is obviously siege, but siege wouldn't be so bad if the mechanics privileged the stack-o-doom in the first place. (The saving grace of Civ4 remains the complexity of the economy. Without this complexity, Civ4 really would be the TBS-equivalent of Starcraft).
*Zones of Control:
I don't think the answer is to implement hard zones-of-control like in Alpha Centauri.
Instead, I'd like to see a small amount of damage done to units that move through ZoC, depending on how many units are contributing to the ZoC and depending on the types of units (such as for every melee unit, 1*(strength ratio) hp damage per move through ZoC, for every archery, siege, mounted, gunpowder, and armored unit, 2*(strength ratio) hp damage per move through ZoC).
*Siege:
I'd like for siege to *potentially* damage all units in the attacked tile, but for the damage to depend on how many regular combat rounds it survives against the top defender (so if the catapult got killed off solely by a longbow's first strikes, the catapult would not get an opportunity to do any collateral), and I'd like for the collateral damage to be a lot less in general. As an alternative to this sort of head-on siege, I'd like there to also be a "mission" type of lesser bombardment (with a higher cap, such as 25%), just like how aircraft do damage. Siege should also be able to bombard units' fortification bonuses in the field (8% per turn for cats, 16% for trebs, etc.)
This would encourage the use of more "mini-stacks". These would be combined arms stacks, but with the incentive to be smaller and split up so that more counter-siege would be needed to do the same damage. Would it be impossible to program the AI to split its stacks into smaller combined-arms stacks once those stacks reached certain size ranges?
*More nuanced terrain/fortification dynamics:
I'd also like to see the defensive bonuses of forests, for example, to be decreased to +10%, but I'd like for the max fortification bonus to be adjustable based on the type of terrain (and the type of unit you are using--fortifying in forests would be more useful for melee than for archery units, and vice-versa for hills). (For example, fighting in a forest hurts you almost just as much as the attacker if you aren't fortified in the forest--the French found that out the painful way when trying to regroup and counter the Germans in the Ardennes during WWII). So here are the new bonuses I'd like to see:
Desert/Ice: no inherent defensive bonus, 10% max fortification bonus
Tundra/plains/grassland: no inherent defensive bonus, 25% max fortification bonus
Forest: +10% inherent, +50% max fortification bonus for melee, +40% max fortification bonus for archery, gunpowder, +60% max fortification bonus for trench units (in the Wolfshanze mod, this includes machine guns, anti-tank infantry, SAM infantry, and mobile SAM).
Hills: +20% inherent, +40% max fortification bonus for archery, gunpowder, +30% max fortification bonus for melee, +50% max fortification bonus for trench units.
Forts: extra 20% inherent, extra +20% max fortification bonus for melee, extra +30% max fortification bonus for archery and gunpowder, +40% max fortification bonus for trench units.
Cities: +25% inherent. Walls/castle/cultural defense % = max fortification bonus for all units that can fortify. This % can be bombarded down (units would gradually lose their fortification bonus down to zero). The 25% inherent bonus will always remain (you could still hide in the rubble).
Thus, there can be a situational advantage to defending from cities, except that...city bombardment should also have a small random chance of destroying a (non-wall, non-castle) building. So you might want to defend along a front out in the field if you can gather enough troops to do so. (And you may not want to defend a city and risk destruction of its infrastructure and architecture (just like how the French didn't want to defend from Paris and risk having all their beautiful buildings destroyed), but rather give it up and make a strategic retreat, defeat the enemy army in the field, and then swoop back to retake the city with minimal fighting.
So, to have the AI take advantage of this, program it to station more archery units on hills, more melee units in forests, having it occasionally use smaller stacks, have it concentrate those stacks to punch through fronts on a narrow span...even if the AI programming to take advantage of this tactical nuances was sub-optimal, I'd be more satisfied with this than the braindead SoD warfare that we have now.