Aegis said:Well, if you want to get technical, would it really take 25/50 years to replenish a unit?
Xia said:really? I got a completely different message![]()
probably the second oneChose said:if u re read both of them they mean that same thing to me.
or its just cuz i know what im trying to say......
Xen said:this is pish, IMO. units in civ respresent exactly that units; creating a unit is the same thing as commisioning a regiment, and as a regiment goes through its duty it looses troops and recovers them by re-inforcments and new recruits being dispatched to the front lines to join up with said regiment, and replace them to fighting stregth.
Fachy said:Not only that, but even if reinforcements costed resources, the new recruits CANNOT have the same bonuses the old ones had...
Fachy said:Not only that, but even if reinforcements costed resources, the new recruits CANNOT have the same bonuses the old ones had. A unit (or group of soldiers) which have been through 10 battles and gain alot of experience cannot be equal to the new "kids" who just joined them
If you're going through the "regular replacements" theory, which is bulsh, then even totally dead units should be replaced with new free recruits!
Alphidius said:1st part: If you keep insisting that the veterans who had "seen the elephants" can't be equal to the new "kids" who just joined them, did you consider that these veterans will grow old and die??? Realistic now huh? So evetually if your units don't keep fighting & winning, their experience & veteran status will be gone. How's that for realism??....
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sir_schwick said:When you commission troops, you use hammers and possibly population. However reinforcements take up neither. In effect you have cheated production and can create troops from resources that might not exist. All we are suggesting is eliminating this paradox.
Che Guava said:I would disagree with that. I would think that if the command structure and a core group os soldiers where left after a loss in battle, the experience, tradition, and skills would permeate into the new recruits.
frekk said:All I can say is, if you really want to aim for realism, then whatever you use to replenish units after a combat, must also form the cost of their regular maintenance (even in peacetime). Soldiers and equipment only last so long. So, unless you want to do that, and have units doing nothing cost hammers and population to maintain as well, you might as well abstract the whole thing because it's not anymore realistic to pay just for replenishing a unit after combat, but get replacements over time for free. Similarly one might argue that you should also have to make the same payment when moving in difficult terrain (mountain, swamp, jungle etc) to account for attrition. Personally I think unit maintenance costs in gold are abstracted and not altogether realistic, but for gameplay much easier to implement.