Akka said:
Of course a wall can be built at a strategic level.
What I said, is that most suggestion were treating the wall at a tactical level.
The suggestion of an impenetrable wall, or walls with hit points, are only relevant for battles moments. At the strategic scale, an unmanned wall is even less relevant than a river, and a manned wall is, like a trench, simply a fortification helping the ennemy to defend itself.
I disagree. The Maginot Line was very relevant to Germany's strategy in WWII; they went through the Low Countries instead. Its effect may only be in the battle, but whether and how you choose to attack are strategic considerations that are informed by the effectiveness of the defense.
Akka said:
All this can be perfectly emulated by a line of fortresses.
Barricades actually do just this
Barricades don't have a move cost, AFAIK, and barricades offer a defense bonus to whoever occupies it.
frankthe butler said:
.. I did really like the idea that a unit on the wall can defend the adjacent wall squares. that was great. i think it would be optimum if a fortress built right behind a wall (or on the same square as one, as the case may be in order for it to work out) should be able to defend the wall with the defensive bonus of the fort.
Giving a unit the ability to defend territory it does not occupy opens many cans of worms. It's also unrealistic. The ZOC that fortresses grant is sufficient for this.
frankthe butler said:
The problem with creating walls of fortresses only is simply that it's so intensive in manpower both to create such a barricade with workers, and also with units, it becomes impossible to work out. the player is better off using another strategy. no one ever does that and that's why. another problem with that model is that an invading force that takes out a fortress cannot be counter attacked lest they gain the defensive bonus of the fortress, so no point in the fortress chain can be weak in the slightest. each fortress has to be manned with lots of defensive units. it's simply impractical to a preposterous degree.
That's a feature, not a bug. The reason it's so expensive to create and man a wall of fortresses is because that makes you unassailable, which makes for a pretty lame game. My proposal for walls makes fortresses more useful, without neutering the attacker.
frankthe butler said:
on the subject of square spacing that i didn't respond to earlier. apatheist said he didn't know why i assumed a wall would take up an entire square. i think i did a bad job of describing what i wanted earlier.
When i said it would be good if walls were in between tiles, i didn't mean that to build a wall a worker would move to an in-between position and build a wall. he would move to a square that was supposed to be inside the territory of the wall, and build a wall at the utmost edge of the square, which might show up on the map as in between squares. it should be clear just from looking at it which is the outside and inside of the wall. the wall would only be at the edge of the square, or appear to be in between, and so it wouldn't look awkward for there to be a mine or irrigation on it as well. the wall would be very small on the map and whenever an enemy was in the process of crossing it, they would show up as in between squares. if ever you attack with artillery an enemy in the process of climbing a wall there would show up an additional red square where the invaders are crossing, in between the other squares. you could have your forces on the wall's base square, and the enemy in between, climbing it without cluttering the map too much. in this way, you can have a fort on the same square as the base square of the wall (the square the worker stood on when he built the wall at the edge of it). the fort could protect adjacent squares of the wall as if they had the same defensive bonus.
You realize that this is completely different from everything else in the game, right? For example:
1) No other improvement exists between tiles
2) No other improvement has directionality
3) No terrain ever takes more than 1 turn to cross
4) No unit can defend terrain it doesn't occupy; at best, it can take ZOC potshots.
And that's just off the top of my head.
frankthe butler said:
i think forts are underutilized in the game simply because it's so easy to ignore and go around them. that has not historically been the way forts affect war strategy. this system is a great way to remedy this.
Walls are a way to simulate the miserable lack of real strategic locations in civilization maps. There are few natural chokepoints like in the real world, like passes, valleys, etc. Other terrain isn't impossible to cross, it's just really hard. That doesn't exist in civilization because it merges the concepts of elevation, ruggedness, and steepness into flat land, hills, and mountains. That's why fortresses are under-used, not because they are too weak. Walls that obstruct without blocking are a way to ameliorate that in a realistic and historically accurate way. Walls that render the terrain completely impassible are bad realism and bad gameplay.
frankthe butler said:
i know there were lots of times when i didn't want to use a wall for defense, but rather just because there was one square in just the wrong place that made it really easy for the enemy to slide right through my territory, and putting one or two squares of wall would've slowed them down a ton. i haven't wanted it in every game, but i had wished to have it.
Er... why didn't you build a fortress there?
frankthe butler said:
Also, you guys, think of the realism it would create. when a city is about to be seiged and assaulted all the workers gather into it. using the city tile as the base tile, within a few turns, they could build a wall around the city. they should have something to do instead of just sitting there. walls shouldn't be built in the city production options.
Why not? They're walls around the city. They surround and defend the city. Maybe they're misnamed; maybe they should be called a "keep" or a "castle."
frankthe butler said:
here's an idea based on what i mentioned earlier as gates. i think gates should take longer to build and that not even a player who builds a wall can go through it unless sacrificing the unit (jumping to its death). a player can attack those on the outside of the wall through the wall only if there's a gate right there. the drawback i would reccommend is not only that it takes longer to turn a wall into a gate, but that any attacker that attacks a gate instead of the wall has to deal with only 50% of the units that are next to it, but not right behind it. in other words, you can bust through a gate without having to kill all the guys in the fort next to it. Also, with cities, they'd all need gates so that is the weak point, as has been hisorically the case.
And also, artillery can destroy the wall if no one is standing directly on it.
Why bother with all of that? Just assume that each segment of wall has a gate in it that is only passable to friendlies. I mean, each tile is like 100 miles wide. Nobody builds a wall that long without a few dozen gates in it. Building a gate is just part of building a wall. That's not to mention fortresses, which can also be passed.
frankthe butler said:
i think a good solution to the impregnable wall criticism would just be to make offensive units a little more powerful.
A little more powerful? The wall is still impenetrable. Besides, that would make the units more powerful in every non-fortress battle; you'd fix one imbalance by introducing another one. Either that, or you reduce the power of fortresses, but weren't you the one who was just saying that fortresses too much effort for too little gain?
frankthe butler said:
but still another, even better criticism would be what the developers would say in reply: that the system they're working out is not at all the same as civ 3, and that a tank will always kill a spearman. it's not based on probability the way you're imagining it.
Er... maybe you should re-read what I wrote. I never pitted a tank against a spearman.
You're all looking too much from the perspective of the defender, and not enough from the perspective of the attacker. With abilities like this, you'll end up with games where boundaries are carved in stone and immovable because it's just too hard to attack. Either that, or these fortifications are circumvented completely by attacking through other countries or by sea.
The goal should be for walls and fortresses to make it harder to attack, but not impossible. The goal with a wall is to slow down an attacker so you can gather your resources. The goal with a fortress is to stop your attacker. Different tools for different jobs.
I note that nobody has pointed out flaws in my suggestion. I also note that nobody has rebutted my analysis.