Warfare Mechanics

I think that this works in Civ5 is a consequence, or rather a necessity resulting from 1UPT.
 
I dont really see how it would fail in civ4.

And I guess I should be satisfied Leoreth disagreed with only one topic.
 
My point is that there are less units overall in Civ5 so it is sensible to design a combat system where it takes longer to completely destroy a single unit. On the other hand there are more units in Civ4, so individual combat needs to be more decisive.
 
I think that this works in Civ5 is a consequence, or rather a necessity resulting from 1UPT.

There are some advantages to units not dying in every combat even without 1UPT. It does seem to open up more options in combat such as hit-and-run warfare against larger stacks (attack, withdraw and then run away) or engaging the enemy non-decisively as some kind of fighting retreat.

That being said, CIV is an Empire-building game, not a combat one and I'm not sure more complex combat is needed. I imagine it would also be a nightmare to teach the AI.

EDIT:
My point is that there are less units overall in Civ5 so it is sensible to design a combat system where it takes longer to completely destroy a single unit. On the other hand there are more units in Civ4, so individual combat needs to be more decisive.

I didn't think about this and that's another mark against the idea. Maybe making units more expensive could solve this? But then it starts to look like a complete overhaul that's perhaps not really needed.
 
My point is that there are less units overall in Civ5 so it is sensible to design a combat system where it takes longer to completely destroy a single unit. On the other hand there are more units in Civ4, so individual combat needs to be more decisive.

I understand it would make some combat situation indecisive, and that would not necesarry be a bad thing because now every combat is total victory or total defeat.

Giving 50% withdraw chance to every units would only make attacking more preferred because units would have a reasonable chance to survive if failed, high exp units could have some other promotions than strenght, city raider and +25% bonus against certain units and to encourage attach GG into an unit because now they can be ridicilously easily be killed in situations they should win.

I dont see how this would make combat any longer because succesfull defender can easily destroy low str units, but this would allow more strategies and tactics to be used. Less reloads and less frustration as well.
 
I didn't think about this and that's another mark against the idea. Maybe making units more expensive could solve this? But then it starts to look like a complete overhaul that's perhaps not really needed.
I don't know, I think high unit costs are one of the major downsides of Civ5.
 
I don't know, I think high unit costs are one of the major downsides of Civ5.

Problem that in civ4 unit cost is really low. Only time you notice it is when you invade and you need to click research a bit lower. It would make a lot of sense if unit maintenance cost would be higher and inflation lower. Then you would need to plan more of your economy (peace vs. war) and buildings (units or buildings) strategy and not to simply hammer more weapons all the time.
 
Oh, I was talking about production cost.
 
I have a new batch of promos to suggest.
I have no idea if they're possible RAW or if they'll need to be specially coded but I'm throwing them out there anyway.
The proposed Cavalry nerfs had me thinking there could be more elegant ways to stop units without making them useless altogether.

Unhorse
Melee/Gunpowder only Promo, Requires Formation, move Formation req. to Combat 1
-Remove withdrawal chance from a Mounted attacker while defending.
(Mounted specified, otherwise, this would be an amazing Siege killer)

Quartermaster
(Replaces March)
-Units that share your tile recover 10% health per turn. Stacks with additional Quartermasters to an upper limit of 30%.
(If all the changes to defense are coming true, we will need to help offense maintain some momentum)

Stampede
Mounted only Promo, Requires Combat 4, Flanking 3 OR Combat 2 + Flanking 1
-Same as Mongol UP effect
(this promotion will encourage keeping your mounted units alive as an elite force.
Having a multitude of this around to trigger the Mongol UP will be a great benny for those who seek to work towards this)

Unrelated to promotions but I really think there's a lot of busywork that needs to be cut out out of unit micro, particularly in the late game.
What I'm proposing is that Harbors act like Airports with Naval Units.
For you simulationists, this eliminates the unbelievability of a Caravel taking some fifty years to circumnavigate,
and for those concerned about game balance, you wouldn't be able to circumnavigate with this as it doesn't reveal the map space in between anyway.
"Sealifting" units carrying Cargo will be unlocked at Drydock.
 
Unrelated to promotions but I really think there's a lot of busywork that needs to be cut out out of unit micro, particularly in the late game.
What I'm proposing is that Harbors act like Airports with Naval Units.
For you simulationists, this eliminates the unbelievability of a Caravel taking some fifty years to circumnavigate,
and for those concerned about game balance, you wouldn't be able to circumnavigate with this as it doesn't reveal the map space in between anyway.
"Sealifting" units carrying Cargo will be unlocked at Drydock.
I've thought about this as well.
 
I was thinking about the use of SoDs. What if every unit in the game made a little collateral damage (say 2-4%)? You would then probably divide up your units along a frontier.

Walls and castles could then partly or fully mitigate this effect.

But I am not creative enough to imagine what this would lead to.

Regarding harbor suggestion. Since units can board transports, would this mean that you could send units across the globe? Sounds cool! Edit: Pays off to read everything! :)
 
I was thinking about the use of SoDs. What if every unit in the game made a little collateral damage (say 2-4%)? You would then probably divide up your units along a frontier.

Walls and castles could then partly or fully mitigate this effect.

But I am not creative enough to imagine what this would lead to.

Regarding harbor suggestion. Since units can board transports, would this mean that you could send units across the globe? Sounds cool!

Unrelated to promotions but I really think there's a lot of busywork that needs to be cut out out of unit micro, particularly in the late game.
What I'm proposing is that Harbors act like Airports with Naval Units.
For you simulationists, this eliminates the unbelievability of a Caravel taking some fifty years to circumnavigate,
and for those concerned about game balance, you wouldn't be able to circumnavigate with this as it doesn't reveal the map space in between anyway.
"Sealifting" units carrying Cargo will be unlocked at Drydock.

:rolleyes:

I should clarify with Quartermaster that it functions as Medic + March, so it heals a stack as it moves.
 
:rolleyes:

I should clarify with Quartermaster that it functions as Medic + March, so it heals a stack as it moves.

Lighthouses would be better fitting IMHO since they represent (in this mod at least) more extensive naval infrastructure. Great idea!
 
I dunno, I quite like harbors because at the moment unless you have a starving waste of a town there's not a great deal of reasons to build harbors.

Assuming you know that lighthouse and harbour effects in this mod are reversed, that's a quite uncommon idea.
 
Assuming you know that lighthouse and harbour effects in this mod are reversed, that's a quite uncommon idea.

Really? I should clarify I'm not great at Civ, but even then the only effect I ever see of building harbours is the ability to work more kind of useless sea tiles... not really useful unless there is literally a town doing nothing but being tiny and useless or somewhere with big coin modifiers.
 
Really? I should clarify I'm not great at Civ, but even then the only effect I ever see of building harbours is the ability to work more kind of useless sea tiles... not really useful unless there is literally a town doing nothing but being tiny and useless or somewhere with big coin modifiers.

You don't build harbors to work regular sea tiles, you build it for additional food on seafood tiles. Food is king in Civ4, and +1 food on all seafood tiles is a big deal.
 
To be honest current sea is pretty useless terrain. +2 food and +2 commerce is really nothing.
 
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