What about attrition in enemy nations.

Dearmad

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Aug 18, 2001
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Seems like attrition of your troops occupying enemy tyerritory ought to happen. It could also be a nice "upgrade" to your units that Firaxis could put in, like "Unit can forage."

This way if the AI is hanging out in your territory without declaring war, it should have severe attrition... unless maybe that unit has special attributes... like spies, or gaurilla (sp), or insurgent, etc...

Also techs could affect this, so you could develop logistics, while to protect yourself maybe a tech could be: "Scorched earth," or something, I dunno.

Just a thought to simulate supply without it becoming ridiculous MM.
 
How would an unit exactly take attrition? Lose a whole soldier? That seems a little costly, if they only have three soldiers total in an unit. Attrition is a good idea, but what would the penalty be?

P.S. An unit doesn't sound right, but since u is a vowel, wouldn't you use an? Sorry if I'm wrong.
 
Sounds good it takes the not able to heal in enemy territory a bit further and represents supply, but my problem is would it be immediate or what, because I would get annoyed loseing have my troops on the first turn when I am invadeing. Also what about different terrian like tundra or mountains ect.

An idea would be, after five or so turns you would lose hit point(or a guy would die now as they are shown instead of hit points) or in say tundra you lose a hit point after two or three turns and the rest of the terrain would vary. Also if you moved around it would average all those tiles together.
 
If your in a state of war this could be workable. An army does move on its stomach. I suppose factors like how far the troops are away from their border and terrain type would come into play.


--side note--

As for "an unit" I don't think thats correct. I think that rule has exceptions. The long U is actually spoken with a Y consonant sound. If you spell it phonetically its like "Yoonit". A short U would sound better. "An umpire" uses the short U and is spoken as a traditional vowel. The letter H would have that exception in reverse. In "An honorable man", the H is silent.
 
I like the idea of Attrition damage, but I dont think it would work with the new health system of 3 troops per unit. In the Civ III health bar system it would be more effective.
Coming at it form the opposite viewpoint, if you have Attrition damage, you need to be able to overcome that-which means setting up a supply route to your troops. Maybe it could be a new kind of road, possibly one that heals friendly units that are on it and allows them 2x speed or something? Of course, when you get to the modern era(s) Attrition would be impractical, due to the ability to air drop food, ammunition and other logistical equipment directly to the front line quickly. Maybe that would be too much micro management for Civ though, bearing in mind it's turn based-moving a plane to and from the front line, which could be 20 or 30 squares away, just to keep 1 unit happy. Hmmm.
Also, Colonel I dont understand how you would go about averaging the damage done across the tiles, because it would constantly be changing everytime you moved wouldn't it. I think if Attrition will work, it would have to be done on a turn by turn basis, not averaging across an entire trip or route. I do like your idea for different terrains causing different Attrtion damage levels, pretty realistic. I mean, it's more difficult to get supplies to your army who are crossing the Himalayas than it is to those crossing a meadow in Switzerland... :goodjob:
Oh, and Jguy100, I think it should be a unit, because unit is a long u, pronounced Yoonit, instead of Un-it. I think thats the exception to the a/an-> vowel rule. But I could be wrong.

~Pabli.
 
Well, I actually see a couple of issues here.
First up, non-exploratory units (both land and sea) entering 'Virgin Territory' (i.e. territory that is still Black) should stand a chance of 'disbanding'-depending on how far from home they are and what type of terrain they end up in. Even AFTER territory has opened up, though, units outside their home territory should run the risk of losing a % of their total damage potential (not a whole MAN, just the ability of said MAN to withstand hits-if that makes sense).
In both cases, I think that Operational Range is the way to go, a number determining how far from the border a unit can safely operate. Each square beyond this range gives a base 5% chance of disbanding in virgin territory, doubled if in harsh terrain (desert, tundra, mountain and jungle) and halved in grassland and forest terrain.
In non-virgin, non-home territory, units beyond their OR would suffer a % degredation to their combat performance, and have a chance of losing 'damage resistance' each turn-with an even greater chance if in harsh terrain and/or having suffered damage already. OR can be extended if you build some kind of 'supply point' between your unit and home territory (to make things easy, a fort could count as a supply point). Theoretically, a player could line up a string of 'supply points' to allow units to extend their range deep into enemy territory. However, if even ONE of this chain is broken, then said unit(s) will be considered outside their operational range, and could find themselves in danger of losing their performance very severely.
Anyway, hope that makes sense.

Yours,
Aussie_Lurker.
 
I definitely would like to see some effect of 'Logistical Range' in Civ units. It would really be good for Deserts, Tundra and Mountains to be Real barriers. It would allow explorers to be something other than fast, and it would prevent Bronze age civilizations from mapping out the entire world easily
 
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