Adler17
Prussian Feldmarschall
Units should be able to build other units. I mean here engineers should be able to build fortress units. Or coastal batteries at certain places.
Adler
Adler
no more of that: other civs will like you less if you completely destroyed a common enemy. OK for those uninvolved, but my allies should be pretty darn happy!
Amen to that!limit units as to how far they can move from a friendly city.
Yes, it was a Civ 2 feature. The problem, why it was scuttled for Civ 3 was, that the research of tech became nearly completely unnecessairy. Why to invest a lot in researching, if you easily can get with this investment in offensive units enemy cities, their economy and additional techs and a good position for a domination win?
The decisions to make research "worthy" by cutting down this feature for Civ 3 was the right one in my eyes. Do you really want, that all decisions about techtrees are secondary features?
I agree that logistics are a factor in warfare that Civ really doesn't address. But I'm not sure making cities = supply nodes would correct the problem.
The problem with having units based in cities and limited in how far they can move from cities is that 90% of the people in Classical Antiquity lived in rural areas, not in cities, and it is from these rural areas that Alexander got his food, not from cities. As Donald W. Engels, Alexander the Great and the Logistics of the Macedonian Army (1980) makes clear, Alexander's movements were predicated on the availability of supplies from region to region, namely harvest time and climate. Also, ancient armies carried supplies with them, as Alexander was forced to do. This includes the so-called barbarians, like the Huns, who most certainly did not travel from city to city on the steppes (since there were none) but lived off the land. Cities were not plundered for food (since they produced no food but consumed it) but for wealth and slaves. A just conquered city would not become an instant source of food supplies (if anything, Civ treats captured cities too kindly: cities that are captured should suffer random collateral damage as a result of the attack). If Attila had to depend upon a supply line composed of cities, his campaigns would be impossible and unrealistic.
Without making the game incredibly complex, and changing its focus entirely, I'm not sure Civ can accurately model logistical considerations. Perhaps supply units would be a middle course. Every army since the dawn of time has had a logistical train. Perhaps each turn an army is not in a city it needs to consume supply units, or perhaps every time it fights it needs to consume supply units, and this consumption becomes necessary at a certain distance from a friendly city (we can imagine those supply NCOs scrambling back and forth to a nearby friendly force to keep it supplied) or when on terrain that does not produce food (like mountains or swamps). Old tabletop wargaming grognards like me remember games with supply units, which represent an easy fix if the designer wanted to provide the game with a little historical "chrome."
Unfortunately, in C3C, enemy armies use mountain ranges for their axis of advance and this is unrealistic in the extreme. The mountains are the one place attacking armies would avoid. The Europeans sat complacently behind the Carpathians thinking they were safe from the Mongols because they knew armies of their era could not traverse mountain ranges. The only people who seem unaware of this fact are the game's programmers, who rather than creating barriers have turned mountain ranges into highways. Logistical rules like those I've outlined above would render this less likely, as would triggering an "attrition roll" (something table top wargamers are familiar with) which would inflict a "hit" on units entering mountain terrain. By the time you traversed the mountain range to get to the enemy, your army would be in no condition to fight and this would be realistic.
If terrain became a factor in supply (as opposed to cities) then armies would follow river lines, as is historical. Easy foraging, lots of water for the horses and men - namely, the same thing that has caused so many cities to be build along riverbanks. And if, as somebody else has suggested, Civ went back to rivers IN the squares instead of alongside the sides of squares, then river transport could be introduced into the game, as in river flotillas such as the Romans used on the Rhine and Danube and the USA used in Vietnam. And these too, can be used to keep armies supplied in the field.
Just my two cents worth.
I agree that logistics are a factor in warfare that Civ really doesn't address. But I'm not sure making cities = supply nodes would correct the problem.
The problem with having units based in cities and limited in how far they can move from cities is that 90% of the people in Classical Antiquity lived in rural areas, not in cities, and it is from these rural areas that Alexander got his food, not from cities.
If terrain became a factor in supply (as opposed to cities) then armies would follow river lines, as is historical. Easy foraging, lots of water for the horses and men - namely, the same thing that has caused so many cities to be build along riverbanks. And if, as somebody else has suggested, Civ went back to rivers IN the squares instead of alongside the sides of squares, then river transport could be introduced into the game, as in river flotillas such as the Romans used on the Rhine and Danube and the USA used in Vietnam. And these too, can be used to keep armies supplied in the field.