Which combat system would you prefer for the next Civ?

Which combat system would you prefer for the next Civ?

  • "Birth of the federation"

    Votes: 10 6.8%
  • "Call to Power"

    Votes: 31 21.2%
  • "Civ 5"

    Votes: 64 43.8%
  • "Civ 4"

    Votes: 19 13.0%
  • other

    Votes: 22 15.1%

  • Total voters
    146

Supamarioana

Chieftain
Joined
Nov 3, 2010
Messages
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Location
Octoberfest Capital-City
Hello guys. :)
There has been a lot of discussion about the 1UPT system of Civ5. To be honest: I just played the demo. And although I think that Civ4:BTS is near-perfect, its combat system could be better. So I'll just explain to you some battle systems by example of the turn-based-strategy games they are used in and ask: Which one would you like to see in the next Civ?

Please read before voting:

1. Birth of the federation:
People are less likely to know this game so I'll explain it in more detail. It's a star trek sci-fi game but that doesn't matter. What counts here is its combat system:
You attack and defend with stacks. In battle, the game changes to a turn-based tactical combat screen. For each turn, you can tell each unit (or a whole group) in your stack, what it should do: Evade, attack, withdraw, bombard,... and of course which unit it should attack, if any. This sounds complicated at first, but it's really very easy to do and opens up many tactical possibilities.
After pressing "end turn", every predefined action is carried out for attacking and defending units alike in real-time until the next combat turn begins or one side is eliminated (or has escaped).
Optionally with auto-resolve for players that are not interested in combat of that detail.

2. Call to Power:
It's also stack vs. stack in a special turn-based combat mode. But in comparison to botf the player has no influence once the battle started. The outcome is computed depending, amongst other things, on the characteristics of the units (bombardment, melee, flanking,...)

3. Civ5:
1 unit per tile. Therefore it's always one-on-one during combat.

4. Civ4:
Stacks are allowed, but combat is still one-on-one at a time. The defending stack chooses it's best unit.

5. other:
Feel free to tell us about any other system that you would prefer. Please bear in mind that the discussion should not focus on details like stack cap or AI-limitations and so on. It's about which system you'd like in general. So when you favor the CTP-option with a stack limit of 4, you should still vote for the CTP-option.

Personally, I prefer the botf system:
It's more detailed as you can choose actions for each unit depending on its abilities and it's more fun to have entire armys or fleets fighting each other, which is also more realistic. People might think that this special combat screen might lead to a game which even more concentrates on warfare, but the opposite is the case: A clash of 2 big stacks is decided very fast in one short but dense big battle instead of 20 little ones. In Civ4, a battle of two stacks consisting of 10 units each takes much longer. In Civ5 even more so. Additionally, armies spanning whole continents are rather unrealistic in my opinion.

Thank you very much for reading. :)
 
Total War system.

Stacked campaing armies, tactical battle resolution, with the option of auto-resolve.
 
Personally I like civ 5 style 1 upt especially if they make the AI "smarter", but civ 4 stacking would definitely be my second, the other two are for more war oriented games, especially the total war system mentioned by markantony
 
The main game is a turn based system but the in game battles are real time
 
I never played Total War, but what would be the difference to what I epxlained as the "birth of the federation"-system?

It's similar from the sounds of it. The main addition is auto-resolve, which I would consider a must because a) time issues for players (do I have the time to fight every battle in a 6,000 year civilization?), and b) for those players who don't care enough about the tactical combat side of things.
 
The main addition is auto-resolve, which I would consider a must because a) time issues for players (do I have the time to fight every battle in a 6,000 year civilization?), and b) for those players who don't care enough about the tactical combat side of things.
Okay, I forgot to mention that. Botf also has an auto-resolve.
 
I don't think this is true. Battles are more intense, but they also take less time than for example two big stacks in Civ4 fighting each other.

I never had a problem with this (though I'm not great at civ 4 so maybe thats why), can't you use the alt key to select all your units and tehn deselect any you don't want to attack with and commence atacking (control for all units of a single type would help as well)
 
From the proposed solutions, I voted for the CtP system, although this one sounds good, too:

Total War system.

Stacked campaing armies, tactical battle resolution, with the option of auto-resolve.

What I would like to keep in any case is that battles should not be real time.

I like to have my time for doing, whatever I do in Civilization. I like that at any point I can just get up and go to the kitchen to get a coffee. I like that I don't have to feverishly click here and there just to get an advantage (or to avoid a disadvantage).
 
I never had a problem with this (though I'm not great at civ 4 so maybe thats why), can't you use the alt key to select all your units and tehn deselect any you don't want to attack with and commence atacking (control for all units of a single type would help as well)
You course can you do that. But it's still slower than pressing "auto" in botf. Also, I like to decide everything for myself. If I select several units in Civ4 for attack, it's the decision of the game, which one attacks first. And it's still one-on-one battles which just don't feel right.
 
What I would like to keep in any case is that battles should not be real time.

I like to have my time for doing, whatever I do in Civilization. I like that at any point I can just get up and go to the kitchen to get a coffee. I like that I don't have to feverishly click here and there just to get an advantage (or to avoid a disadvantage).

Sounds like a vote for botf then.

Sorry for defending botf that much, but I fear some people don't know that game and don't read my post. ;)
 
I don't (literally) have the time to go do a TW combat system in civ. fifteen minute battles are fine when you can raise three units of sixty men in a single castle each turn, and even the great cathedral takes only four or five turns to build, but in civ units take longer to construct and building do as well. Plus I have a fairly limited amount of time to play.

The total war combat system is real time, each unit you have in your army has a certain number of men in it, combat is 3D on a tactical battle map.
 
I don't think this is true. Battles are more intense, but they also take less time than for example two big stacks in Civ4 fighting each other.

Um, I don't know what civ4 and total war you are playing, but battles can easily last more than hlaf an hour and often more than an hour in total war series, if you autoresolve you don't get the best results, total war system is for total war
Edit: Me,myself,and,I put it well
Also, I did read your post Supamarioana :)
 
Really happy to see that most of the people don't want the crappy combat system of cIV & the SoDs. :)
The current combat system has few issues but they'll get fixed after a while & hopefully the system will be carried over to cVI.
 
I really like the botf system as described. Huge potential for elegant warmaking, and I hope they seriously consider it for Civ7.

But what I'd like to see for Civ6 is 2upt. I suspect this is the 'sweet spot' for balancing sophisticated warmaking complexity with an AI system that will actually work. If you stand back and look at the 1upt sytem, it's not a bad system in concept. I enjoy the gameplay. But it's not successful because the AI is not working. It's not only not working, it's nearly helpless against skilled human players. And probably the reason that it's not working is that Firazis underestimated the programming challenge. I suspect that programming the AI to anticipate spatial unit configurations needed for upcoming tactical battles is quite difficult. We got a preview of this when modders equipped Civ4 for 1upt. These mods were close to inoperable: the Civ4 AI framework could not come close to anticipating upcoming battle needs and (reportedly) tended to clog the battle area.

But 2upt, I suspect, would be an easier spatial programming challenge--not that much harder than you need for stacks. And programming the AI for tactical complexity once the units are adjacent is a problem that's already been solved. Of course, you can't expect too much from even the best designed combat AI, but I wonder if 2upt is the answer for getting us out of the Civ5 combat doldrums.

The apparent tragedy is that Firaxis did not test both systems to see which would work best for Civ5. Looking back, it gives you one of those 'what were they thinking?' moments: they took the hyper-drastic step of going from stacks-of-doom all the way to 1upt w/o seeing 2upt as a possible optimal solution.

The good news is that modders may be able to take the Civ5 combat AI and adapt it to an eventual 2upt version of the game. Hmm...almost makes me want to dust off my rusty(and outdated) programming skills.
 
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