Zones of Control Effect?

Tylerryan79

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In the gamespot article http://e3.gamespot.com/story/626533...a-first-e3-details?tag=topslot;thumb;1&page=2 it is said units have a Zone of control effect. "One other big thing we've done is add a zone-of-control effect to the game to prevent enemies from easily skirting around defensive positions". What is this. Anyone mind explaining further, I have never played a game with this feature, atleast I don't think I have.
 
you cannot get past fast an enemy unit - supposed to be good gameplay element - so the enemy can make attack on you...
 
I'd imagine that if anyone enters or passes through your unit's your ZoC you can get a whack at them.

Perhaps Melee units ZoC is one tile adjacent to the unit. Archers might have 2 and Artillary 3.

Or maybe something else entirely.
 
ZoC is basically another term for "flanks"

From what I have gather C5 has changed the unit structure of C4 from a small squad of troops into an entire regiment of troops. Which is why it takes longer to produce military units and you can only produce "x" amount based on "x" amount of resources.

Basically if you have a regiment of riflemen and an enemy regiment tries to run past or out flank your unit within "x" amount of hexes in order to raid or seize something then they will loose defensive points and suffer a massive loss when the defending unit attacks.
 
Thank you surrealism man.

Well most board games make it so that if you are in enemy ZOC and have two movement points then you can A. move into another part of the enemy ZOC and stop, or B. move too a space outside enemy ZOC and then to another space. If you are outside of enemy ZOC you can move to a space in enemy ZOC but then you must stop.

It's actually pretty simple, but I prefer the system that gives you attacks on an enemy if he tries to move through your ZOC.
 
I slightly understand, haha, but think I will like it. Those pics are awesome! I'm excited for the ranged ships also, being able to attack land units! This game is going to be EPIC. Im also excited about the new seige weapon aspect, that you first must deploy before attacking. The 10 different social policy routes that you buy withculture sounds great! Now gold is no longer part of research, but your population controls it along with specialists, sounds new and cool. There is more info that I can't even remember right now, but all in all more has been said in that one article, than has been mentioned before. I'M SO EXCITED! I honestly think Jon Shafer may have been the best thing to happen to civ in recent years. This will truly be a new experiance, while still keeping the flavor of civ!
 
* * *
E
* F *
-
-

*= Enemy ZOC
E=Enemy
F=Friendly
-= empty hex
F has two movement points.

F can A. Move one to the north east B. move one to the north west C. Move one to the south west and the a. one to the north east, b. one to the south. If F were in the hex south west of it's position then it could move north west or south than north.

That should hopefully make it clearer.

Pffft... the World in flames rule book is much better at this than I am
A unit MUST stop when it enters an enemy ZOC...
 
In your example does F have a zone aswell? Or only E? If only E, why not F? Does it depend on whose turn? Must you be fortified? Is the ZoC of E determined by where E can move next turn?

Edit: Reading your example semi confuses me lol. I when you say F can move one north west do you mean it can attack E? Couldn't F move directly north also? I think the hexes are not represented well enough, and that's what's throwing me off. Either way could you possibly just try to answer my question, regardless of my lack of comprehension :)
 
According to the article (which is unavailable at the moment), units that are adjacent to enemy units will only be able to move 1 hex/turn. This only applies if you are at war with that civ. No other affects were mentioned.
 
Zone of Control is back? That hasn't been in the game since, what, Civ I? Civ II? Looks like they're handling it differently this time, though.
 
Pffft... the World in flames rule book is much better at this than I am
>> A unit MUST stop when it enters an enemy ZOC...
I think it should be "A unit MUST stop when it enters an enemy ZoC or moves within an enemy ZoC". Generally effects of ZoC don't disappear if you move from one hex in the enemy ZoC to another.
 
No they don't, in play this means if you want to scoot around the enemy you have to do it one hex at a time.
 
However, you can still move the 1 tile and then attack.

So its not an implementation that says "moving within a ZoC uses up all remaining movement points".
 
No they don't, in play this means if you want to scoot around the enemy you have to do it one hex at a time.


Here is how I understand it...


:run:

(A) (B) :trouble: (C) (D) (E) (F) (G)


An attacking unit can not run past the defending unit like in C4 via A-D... in C5 if an attacker enters this area then it has to stop. If an attacker wants to run past or out flank a defender then it will have to go all the way down to E-G which is like 5-6+ hexes away.
 
So it forces you to decide between taking 2 3 maybe 4? turns of damage, or taking the risk of directly attacking the defender to get by?
 
Do you think there will be veteran upgrades that allow quicker movement through the ZoC?
 
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