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"IF JUST ONE IDEA…"(THE LIST v1.0) A Collection of CIVILIZATION III Suggestions from Dedicated Fans
-Summarized by Thread Master: Victor Galis- victorg@aol.com PAGE 1 | PAGE 2 1. GROUND TO GROUND TOP 1.1) Each unit will have a certain number of men in it. They will function as the number of hit points, except that they cost actual resources to replenish, as opposed to repairs in the field. Mechanized units will also have a human cost to build, but the tanks, cannons, or whatever the weapon is, will be the hit points. 1.2) There will be three types of ground to ground attacks. Melee, ranged, and artillery. Each unit will only have one or two, but will have only one defensive value against all three. This way, musketeers for example, will always use their guns for the first few rounds, but should they engage a melee unit they will be counter attacked and have to use their bayonets (after a few rounds of ranged fire). Units will have much larger attack and defense values than in Civilization II or SMAC. The reasons for this may become evident later. 1.3) Suppose our legion attacks a musketeer: (The following is a sample round based on statistics that may or may not be accurate.) · LEGION: Hit points: 1250 (This was an army made up of multiple legion units). Melee Attack: 5 Defense: 3 Evasion: 2 · MUSKETEERS: Hit points: 1000 (This was a single unit-more advanced units will have more men.) Range: 3 (This is the number of rounds they can fire before being attacked in melee combat. This would be divided by the number of movement points of the enemy unit, and then multiplied by the movement cost of the terrain. For example, a chariot would take 1.5 rounds to engage in melee combat. This means the musketeers would only have 1 round of ranged fire, but in the hills the chariot would take 3 rounds.) Ranged Attack: 5 Melee Attack: 2 Defense: 2 Evasion: 2 (Infantry units will mostly have 2, one for foot speed, plus one for small size.) 1.3a) Now regardless of who attacked whom, the following would happen: The legion would be attacked for three rounds by the musketeers. The legion would not be able to inflict any casualties back, but their armor (defense) plus evasion (ranged defense) might reduce their losses from ranged fire (They can not avoid them altogether). Now on round four of the combat, the legion would engage the musketeers with their swords. The musketeers would have to use their bayonets (Melee attack). The units would now trade blows (melee attack against defense) until one dies or retreated. 1.4) Ranged vs. ranged combat would be much the same, except instead of closing into melee combat, the one with the smaller range would close until it was within range. For example, a unit of archers (range: 2) would close with musketeers for 1 round. Then they would take turns firing a volley. Each side would take casualties during a round. The round would have two parts. The shorter range unit fires (using its ranged attack vs. opponents ranged defense), then the longer ranged unit would attack with its attack vs. the opponent's defense. This would continue until one unit was routed or eliminated. 1.5) Artillery would count as a special ranged unit. Artillery units could pound adjacent squares without engaging in actual combat. The number of rounds for this would depend on the unit. All these units would have a range of 10 if attacked directly. Unless stacked with a non-artillery unit, the artillery unit would not only be almost defenseless but also unable to retreat, due to the size and mobility of the artillery pieces. Against artillery, units would apply their defense plus twice the evasion (to simulate the great joy of firing at a moving target). 1.6) Units with stronger melee than ranged attacks would close to attack. An example is a dragoon. When dragoons attack, they will charge. At the edge of their range, they will fire a volley, but continue charging. They would continue firing volleys unit they had closed with the enemy then engage in melee combat. 2. SEA TO SEA COMBAT TOP 2.1) Would be the same as ground combat, except that all ships would fall into two categories: Long-range and short-range. The combat would function as on land between two ranged units. Long-range ships would be like artillery units, except that they would not be defenseless or easily defended (after all, what was the last time a destroyer sank a battleship). 3. AIR TO AIR COMBAT TOP 3.1) Again, same as ranged ground combat. The type of airplane does not matter. (Helicopters would count as a ground unit.) Bombers would fight the same as fighters (except their statistics would be much worse). All statistics used in Air to Air Combat are different for Surface to Air combat. Airplanes would have 1 defense. They would have only evasion to protect them (only works in the air). 4. SURFACE TO AIR COMBAT TOP 4.1) All airplanes will be able to attack their victims for a set number of rounds. An airplane can attack for 2 rounds (at the cost of one movement point), thus you have to attack your target over and over (but be sure not to run out of fuel!). 4.2) All units will use defensense+evasion to determine how much less damage they will take than the maximum (of course there will be other modifiers). The planes will all have an Air to Ground attack value (separate from their normal attack). This is what they use. Their evasion value will serve as defense against ground fire. Units on the ground will be able to fire back if they have a Surface to Air attack. (Phalanxes won't, modern units with AA weapons (special ability) will). Additionally all air defenses in that area will fire at enemy planes. The planes and units will fight for two rounds (per attack made) or unit one unit is destroyed, whichever comes first. Damage from an aerial assault is inversely proportional with size. Small targets will take proportionally less damage than big ones. 4.3) Airplanes will also have the option to fly over the target, but any AA guns will be able to fire at the plane. The planes will have double evasion as defense. 4.4) Bombing runs: These would be what happens when one of your air units attempts to move into an enemy city. You get a menu, similar to the spy's menu, when it enters a city, but with different options. 4.4a) Carpet Bomb: This would take several move points, but damage virtually everything in the city a bit. 4.4b) Bomb installations: This would take one move point. The chance of fully destroying the target would be slim, but a second attack could finish the job. You could target a specific improvement. 4.4c) Target population centers: This would only take one point. The bomber would reduce the city's population a bit (unavailable to a Democracy or Republic) if population is represented by a large number instead of the old point system. 4.4d) Bomb airfields: This would also take one point. Unscrambled fighters and bombers would be hit, along with any airfields themselves. To do significant structural damage several attacks or several aircraft would be required. 4.4e) Bomb ports: This would attack any ships in a port. Again, only one point, but if you want to sink something bigger, or if there are many targets, you'll need multiple attacks. 4.4f) Strafe Units: This is a direct attack on units. It functions just like an attack in the field except units will have a maximum evasion of 2. Bunkers (a city improvement) would keep units safe. 4.4g) Neutralize Air Defenses: One point. This would target all AA defenses in a city including (units, ships, fighters, and actual SAM batteries and AA guns). This would function as a normal assault on those structures or units, just that you specifically hit targets that can fire back. 4.5) During a bombing run, air defenses in a city would have X rounds of fire at air units. X is equal to the number of move points expended to make the attack. Any scrambled fighters would also attack air units. If the attacking unit was an airfleet, the number of rounds of fire is equal to the move points expended by each aircraft, not the whole group total; in other words if there are 6 aircraft attacking for three rounds, the enemy would get three rounds of fire. If there were fighters in the airfleet, they would engage scrambled fighters first. 4.6) Collateral damage: When an air unit attacks any target, there is a chance some damage will be done to the surroundings. Normally, this in not much of a problem. It is very hard to destroy a road with bombs. You have to watch out when an enemy unit is in your territory because you might hit your own mines or farms. The chances of actually destroying them are slim. The only really worrisome part is when you attack an enemy city. If collateral damage kills civilians (hits population centers), you have just committed a minor atrocity. This becomes a major problem for a Republic or Democracy if done repeatedly or if a particularly severe blunder happens. In addition, it may rally enemy civilians into a militia, should you ever take the city, or simply make it harder to govern (more revolts if taken.) PAGE 1 | PAGE 2
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