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Author Topic:   COMBAT (ver 1.2) hosted by CyberShy
CyberShy
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posted June 17, 1999 06:15     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy     Edit/Delete Message
Since Redleg is busy training and won't be back for a while, I'll take over from him till he comes back.

This discussion continues where ver 1.1 ended.

I'll create a summary for Firaxis as soon as possible, and publish that summary in here.
If you think I've forgotten your idea(s) or I've misunderstood them, notify me.

This Thread is about Combat ! Not about the units, but about the way combats happens. The interface, the impact etc . etc.

Have fun !

[This message has been edited by yin26 (edited June 17, 1999).]

Theben
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posted June 17, 1999 16:00     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Well, this covers both units and combat, but I'll put it here anyway. If someone else has mentioned this before my apologies...

Civ2 missiles were greatly affected by the AEGIS flag. However, in SMAC a missile is a guaranteed kill. Even a reactor level 1 missile attacking a reactor 4, DEF 12, AAA unit will automatically kill it. This needs to be fixed.

I'll be back later with a lot more.
Ciao

Francis
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posted June 17, 1999 17:05     Click Here to See the Profile for Francis   Click Here to Email Francis     Edit/Delete Message
Re: Stacks. Realism aside, it definitely would make war easier. Here's a proposal for those who fear a stack would be too powerful, based partly my dim memories of playing board wargames:

1. Limit the size of stacks. Perhaps no more than 5 units together? Stacks must combine before any unit has moved, i.e., they must be in the same square at the beginning of a turn, and not in enemy ZOC unless in a city.

2. Units move together, but attack individually, though perhaps they do get a combat modifier if the stack combines, say, inf/armor/artillery; additional bonus if there's air support. All, some, or none of the stacked units may attack. No slipping past ZOC with a partisan or spy for stacks--that would be silly. I suppose you could still do this with the individual units, but they would not be able to re-combine as a stack while in enemy ZOC, or after they had moved, and so would lose the stack bonus.

3. No more than, say, two or three units in a stack can defend. And it won't necessarily be the strongest units. Say two units defend individually against attackers. if they are both defeated (one way or another-see point 4) the stack "breaks."

4. Non-defeat combat resolution should be implemented. Perhaps vets (being smarter)have a chance to retreat after taking >50% damage. Green (non-vet) units may simply be smashed. Retreat should be a player option--maybe you're yellow and the attacker is red, and you like your chances. Or maybe you really need to hold that pass. If you decide to retreat, you choose where to go, as long as your unit has the MP to go there. The MPs used will be deducted from next turn's movement capability. If a unit cannot retreat because of limited movement, or because there is no square not covered by enemy ZOC, the unit must stand and fight until it wins or loses. Units may retreat into square held by friendly units, even if they are in enemy ZOC. (Note that the situation might change--a unit takes 50% damage, but has nowhere to retreat. Defender then defeats attacker 1. Attacker 2 initiates combat, but because your unit is below 50%, you immediately get the option to retreat. The elimination of Attacker 1 has opened up a square free of enemy ZOC, so this time you can retreat, and do so.) Attackers should also have the ability to break off combat when they hit 50% or less--perhaps even at, say, 75% or less for mobile units and air units, which can make quick getaways.

5. "Broken" stacks: Once the units in the stack that can defend have been defeated, the rest of the stack MUST retreat. If they cannot do so, they are destroyed. Retreating onto a transport is an option ("Dunkirk") if you have one nearby. The transport's movement capacity next turn is reduced by the number of MPs expended in the rescue.

So what do you think about that? Preserves the "ease of play" rationale for stacks, gives them an offensive benefit but does not give them an overwhelming attack advantage, and provides a way to take out these armies by surrounding them. Implementing a "retreat" option helps the defenders, and makes the attacker think twice about running deep into enemy territory--a clever player can deploy units to surround a stack or stacks, attack selectively with the best units available, and destroy powerful armies.

6. Units in the same square but not "stacked": Attacker chooses which unit to attack. For each unit in the square which is defeated (destroyed or retreats), there's a chance the rest of the units will scatter in disarray (i.e., retreat). Maybe it's 25% after the first unit defeated, 50% after 2, 85% after 3, 100% after 4.

Reactions?

Mo
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posted June 17, 1999 19:04     Click Here to See the Profile for Mo     Edit/Delete Message
Theben:
In SMAC I've had to launch up to 4 cruise missiles to kill a 1-6-1 AAA. If the defender was in a city with an aerospace complex it would take even more. Smac missiles aren't a sure kill.

Non-defeat combat:
I would also like to see a stale mate. Both sides damaged but niether is destroyed.

Eggman
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posted June 17, 1999 21:07     Click Here to See the Profile for Eggman   Click Here to Email Eggman     Edit/Delete Message
While the concept of routed stacks sounds nice, remember that the "fight to the death" combat of Civ2 and CTP simplifies the game greatly. If units can be routed, it has to be easy to implement as to not make the game too complex.

The choice to retreat should be out of your hands. Let the stack retreat or fight to the death on its own. Civ is not a tactical combat game.

If you can put multiple stacks on one square, a size five might work (though it seems too small to me). If you can't, then five is too small. Nine, like CTP, seems reasonable.

And stacks should fight like a group (not one big unit, but as a group of units), not just one or two units. Otherwise, what's the point of the stack? It's an army. However, having a couple of key units destroyed cause a retreat is a good concept IMHO.

Theben
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posted June 17, 1999 21:49     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Mo,
Is there a patch after 3.0 that fixes it? I've had Yang kill my 8-5AAA-6*2 cruisers (and similar ground troops) with regular ease using level 1 reactor missiles.
Mr. Bigglesworth
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posted June 18, 1999 02:32     Click Here to See the Profile for Mr. Bigglesworth   Click Here to Email Mr. Bigglesworth     Edit/Delete Message
I think that the stacked combat of CtP works great, and is a great improvement from Civ 2. It adds a lot of strategy. I do believe that a retreat option would add to the game, but only for the attacker. This attacker only option worked great in the old Axis and Allies board game that i had, it added suspense for the defender and a tough choice for the attacker. Say there was a stack of five, and you had no idea what composed it. If you gave your armies the order to attack, and they did and then saw that there were fortified mech infantry, the commanders would have second thoughts.
Diodorus Sicilus
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posted June 18, 1999 14:55     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Some of this is a rehash of things I posted some time ago, when the Threads were young and so were we all...
The ability to see what your stack (army?) is going up against could be covered by a 'recon ability' in the units: similar to the variable vision thing in the CtP system, where if you had a Light Horseman (ancient) or Hussar (Early Modern) or Ranger (Modern) units in the stack you could tell what number and possibly what type of units were in the stack ahead.
Retreat option was suggested long ago since very few battles result in the complete annihilation of either side. I suggested that using the Battle Screen (done right!) of CtP, if one side hit a number of casualties or "negative morale points" (entire front line is wiped out in the first round, rest Think Again about the whole battle idea) it starts to retreat. If the other side has a mobile unit (same or better mobility than the enemy) that is fresh - no losses - that unit can be launched in Pursuit. A pursuing unit that is unopposed by a fresh enemy mobile unit inflicts casualties all out of proportion to its strength or size - "saber 'em down!" as the old saying goes. This makes the retreat option not just a way to avoid having anything decisive happen to you - it's still a gamble to go into battle.
Varying sizes of stacks. If there were supply rules, they would go a long way towards making large stacks effectively impossible for most of the game: simply not possible to supply htem unless they stay on the coast where ships can haul in bulk food. The other possibility is to reflect in the Tech Tree the organizational advances that led to Mass Armies of the Napoleonic era and afterwards:
Divisional Organization
Conscription
Military Academy
General Staff
All of which led to the massive increase in army size (stack size) between 1790 and 1815 and afterwards. These were combined, of course, with the invention of Macadamizing (cheaper all-weather hard-surface roads, beter supply), Canned Food (better storage of bulk food for depots and transport), and, the big one: railroads, which allowed the multi-million-man armies of WWI to be deployed and supplied.
ember
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posted June 18, 1999 17:46     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
There is one important consideration if there are lots of battles in which units on both sides don't get destroyed. Defending units normally can be repaired very easily and cheaply (free).
This could be corrected by making repairs cost gold proportional to the shield cost to repair units.

Stacked combat
stack size of ~6.
Each round of combat is one potential 'hit'. Who attacks who is randomized.
Ranged units are only ranged against their age and lower. All modern units are ranged against older units.

The other way to do it is give a bonus for having infantry / mobile / ranged units together.

For bombards and ranged combat. The number of rounds of bombard should be proportional to HP of the attacker, otherwise an artillery unit with 1 HP is just as effective as one with 20 HP, same goes for air units. Air units can only bombard.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Darkstarr
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posted June 18, 1999 18:45     Click Here to See the Profile for Darkstarr   Click Here to Email Darkstarr     Edit/Delete Message
If you allow stacking, then it shouldn't be limited to just 9. Those are some mighty big land area tiles. And a Carrier Group quite capable of having more than 9 (Civ/SMAC style) units in it. With stacks group move and what not, its a lot more convienent to move things around.

So up stack limit. However, the best thing to do might to be to have primary attacker + half #2 + 1/3 #3 + 1/4 #4 strengths added together... contining until you have run out of attackers. Then do something similar for the defenders... This would represent that while you can always draw support (for attacking or defending), sometimes that support is so ineffectual as to be non-existant (a pat on the back, a pack of smokes, whatever). And you can only focus your attack on a couple of defending elements, so it makes sense on both sides of the combat.

Collaterial damage (SMAC style) would then be limited proportionally to the amount of support that unit could provide to the defender.

Routing of defender or attacker could be interesting, but it would lengthen the game. you'd end up having those hunt and seek attacks that chased someone back to a city. No telling how much longer it could make a game though...

-Darkstar

Flavor Dave
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posted June 18, 1999 19:45     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"Defending units normally can be repaired very easily and cheaply (free).
This could be corrected by making repairs cost gold proportional to the shield cost to repair units."

"Corrected?" Please explain. Unless you're addicted to AofE;-), I don't see what's wrong with the Civ2 method.

ember
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posted June 19, 1999 19:41     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
As it stands now, one unit is always destroyed in combat, free repairs are not a big problem.
Many suggestions involve having stalemates of somekind or much more artillery ability.
If you can repair free this gives a Huge advantage to defenders in cities, because they will often be at full strength again next turn, making sieges with artillery and some stalemated assults have no positive effect. If they had to pay for repairs then you could drain their tressury if they supported a besieged city long enough, giving anouther interesting tactic, When do you abandon the cost of supporting a besieged city?

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Knight_Errant
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posted June 19, 1999 21:45     Click Here to See the Profile for Knight_Errant   Click Here to Email Knight_Errant     Edit/Delete Message

[This message has been edited by Knight_Errant (edited June 19, 1999).]

Knight_Errant
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posted June 19, 1999 21:49     Click Here to See the Profile for Knight_Errant   Click Here to Email Knight_Errant     Edit/Delete Message
Sorry, just found a place for the above topic. Please ignore it.
Diodorus Sicilus
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posted June 19, 1999 23:02     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Stacking Limits should vary with technology and military organization. No matter how big the ancient armies got, without a chain of command most of them were just on the battlefield as spectators. Therefore:
Initial Stack would be no more than 4-5 units. Add the advance of Generalship (or an actual general unit, which has been suggested elsewhere) and that limit goes up. Have units that require an internal organization, like Phalanx or Legion, and the limit goes up again. Bureaucracy might also increase it.
Add the early modern and modern military advances of Conscription, General Staff, Divisional Organization, etc. And the limit effectively goes through the roof. Early 18th century battles got out of hand with more than 50,000 on a side (Malplaquet had 150,000 and 75,000 and neither commander could keep track of what was happening) - which may be the effective upper limit for a 'pre-modern' force to be controlled. By the end of the Napoleonic Wars, with Conscription and Divisional Organization the limit was about 150,000-200,000. Add modern General Staff, and the European Wars of 1866-1870 saw 250,000-300,000 on the field.
In other words, about a 500-600% increase in 'stacking limit'. In game terms, perhaps an initial limit of 6 or 8 by Medieval or early Gunpwder times, rising to 40 before radio and telephonery raise it again in the 2th century. Since 40 is effectively 'off the chart' in the current games, use a sliding scale so that the limit goes from perhaps as low as 4 at the start to 30 max with all the modern improvements. This means, in effect, that we use a sliding scale for the size of the units, but that can be justified by the huge size of the individual tiles: they'll hold almost anything.
Flavor Dave
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posted June 20, 1999 01:23     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
ember--I agree that siege warfare should be more effective. Your idea is one way to accomplish that.
Theben
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posted June 24, 1999 12:22     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
This fits under 3 categories-units, combat, and radical ideas-so I'll post this at all 3:

I've suggested before-and this would work great with the SMAC workshop-the attack/defense values should be scrapped and replaced with the following: land/air/sea/space (or LASS for short). Both attack and defense would be based off of the appropriate terrain. FE, a phalanx would use it's air rating vs. a fighter (none or low) while the fighter would use it's land rating vs. the phalanx (low to middle for modern units, but still much higher than the phalanx. Also with more hp's and firepower). Reasons:

1) Combat in CIV/SMAC/CtP is on a strategic scale; although tactics are a part of the combat, you don't make those decisions (thankfully). Combat consists of charges, feints, counterattacks, etc., so the idea of attacker & defender on this grand scale is lessened unless the defender is in a fortification of some sort (which can be taken into account).

2)This is regarding SMAC unit construction mostly, but it appears it will be used in civ3. In SMAC combat is resolved by comparing the weapon strength(attacker) vs. the defender's armor. This is ridiculous; the defender's weaponry and the attacker's defenses aren't taken into account but I think anyone would agree that they should.

3)It would work very well with a modified workshop. The player could buy each attack level for each category when the appropriate technology is gained. FE,
Fighter(WWII era): land=low, air=high, sea=low, space=none
Dive bomber: land=medium, air=low/medium, sea=medium/high, space=none
Torpedo bomber: land=low, air=very low, sea=high, space=none
phalanx: land=low/medium, all others=none
musketeers: land=low/medium, all others=none
marines(20th cent): land=medium/high, air=low, sea=none, space=none
Each category would also be divided by their hit points, and the strengths of each would overlap. FE, Ancient units (1 hp) can have a a strength from 1-5 land(approximately). Gunpowder units (hp 2)would have STR's from about 4-7, modern(hp 3) 7-12, etc. The weapons, etc. for the graphics would change when the hp level is selected in the workshop (where the reactor is now).

To differentiate between similar units, such as legions vs. legions, there would be modifiers:
-Terrain, which would apply to both attacker and defender (infantry bonus in cities; horsemen, tanks in open; special units-alpine, marines-in their specialized terrain); forts could count as terrain that only benefits the defender, but allows attackers to retreat easier & defenders less easily
-Morale, social engineering(happy soldiers fight better than unhappy soldiers), & tech bonuses (techs that would give a minor advantage to combat that are otherwise too small for the workshop; i.e. writing, telegraph, satellite mapping).
-The Random Combat Events: RCE represents the things that happen in combat that are unforseen and out of your control. Applied each and every time units engage in combat. Using a scale from 1-100, whereas 1=disaster for the attacker & 100=disaster for the defender. Most of the time results fall in the middle, which has no effect on combat. Other results give a minor bonus to the attacker or defender. Can be modified by military "leader" units & attacks launched from surprise(to be discussed later). Allow a toggle at game start to turn this effect on or off.

Eggman
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posted June 24, 1999 10:00     Click Here to See the Profile for Eggman   Click Here to Email Eggman     Edit/Delete Message
That combat system has possibilities. However, you may wish to add a couple of other variables into the equation:

Ranged attack: The ability to hit units before they can hit back. Like archers and artillery. As seen in CTP. This encourages the use of combined arms. Done properly, range bonuses should disappear when facing more advanced units (for example, musketeers are a ranged weapon against pikemen but not riflemen).

Bombard: The ability to smack around units with long range attacks but leave the attackers safe from counterattacks (unless the enemy also has bombard units). This is different than ranged combat as some units which are good on a tactical battlefield cannot bombard (like archers) while other units are lousy on the tactical battlefield but good at bombardment (like catapults and maybe submarines).

Theben
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posted June 24, 1999 11:07     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
I have ideas for bombardment also, but not for ranged attack (I was going to lump them together until I saw your post). Plus they need to be reworked w/ the above because IMHO air & sea units that attack land units should be treated as bombardment, whereas air units attacking sea units could destroy the sea unit.
mingko
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posted June 25, 1999 01:41     Click Here to See the Profile for mingko     Edit/Delete Message
Combat may be more unpredictable by allowing rock-paper-scissors type of attribute built to a unit. A civilization can specialize in one sort of technique but can produce unit of other attributes by building an improvment (barracks perhaps). This can simulate something like cavalry Vs infantry Vs cannons. There may be some leaders which gives bonus to units of a certain attribute as well.
AXM
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posted June 25, 1999 07:26     Click Here to See the Profile for AXM     Edit/Delete Message
Siege tactics

The computer opponents should understand this type of warfare where appropriate.
For example, I would enjoy seeing an enemy come set up base on a mountain next to one of my cities, or near it if connected by roads or rail. They could set up a fortified base and use it to mount a protracted campaign of attrition.

I know this has already been said, but military units should definitely not be able to take advantage of a spy's immunity to ZOC. This is time wasting and unrealistic.

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"Show me a sane man and I will cure him for you." Jung

AXM
Junior Civer

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posted June 25, 1999 07:35     Click Here to See the Profile for AXM     Edit/Delete Message
Ability to destroy city improvements

Air units, not just spies, should be able to pick and target city improvements, even before conquering a city.
This is the type of "smart" war waged by NATO in Yugoslavia. NATO air forces limited the vast majority of their attacks to infrastructure, or city improvements. This had devastatingly successful results.
Not only did it effect a diplomatic solution, but Yugoslavia's GDP has been reduced by 50% as a result of the loss in infrastructure!
Any game must be able to synthesise this type of warfare.

------------------
"Show me a sane man and I will cure him for you." Jung

NotLikeTea
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posted June 25, 1999 08:05     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea     Edit/Delete Message
I like this idea.. Similarly, there should be weapons to only destroy population, or only destroy millitary units. Smart bombs.

Speaking of Yugoslavia, I'd like to see diplomatic random events. Bomb only improvements, and you may hit an embassy. Uh, oh.

Theben
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posted June 25, 1999 10:48     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
AXM,

I'd limit it to after laser tech is discovered. Prior to that targeting structures in cities was fairly ineffective. The German war machine in WWII was barely hurt until the Allies started targeting oil refineries. And all the bombing done to Vietnam had almost zero effect on their infrastructure (wasn't very industrialized).

Theben
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posted June 25, 1999 10:49     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Notliketea,
Have missions to target population or military, not weapons.
Flavor Dave
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posted June 25, 1999 13:15     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"I know this has already been said, but military units should definitely not be able to take advantage of a spy's immunity to ZOC. This is time wasting and unrealistic."

This ability may be too much of an advantage for the human, but it IS NOT UNREALISTIC!! The spy acts as a scout, ensuring that the unit slides thru the square without the enemy's knowledge.

Eggman
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posted June 25, 1999 16:39     Click Here to See the Profile for Eggman   Click Here to Email Eggman     Edit/Delete Message
I would agree for the most part on bomb damage of buildings and reduction in population. However, even if you aim solely at military targets, you are definitely going to hit civilian targets even with smart bombs. WWII Bombers would cause even more unintentional damage. Any sort of bombing should have the chance to cause building damage and population reductions.

As a further twist, perhaps buildings should have hitpoints which are lost anytime the city is attacked (even if the attack is repulsed, some sort of damage in likely) or sacked. If the HPs drop below a certain level, they lose some of their effectiveness. If they fall below another level, they just stop working. However, the buildings can be repaired for less than the cost of building a new one.

Theben
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posted June 26, 1999 20:16     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Flav Dave,
Having an army be able to move into a ZOC square is okay, but allowing 10 armored divisions to slip through hundreds of miles of closely guarded terrain is another thing. I've used a single spy to slip large armies past many defenders by moving the spy, then the units, then the spy again, etc. That's NOT realistic.
Theben
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posted June 26, 1999 20:29     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Eggman,
I completely agree that air missions would kill populations. In those two examples above the Allies/U.S. were very successful at killing civilians.
Take it one step further. Prolonged aerial attack has ALWAYS united people behind their ruler, no matter how despotic (it really makes you wonder if Bill Clinton paid attention in history ). Perhaps in civ3 sneak attacks & prolonged bombardment will cause unhappiness to start to shrink in the enemy cities. No idea how to implement, tho.

RE: Buildings w/hit points:
Check out the civ3 general/suggestions; I'll bump up an old thread.
Agent 000
Junior Civer

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posted June 26, 1999 22:18     Click Here to See the Profile for Agent 000   Click Here to Email Agent 000     Edit/Delete Message
Some of these issues, I'm sure, have been addressed, and I havn't played AC yet, so pardon me if I say something stupid, k?

1.Allied troops should be able to move into the same square as each other, as well as allied troops being able to enter allied cities. If the alliance is cancelled, they all go back their seperate ways, just like it is already. Awfully annoying that you can't help an ally defend one of its cities directly.


2.Addressing the "stack" ideas: The other units should add a defensive bonus to the stack. The best defender should add its full bonus, the second, half its defense, the third should add a fourth, etc. If this idea were used, you'd also need to be able to call a joint attack, using the same rules, and if this made stacks too powerful, you could reduce the second unit bonus to 1/4 or whatnot. Another way of handling this is only allowing a certain number of units of a type to participate in combat. For instance, using civ2 units, only 2 melee units could assist, and perhaps 3 missile units, and 1 or 2 air units. Otherwise, units should be killed one by one. It's a little ludicrous to say that just because the front line broke, all the units die.

Addressing post-war situations: All cities should have a variable to indicate its original owner at the beginning of any war. If an enemy of the original owner takes the city, and then an ally of the original owner re-takes it, the city should immediately be given back to the original owner. After all, this is how it is done in war. It would be awfully amusing if this hadn't been done after World War 2...the Americans and English would own almost all of France right now.

Flavor Dave
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posted June 27, 1999 02:09     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Theben--well, it's a turn based game. In that context, I would still argue it's realistic.
redleg
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posted June 27, 1999 10:51     Click Here to See the Profile for redleg   Click Here to Email redleg     Edit/Delete Message
Hey!

Im back from Officer Canidate Course. What a tough course! It's like Army Basic Training on super steroids. Thank god Im national gaurd and only go for two 2 week periods and weekends! Anyway I'm arround again and will need a day or so (probably the 28th of June - after I rest) to digest all the posts, and then I will get going again. Thank you cybershy for keeping it going!

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Redleg

Small minds talk about people, Average minds talk about events, Great minds talk about ideas.

ember
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posted June 27, 1999 14:06     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Stacking
Limit size to 4 units that can enter combat at a time (any more and they wouldn't all be able to squeuze into the battle field.)
Unlimited units can sit on a tile, but only 4 can be used at a time.

Only the units engaged in the battle can be destroyed.

The 4 units would allow (for ortimum use) 1 infantry, 1 calvary type, and 1 ranged type. The 4th can be any, depending on the situation.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

ember
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posted June 27, 1999 14:20     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
A combat Idea. (modified from Theben's)
Have units rated on (land / sea / air / ranged / defense mod.) combat. Ranged combat is used while in a stack or bombarding against units of the same domain (land vs land, sea vs sea) otherwise the unit uses the appropriat value (these are always considered ranged) Units attacking other domains always bombard, with a chance that neither unit will be destroyed.

In real combat defense and offense are very similiar ( terrain bonuses will still give and advantage to some defenders, so will fortifiying)

The defense mod is a % decrease in combat ability because of an enemy force having the initiative. Infantry would ahve a low Mod, ranged units would have a higher mod.

A phalanx might be 2 land 0 everything else,
artillery 2 land 6 sea 4 air 10 ranged.
an artillery that is attacked without some other defenders available would use it's land rating, witch is very low.

Ancient units cannot use ranged attacks agains more modern units.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Theben
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posted June 27, 1999 15:19     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
ember,
I like those ideas. I have a similar one for unit stacking, it's terrain based. You could have up to 9 units in a combat stack on grasslands, plains, down to mountains having a max of 2 in a stack. No limit on # of units in square, just in combat. There should also be technological limits based on command & control, which would cause a penalty if exceeded.

For your combat idea:
Why use ranged combat while in a stack? Is this something from CtP(haven't played)? Which units would used ranged combat & which regular? For bombarding against other domains the likelihood of 1 side killing the other should be small in all cases. There is a problem. Some attacks should almost never kill it's target (air/sea vs. land) while others should have a significant effect (air vs. sea; think Battle of Midway. Fleet not destroyed but carriers lost). One solution: Allow certain "special options" to be disabled when the unit is severely hurt, in the above case, the unit's ability to "carry air" would be lost.

Defense mod: Would it replace the % bonus given to units in certain terrain, or be in addition? Attacker initiative is definitely important to include (especially with my idea. Thanks!).

Ancient vs. more modern: What would older units attack/defend with? Their regular STR? How about using range grades, with a bonus to each RG the attacker/defender has? FE, arrows, muskets, [catapults], rifles, [cannons], machine guns, [artillery], heavy guns(tanks), missiles?

Jakester
Civer

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posted June 28, 1999 18:55     Click Here to See the Profile for Jakester   Click Here to Email Jakester     Edit/Delete Message
I think that leaders should have a larger part in civ3. For instance u should be able to hire potential generals for your STACKED armies or possibly advisors for military, science, trade, foreign and attitude who could all give you their different ideas for problems of state instead of the same one that were in civ 2 if u played the game enough. ministers can also be hired if u want. Defense minister could tell you his opinion on how u are militarily and possibly battle strategies. Here are my ideas for generals and their characteristics.

Poise- will he or she give up on his troops when things dont look good or will he never give up.

Tactics- how he or she positions their troops on battlefield and how he sends them into battle.

speech- can he or she inspire their troops to great deeds which could affect morale maybe more.

loyalty- will he or she be ever loyal to u even in the bad times of your nation or when offered gold from your enemies.

These are just some basic ideas so more ideas are more than welcome. U could measure these by very bad, bad, average, good. very good. If u like my ideas on leaders or have opinons on governors possibly check out some more on the radical ideas 2.0 . Thanks

[This message has been edited by Jakester (edited June 28, 1999).]

Alexander's Horse
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posted June 28, 1999 19:55     Click Here to See the Profile for Alexander's Horse     Edit/Delete Message
I think this thread is getting too big to be followed. Perhaps it should be broken down into different threads like:

Global rules of combat

Combat Techs

Then have period threads, looking special rules etc. A rough split could be:

Ancient combat (everything up to Roman Legion)

medieval combat (chivalry etc.)

Renaisance combat (Da Vinci period, English Civil War etc. early canon, musket and pike)

early modern combat (Napoleonic onwards)

modern combat (WWI onwards)

future combat (2050 onwards)

[This message has been edited by Alexander's Horse (edited June 28, 1999).]

[This message has been edited by Alexander's Horse (edited June 28, 1999).]

E
Junior Civer

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posted June 28, 1999 19:58     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
I'm all for leader units mainly since conventional wisdom holds it as a decisive factor in warfare (esp. Clausewitz). I like the rating ideas too, besides that you can have improvements and wonders that add to those abilities so you can train leaders (not to be partial but I'd like to see a West Point city improvement). There is a lot of discussion on leaders in the UNITS thread too.

In that same UNITS thread there is a lot of talk about Command and Control (C2) I've added my thoughts on it, but if the argument gains momentum here I'll throw them into this thread too.

As something to combat though I know that for a strategy game Civ2 kind of ignores the various types of strategy considered the basic in military thought (atleast American).
Civ2 doesn't represent strategies of attrition, annihilation, or exhaustion to well. Not that I have really formulated any strong ideas on this but the fact that Civ basically becomes a fight for the cities (and the computer will overstack in cities instead of commiting strong forces to the field, not a good representation of Alexanders battles like Arbela) Conquest of cities doesn't really represent war in history. Granted cities and capitals have been the centers of gravity in many conflicts but in some capturing key terrain and resources or destroying an army in battle meant more to victory than taking a city. This maybe a factor of diplomacy. Maybe the way the AI's sue for peace (and the possible reparations with it) should be upgraded and used in conjuction with the outcomes of battles.

ember
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posted June 29, 1999 19:29     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Theban, I was thinking about it. Forget about the defense modifier. All attacking units have a 25% bonus for haing the initiative. Defenses are stronger with this model, so halve terrain bonuses.
The idea behind it is that if two armoured divisions are fighting, one side doesn't just take shells until the attacker runs out of ammo, then go and kill them, they have lots of localised attackes ad defenses. THe side that launches the battle has the initive, giving them some advantage.

Range would depend on the era of the unit.
More modern units could use their regular rating as a ranged attack against older units.
If a ranged unit fights a non-ranged unit (after age adjustments have been acounted for) the ranged unit gets several free shots at the other (archers might only get a couple at a phalanx, but a an armor unit will often kill it before it gets in range)
For stacked combat.
I chose 4 units in a fight to represent how many units can be engaged at a time and be able to support each other. More than one of these events can occure in a square each turn, but they are somewhat independant from each other.

Units start at a range that is farther than the longest range available.
Each round they can move MP steps closer to the other side.
If a unit can hit the enemy they will not advance.
If the enemy is being hit, and none of your units are, all units remain in position until this changes.
Units below a certain threashold strength will attempt to retreat ( if they move beyond max enemy range, they have retreated)
Range in steps (oviously needs to be play balaced)
1 ancient normal
2 renaisance normal
3 ancient ranged
4
5 early modern normal
6 renaisance ranged
7
8 late modern nomral
9 early modern ranged
10
11 late modern ranged
12
13
14 over tile edge bombard

When units engage they split their attacks between all units within their range (more injured units, less kills if fighting a large stack)

I feel that repairs should cost modey/resources, so injured units still has an economic impact.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Agent 000
Junior Civer

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posted June 29, 1999 21:54     Click Here to See the Profile for Agent 000   Click Here to Email Agent 000     Edit/Delete Message
Problem with giving "free hits" to units because of range is displayed in Warlords 3, in which some units have a "range" advantage. Although Warlords 3 is a fantasy strategy game, this flaw in your thinking is clearly displayed here.

In Warlords, there is a unit named "Elven Archers", which recieves 4 free shots at any oncoming enemy before engaging them in combat. Usually, the archers can kill the first attacker outright, no matter what it is. If you wanted ranged units to get strike bonuses, you'd also need to factor in things like attack direction, terrain of combat (after all, bowmen in a dense forest would have a terrible time trying to shoot down a bunch of charging swordsmen), surprise, cover (easy enough to hide from arrows and firearms behind brush or a small trees), as well as ammunition (to give ranged units a disadvantage to counter their advantages), and specific unit modifiers such as the amount of armor on the target (Sorry, just no way an arrow is gonna be able to destroy a galleon, armed or unarmed!). The way I see it, ranged units should have a stack advantage, more of them being able to participate in a single combat than hand-to-hand units (As I suggested before, 2 or so melee units and 3 or so ranged units, which emphasizes combined arms). This would make it much more simple. I do think that there should be "beyond tile bombardment". That way, catapults and other such siege weapons have a point. That's my two cents.

ember
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posted July 01, 1999 14:32     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
The inability of a unit to hit a ship/plae would be given by it having a sea/air combat rating of 0.

Free shots are somewhat limited. If the archer gets 4 free shots, that could be 4 damage out of 10, not enough to kill a unit. 2 shots is more likely, if they are undefended.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Miner
Junior Civer

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posted July 02, 1999 10:59     Click Here to See the Profile for Miner   Click Here to Email Miner     Edit/Delete Message
I have just posted this in the general Civ3 forum, but I want Firaxis to see this:
This is an idea I had a long time ago to increase the realism of combat in Civ2 and since it is similar to Thebens posting I thought I would share it: (this is a large posting and I do apologise, it is also my first)

Comabt would incorporate 2 extra features, Domain & Range

Domain already exists in the units stats, either 0,1 or 2 for sea, air or land.

This is used in combat to determine which units can attack or defend against other units. Units can only attack in their specified domain unless indicated otherwise as a special ability flag.
This is probably best explained by example:

Phalanx can't attack battleships, nor can they defend against battleship attacks. (the former is already true in Civ2).
This is because the battleship has the ability to attack units in the ground domain but phalanxes cannot attack/defend against a unit that is not in the ground domain.

Musketeers cannot attack stealth bombers, nor can they defend against
stelath bombers. Same reasoning as the phalanx above.

Extra-Domain attacks should be treated as artillery bombardments (as in SMAC), where if the attacker does not win then no damage is done to it, just no dmage is done to the defender. Turns of comabat to be endured by the defender would be FP *10 (of attacker).

Phew, that was a bit long and I hope everyone followed that. now for the second bit:

Range.

Every unit also has a range, defined as an integer from 1 up to about 5 or something. Maybe no upper limit would be best.

Range affects combat where the domains of the attacking and defending units are the same (ie archers vs knights or trireme vs ironclad).

The unit with the greater range gets that many turns of combat where the other unit cannot defend (treated as an artillery duel, as above).
This is also probably best explained by example:

An archer (range 2, because of the arrows) vs knights (range 1, because they only have swords) - doesn't matter who is attacking/defending.
The archers get 10 turns (calculated as difference in range *10) of combat where the knights cannot defend, treated as an artillery duel so if the archers lose they do not take damage.

After these turns, the knights are considered to be in close enough proximity to attack the archers and therefore do damage and combat is resolved as normal.

This should finally bring an end to the stupid situation where a bunch of blokes armed with spears can damage a battleship 10kms away and cavalry charges against machine guns/tanks turns into the mass suicide
it would be. This biases success in combat toward advanced units even more than the introduction of HP & FP did for Civ.

Knight_Errant
Civer

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posted July 02, 1999 11:20     Click Here to See the Profile for Knight_Errant   Click Here to Email Knight_Errant     Edit/Delete Message
---------------------------------------------
Varying sizes of stacks. If there were supply rules, they would go a long way towards making large stacks effectively impossible for most of the game: simply not possible to supply htem unless they stay on the coast where ships can haul in bulk food. The other possibility is to reflect in the Tech Tree the organizational advances that led to Mass Armies of the Napoleonic era and afterwards:
--------------------------------------------

I suggested a supply rule that was an extension of the border system. Units within a countries border would be supplied in the way they are supplied now. No change.

Units that are outside the border lose points like a Civ 2 chopper.

Units within an allied border are supplied as if they were within their own border.

Using this system, no one has to be standing near a beach. No one has to move around any special supply units and so forth. I find many people see "Supply Rule" and start screaming "Too complicated".

Victor Galis
Junior Civer

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posted July 02, 1999 13:18     Click Here to See the Profile for Victor Galis   Click Here to Email Victor Galis     Edit/Delete Message
A sea to ground assault should be treated the same way it is in SMAC (its an artillery bomberdment with the ships batteries against a ground target.) This way Phalanxes will not defeat battleships.
ember
Civer

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posted July 03, 1999 10:27     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
As I mentioned elsewhere, i think making you lose HP just for being in enemy territory is to severe, making invasions undoable, instead I think you should not be able to repair.

Units should ahve a combat rating agains each domain to reflect the different techniques needed to fight them.
(Modern infantry are good at ground combat, but weak at air combat and bad at antiship combat) Land/air/sea/ranged-land(range) values: 8/3/0/5(5) as an example.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

redleg
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posted July 03, 1999 17:35     Click Here to See the Profile for redleg   Click Here to Email redleg     Edit/Delete Message
Upcoming -

This weekend I will summarize the thread and post it NLT Mon Jul 5. Please look my summary over and critique it so I can make changes and turn it in NLT the end of the week.

------------------
Redleg

Small minds talk about people, Average minds talk about events, Great minds talk about ideas.

Theben
Civer

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posted July 04, 1999 10:48     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
RE: range,

Range should reflect the domain the unit operates in-land units have land range, sea units sea range, etc.

Differences in range are subtracted from each other. The remainder is the # of "free hits" the higher range unit may inflict on the lower. 'Free-hit'= The 'attacker' attempts to hit the 'defender'. If successful the defender takes the attacker's firepower in damage. Faster units subtract/add one range for each movement point difference between the two sides, depending on terrain.

I'm changing my LASS(land/air/sea/space) to LASOR (land/air/sea/orbital/range) so I can keep silly acronyms.

ember,
Some units should still have STR in a domain even if they cannot attack into that domain. A "special option" (which would increase the cost depending on the domain STR only) could enable the unit to attack into that domain. Some units would be able to attack into other domains naturally (air units).


ember
Civer

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posted July 04, 1999 18:35     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
How can they have strength in a domain if they cannot engage in combat?
Do you mean something like cannons have to wait for the ships to attack to come in range within their square?
I guess you could just have an 'engage domain' set of flags.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Theben
Civer

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posted July 05, 1999 01:33     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
"Do you mean something like cannons have to wait for the ships to attack to come in range within their square?"
Exactly that. The combat is determined by the ships, since they move, but the cannon can engage once the ships move close enough to attack.

"I guess you could just have an 'engage domain' set of flags."
Or a "special option" a la SMAC, but the same idea.

Depp
Civer

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posted July 05, 1999 18:23     Click Here to See the Profile for Depp   Click Here to Email Depp     Edit/Delete Message
I have though about leaders...

Why not have headquarters instead, that contribute to each and every units fighting capabillity in a certain radio? Like in the WW2 boardgames... That would make more sense than leaders really. The HQ coudl give a +25% attack and defence bonus or movement bonus (at least one).

Leaders could still be used, like there is a 1% chance every turn that a unique (very good) leader emerges, and he stays like 20-40 years /whatever that means in turns for the moment. He will double the effectivness of the HQ or grant other benefits.

Maybe one should limit the amount of leaders a civ could gain in a game to like 10 in total, so you donīt have to find that much names and stuff

What do you all say?

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