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  • New military ideas

    War is one of the very big things in the civ universe i only becuase it is one of the few things in which the player takes a very active role and can keep him busy every singler turn. As such, any civ game needs a good military model, one that is simple enough not to become a military simulation but complex enough to replicate reality ot some degree. What follows are a few ideas.

    In civ up to now, the size of your military is based on the porductiveness of your civ. a city size 4 with 10 shield porduction will be able to give you more troops than a city size 12 with 5. This make no sense. Armies are made of people, not resources. The size of your armiy should be determined by only one thing, the size of your population. More people, more soldiers you can put on the field. Now, more soldeirs does not mean effective, motivate, or likely to win, just means more.

    I am an advocate of a pop. point system, much like in Colonization. How many troops you can get should be based on your population and its needs. So, a very agrarian nation with that has little surplus could only support a small army through time. You can put together a large one if you need, but only for a short time, otherwise they starve.

    Now, as we know, troops need equipment. In my version of civ, equipment and troops are not the same thing (another bit from Colonization). Besides needing people for troops, you over time need people to make weapons. Now, no need to have a different set of weapons for each tech level (too mucu). You can simply have a resource to be made called military equipment. Tech level and social choices can make how much of it you can make each turn and which buildings make how much out of what, but one thing called equipment would do until the age of real indsutrial weaponry, and things like ships would have to be built independently, then staffed (you build a ship, not the crew). Troops, of course, need to be payed. Who pays them, and how much, is based on what type of army you have. In some systems troops pay for themselves (not out of your pocket) or some underling pays for them (not out of your pocket, but his, as in feudalism), or you have to foot the whole bill. The change in civ 3 to making troop upkeep with money, not resources, was a good one.

    Now that we have made units, a few things have to change.

    An addtion made by RoN is the notion of attrition. This is a wondefull notion an one that should be utterly central to the military model of any new civ game. First of all, troops should suffer attrition everywhewre, at all times. This would mean thsat no longer could you make one unit in 300 bc and have it in 1900 ad. It also means keeping full time forces is expensive, very expensive, making great empires true achievements, sicne to have one you needed a hell of a lot of money. Now, the rate of attrition would be based on 3 things. tye of unit, the terrain it is in, and its culture. The last one allows for some variation with civs. A civ that grw up in the ropics should not face as much attrition at home as one that did not. Now, attrition can be sued in various ways. For example instead of making it impossible to cross certaint terrains (such as the wheeled unit in cvi3), you simply manague the attrition. So, what you do is say that mounted units suffer catastrophic attrition in mountains and jungles. Somene can still try to shove their army through a mountian, if they think they found a way to do so, but it would be very risky and likely to fail (meaning that if you do succeed, you just scored a huge tactical and strategic surprise). BY playing aorund with attrition, you can also make terrain barriers real. In civ, mounatins slow down your enemy, they do not stop him. Wth this system, mountains, deserts, jungles would be likely to stop them, if only because any army that tried to got throught would no make it.

    Obviosuly, better tech and time would greatly lower attrition rates.
    If you don't like reality, change it! me
    "Oh no! I am bested!" Drake
    "it is dangerous to be right when the government is wrong" Voltaire
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  • #2
    Here's something to add to the list of things a unit could have. EMP device! Permanently damages advanced mobile ground units within a 1-square radius. This would probably exist in a game taking place in the future, I think, and there would have to be some sort of defense against this device, like eventually allowing your tanks and stuff be organic, and not use electronics.

    May I add that units in combat will each need both good weapons and good armor, except the attacker will rely on weapons quite a bit more, and the defender will rely on its armor defenses quite a bit more.

    Also, why do the units in Civilization, its sequels, and SMAC all rely on production for its support needs? Unless they're androids, or something, these units may find it more beneficial to get food, instead of minerals. Of course, you may still need to pump in a small amount of production and money to keep equipment replenished, and to keep recruiting new units as old ones will probably eventually die of old age.

    These have been the random thoughts of the TimeTraveler. Thank you.
    Known in most other places as Anon Zytose.
    +3 Research, +2 Efficiency, -1 Growth, -2 Industry, -2 Support.
    http://anonzytose.deviantart.com/

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    • #3
      Medieval: Total War counts the number of men in each unit, and your units lose men as they lose strength. You can increase units' numbers by merging them with other units of the same type.

      Of course, Medieval: Total War is an impossibly complicated morass of screens within screens and micromanagement.
      Everything changes, but nothing is truly lost.

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      • #4
        The system need not be that complicated. for example if one used a civ2 like healthbar for units, all you simulate with attrition is the healthbar taking a hit each turn it is in a certain terrain type. And if one for gameplay reason wishest o have a way to end attrition, you say that units in barracks and forts suffer none. Then you make barracks and forts hugely expensive to upkeep, as they were.
        If you don't like reality, change it! me
        "Oh no! I am bested!" Drake
        "it is dangerous to be right when the government is wrong" Voltaire
        "Patriotism is a pernecious, psychopathic form of idiocy" George Bernard Shaw

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        • #5
          I think one thing is very awkward: we pays to get mens (build a unit), but only to create the troop. When the healthbar replenishes, nothing is lost when in fact it is new men.

          Units should have:
          1- Permanent status of men (number of men, type of unit...)
          2- Unpermanent status of men (fatigue, experience, moral...)

          In such a case, you can include EVERYTHING in two simple aspects. And you can easily make a coherent economy-army system.
          Go GalCiv, go! Go Society, go!

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          • #6
            Scrap artillery-type units. Give the bombard function to most units, so we don't have to lug around extra units when campaigning. Armies would typically make siege engines from scratch in the early period, and in later years, artillery and infantry were heavily integrated, enough so that having a seperate artillery unit is not really realistic. The power of a given unit could be a related to the unit type, the culture, the attrition and the supply level. A unit pinned down in a jungle hundreds of miles from home would have negligible bombard capability, whilst one with a well organised supply route to an industrial centre would be able to create serious pain.

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            • #7
              dp
              Last edited by Sandman; June 19, 2003, 06:41.

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              • #8
                Originally posted by Sandman
                Scrap artillery-type units. Give the bombard function to most units, so we don't have to lug around extra units when campaigning. Armies would typically make siege engines from scratch in the early period, and in later years, artillery and infantry were heavily integrated, enough so that having a seperate artillery unit is not really realistic. The power of a given unit could be a related to the unit type, the culture, the attrition and the supply level. A unit pinned down in a jungle hundreds of miles from home would have negligible bombard capability, whilst one with a well organised supply route to an industrial centre would be able to create serious pain.
                hi ,

                artillery units are integrated on regimental or brigade level , not when it comes down to lets say an infantry battalion , .......

                therefore civ III and ptw are correct

                have a nice day
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                • #9
                  well frankly, while I agree with sandman to some extent, I think that that would only work for ancient troops as proposed.

                  But I think that ancient troops couldn't have made a bombard weapon that could bomb something like an adjustant square (which realisticly represents a big area). If they did construct small bombard weapons, the weapons were usually in range to be counter-attacked by the defending city.

                  So bombard units are necessary to show advancement of math to a paint where a bombardment tool could stand quite far from the wall of the city, and thus not be hit, unless a unit left the city, and attacked it.


                  And later on, we may find armies, so that civ units represent battalions inside armies which represent regiments.

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