My $.02 Firaxis tends to design the general game concepts simply so as to make things accessible to casual gamers (not the type of people who would come here) the fact of the matter is that any 'supply line' or range limitation movements would be too complicated. It could be argued that the excessive complications in the CTP series kept it from being a commercial success.
That said I'm personally in favor of a Civ2 chopper-esque idea for limiting movement, rapid expansion and exploration. I've seen elements of this in other threads and in this one as well, but specifically I think that if you keep it simple it’s more likely to work. Simply put the longer a unit is away from it’s territory, or not in a foreign territory with a ROP agreement, the unit slowly looses HP each turn at some rate until it gets to 1 (or possibly dies) This seems easy to implement and easy to understand and - I think the AI could handle that pretty well, as it currently does know enough to withdraw units when HP gets too low (which currently only comes from battle damage).
I would further suggest though that a better method than supply lines, or supply units or other complex concepts (neither of which I think the AI, barring MAJOR improvement could handle effectively) would be the old pillage button. When in enemy territory just pillage an improved tile and fill your HP back up. Just like Sherman & Hannibal did!
It could be either just the pillaging unit getting the benefits, or all the units on that square, or a certain improvement yields different amounts of HP that can be divided between units (roads being the least, farms the most value - RR & mines somewhere in-between) I imagine that play testing would need to be done to determine how powerful to make that feature.
As for naval units, add the ability to attack (or raid) improved costal squares to refresh HP, and have increasing range (slower hp loss) with tech, with nuclear powered units eventually having unlimited range (e.g. no HP loss) I can already imagine a Viking UU that's special feature would be a very high success rate of pillaging costal squares. This would cause the map to be more slowly revealed to players as advances in naval technology would actually allow units to go farther from home, rather than simply getting there faster.
These features are easy to understand and use; and reflect reality in a good way (for those who like reality in the game) It also could make ROP agreements really interesting as your units could move thru that territory without HP penalties.
This would also keep very early exploration early on in check and keep extremely early warmongering to a minimum.
It even can figure into the AI difficulty level, as the AI could suffer from the effects of being 'abroad' more slowly on higher difficulty levels.
I apologize for plagiarizing or repeating any ideas (particularly The_Aussie_Lurker’s whose ideas this is based on)
That said I'm personally in favor of a Civ2 chopper-esque idea for limiting movement, rapid expansion and exploration. I've seen elements of this in other threads and in this one as well, but specifically I think that if you keep it simple it’s more likely to work. Simply put the longer a unit is away from it’s territory, or not in a foreign territory with a ROP agreement, the unit slowly looses HP each turn at some rate until it gets to 1 (or possibly dies) This seems easy to implement and easy to understand and - I think the AI could handle that pretty well, as it currently does know enough to withdraw units when HP gets too low (which currently only comes from battle damage).
I would further suggest though that a better method than supply lines, or supply units or other complex concepts (neither of which I think the AI, barring MAJOR improvement could handle effectively) would be the old pillage button. When in enemy territory just pillage an improved tile and fill your HP back up. Just like Sherman & Hannibal did!
It could be either just the pillaging unit getting the benefits, or all the units on that square, or a certain improvement yields different amounts of HP that can be divided between units (roads being the least, farms the most value - RR & mines somewhere in-between) I imagine that play testing would need to be done to determine how powerful to make that feature.
As for naval units, add the ability to attack (or raid) improved costal squares to refresh HP, and have increasing range (slower hp loss) with tech, with nuclear powered units eventually having unlimited range (e.g. no HP loss) I can already imagine a Viking UU that's special feature would be a very high success rate of pillaging costal squares. This would cause the map to be more slowly revealed to players as advances in naval technology would actually allow units to go farther from home, rather than simply getting there faster.
These features are easy to understand and use; and reflect reality in a good way (for those who like reality in the game) It also could make ROP agreements really interesting as your units could move thru that territory without HP penalties.
This would also keep very early exploration early on in check and keep extremely early warmongering to a minimum.
It even can figure into the AI difficulty level, as the AI could suffer from the effects of being 'abroad' more slowly on higher difficulty levels.
I apologize for plagiarizing or repeating any ideas (particularly The_Aussie_Lurker’s whose ideas this is based on)
Comment