This is an idea I tinkered with a long time ago, I think it might be useful for Civ IV.
The basic premise is that each unit has four values:
Offence = damage per attack
Defence = hit points
Blocking = ability to draw enemy fire, screening fragile units
Evasion = ability to evade enemy blockades, letting you attack fragile units
Initiative = determines when the unit gets to fire; obviously, units that die before their initiative is up never get to fire
The main problem with this is that a target selection routine is needed. It can be set by the player prior to a combat, but I'd prefer it if player input wasn't necessary.
As an example, let’s say the values are set at these figures (name, off, def, block, evade, initiative)
Infantry 3/ 10/ 2/ 4 /1
Tanks 10/ 15/ 4/ 6 /2
Artillery 12/ 10/ x/ 12 /3
You have an army of 100 infantry and 50 tanks. Your enemy has an army of 200 infantry and 20 tanks.
Step 1: Artillery are not present, so the tanks first first. Your tanks have a total of 300 evasion points, and the enemy infantry has a total of 400 blocking points. So you don’t get to attack the enemy tanks yet. Your tanks deliver a total of 500 offence points to the enemy infantry, resulting in a loss of 50 infantry. The enemy infantry has 100 blocking points to block your infantry. The enemy tanks attack at the same time, using up 120 of your infantry’s 200 blocking points. They kill 20 infantry units, leaving 80.
Step 2: Infantry. The enemy infantry is capable of blocking 50 of your infantry, letting 30 of yours through to the tanks. Your infantry blocks 40 of the enemy infantry, letting 110 through to attack your tanks. The enemy infantry manages to destroy 22 of your tanks and 12 of your infantry. Your infantry manages to destroy 6 tanks and 15 infantry.
I would like to fit morale in there somehow. One idea is that each attack may cause either casualties or a morale loss. Broken soldiers do not participate in combat and may be captured.
The basic premise is that each unit has four values:
Offence = damage per attack
Defence = hit points
Blocking = ability to draw enemy fire, screening fragile units
Evasion = ability to evade enemy blockades, letting you attack fragile units
Initiative = determines when the unit gets to fire; obviously, units that die before their initiative is up never get to fire
The main problem with this is that a target selection routine is needed. It can be set by the player prior to a combat, but I'd prefer it if player input wasn't necessary.
As an example, let’s say the values are set at these figures (name, off, def, block, evade, initiative)
Infantry 3/ 10/ 2/ 4 /1
Tanks 10/ 15/ 4/ 6 /2
Artillery 12/ 10/ x/ 12 /3
You have an army of 100 infantry and 50 tanks. Your enemy has an army of 200 infantry and 20 tanks.
Step 1: Artillery are not present, so the tanks first first. Your tanks have a total of 300 evasion points, and the enemy infantry has a total of 400 blocking points. So you don’t get to attack the enemy tanks yet. Your tanks deliver a total of 500 offence points to the enemy infantry, resulting in a loss of 50 infantry. The enemy infantry has 100 blocking points to block your infantry. The enemy tanks attack at the same time, using up 120 of your infantry’s 200 blocking points. They kill 20 infantry units, leaving 80.
Step 2: Infantry. The enemy infantry is capable of blocking 50 of your infantry, letting 30 of yours through to the tanks. Your infantry blocks 40 of the enemy infantry, letting 110 through to attack your tanks. The enemy infantry manages to destroy 22 of your tanks and 12 of your infantry. Your infantry manages to destroy 6 tanks and 15 infantry.
I would like to fit morale in there somehow. One idea is that each attack may cause either casualties or a morale loss. Broken soldiers do not participate in combat and may be captured.
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