I want to avoid things like this:
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Stacking Limits Y/N
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Alternate rule on stacks:
Each unit in the defending stack after the first adds one to the effective attack factor. This means that as units get more advanced, the relative penalty for stacking drops, so stacks will tend to grow as time advances. I'd also say that if a unit is killed, all units in the stack take token damage, as in SMAC. More advanced units should also have more hit points.
3000 square miles can house a population of a few million with modern technology. Historically, 1% (give or take) of the population would be at arms, and in Roman times, Europe's population was about 10% of what it is now. Which makes for say, 5000 soldiers. Let's say a typical ancient foot unit is 500 men (a typical cohort in Roman army terms), and at ancient tech levels we can assume a grasslands tile will support 10 units.
Hmm, perhaps CTP was onto something when they set the stack limit at 9-12 units.
otoh, certain units are in no way dependant on the land for their upkeep. Diplomats, ironclads, aircraft, and just about any modern vehicle unit spring to mind.The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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Anyone who wants to read about the recent history of military tactics should read The Shield of Achilles by Phillip Bobbit. Not much on naval stuff but interesting things on the development of land combat and on the revolutions of the Napoleonic era, an era that is sadly underplayed in Civ.Only feebs vote.
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I voted for a strict stack limit. However, i think it should be flexible by unit type. Ancient units and technologies should be able to stack more units than modern units and technologies. Today's armies have a ratio of 10 support soldiers to every 1 actively fighting soldier. Plus, today's forces are so much deadlier with killing ability at long ranges.Haven't been here for ages....
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Originally posted by Shogun Gunner
I voted for a strict stack limit. However, i think it should be flexible by unit type. Ancient units and technologies should be able to stack more units than modern units and technologies. Today's armies have a ratio of 10 support soldiers to every 1 actively fighting soldier. Plus, today's forces are so much deadlier with killing ability at long ranges.
A well designed game should not be purely a numbers game. If it is, both fun and tactical nous suffer.
For me the chief argument against mega stacks is not the historical one, but from the point of view of gameplay.Only feebs vote.
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If anything, modern armies should be the ones that get a higher stack limit.
Unit size is typically smaller, making foraging potentially easier. And the transport network means they don't have to rely on the local production for supply.
btw, the actual support:combatant ratio is about 3:1, not 10:1. And support personnel tend not to be anywhere near the front line if the high command has any sense, so they aren't usually a factor in figuring supply requirements.
But the main argument against huge stacks is gameplay, not supply.The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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I agree that we should be looking for good gameplay, and not focusing only on realism.
I like the soft stacks idea, for both defence and offence. But I think that the soft cap should be pretty low, around 12 units.
The idea is to give bonuses to troops in stacks that gradually peter out the more units you have in, until placing more than 12 doesn't give you the bonus. After around 18 units there can be penalties for stacks that are too big, to simulate too many people in one place causing confusion.
What soft caps on combat effectivness does is let us allow to move one stack of 12 through a tile that already has another stack of 12 in it, preventing the CTP problem of not being able to move through your cities with your armies. Also, it doesn't cripple the AI's pathfinding as much because you don't have moving roadblocks every turn.
And since the topic of defense vs. offense has been broached... I think defense should be weakened to force the defender to meet their attacker in the field. We shouldn't be allowed to sit in the middle of our population centers and expect to win. If we have stacks fighting on the front, however, then the consideration of who is attacking vs. who is defending becomes purely strategic. The "tactical" nonsense of sitting in the city for a 100% defense boost goes away.
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Healing
I think that the reason that stacks become such a necessity in Civ3 is that the healing is all whacked. I can decimate a defender to 1/4 of its full health, and by the time my next attacker arrives from the next city over, the defender is back at full health.
This forces me to attack in stacks so that 1 unit weakens the defender, and the next unit kills it.
A solution might be to give units something along the lines of 20 hp. A unit heals 1hp in neutral territory, 2hp in friendly territory, 3 hp in cities, and 4 hp in cities with barracks.
Thus the advantage of flexibility would outweigh the stack advantage. By which I mean, it would be advantageous to only use as much force as necessary to take a city, knowing that you can always bring more force to bear in a timely manney.
Another check and balance on the power of the stack would be to allow bombard to hit multiple targets. Obviously there would have to be some limit to this, or a falling off of the effectiveness, but the point is that if you pack your men in like sardines in a tile, there is a greater chance that the cannons are gonna hit something.
All that aside, I agree with Fosse that I would like soft limits in the form of a bell curve combined arms bonus that has its peak in the 9-12 units range.
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I had another idea for a check/balance on stacks while reading the ZOC thread. Currently, Bombard units get a free shot when you enter their ZOC (if they have one). I would suggest that the percentage chance of ZOC bombard be revised downward, but each bombard unit gets a free shot at every unit entering the ZOC, BUT, and here's the crux of it, they only get as many shots as the total number that enter any one ZOC tile.
Thus:
ABC
DEF
GHI
If I have 15 units on tile F and want to attack city D, I move all 15 units to tile E, entering the ZOC of city D. City D gets 15 free shots.
If I move 5 units to B, 5 units to D, and 5 units to H, city D gets 5 free shots.
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If a stack limit is implemented, I think its important that the unit costs be rebalanced to lower the total amount of units. I know I sound like a broken record on this subject, but If you think that stack of 50 or 100 units is bothersome in its unreality, it doesn't hold a candle to how bothered you'll be when you have to move all those units individually.
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Re: Stacking Limits Y/N
Originally posted by Agathon
I'm a fan of stacking limits and I've gone 8 pages deep in this forum and I can't find anything specifically on them.
Thread 1 - Bad Ideas...
Thread 2 - Stacked Combat Poll
Most of my opinions about this issue have been stated by Fosse and wyrlachen. Ultimately, I think that unlimited stacks make for a less strategic game because without a limit on how many units can occupy a tile, strategy boils down to whoever has the largest stack. (think of Risk...)
This whole issue is much broader than just a cap, because couple the use of an unlimited cap with infinite movement with rails ends up reducing strategic considerations to nil - and the use of single-unit combat resolution makes battle a tedious affair when you can have 50+ units on a single tile. At least, if combat could be resolved for multiple units at one time, that would cut down on the tedious aspect of an uncapped limit.
As a matter of opinion, I favor a hard cap, but there have been some good suggestions that would work well with a soft cap, so I'm not dead-set against it.Last edited by hexagonian; February 17, 2004, 12:53.Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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I agree with a soft cap on units, more akin to 20, not 12 units. The limit should be smaller for sea units, again soft.
But defensive bonuses should remain- it is realisitc to say that troops in a fortress or a city have a huge defensive edge- history has probalby more examples of long sieges that pitch battles- the problem in civ is that the defenders forces never begin to starve, thus they do not have a long term reason to engage the enemy in battle after 20 years of siege and their stores running out. The way top make war moe dynamic then is introduce problems with supply- but then that eats up too much processing power.
On terrain-certainly terrain should have diffeent caps- you can not fit as many forces through mountain passes and jungles than plains- and it would make wise use of terrain even more important.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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