Another reason for soft caps is it actually reduces MM - in a non-combat situation, it's easier to just stick everything together than have to spread it out over many tiles.
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Ideally, if you are going to defend your territory it is best to have units in cities and forts, that can sally forth to smite the infidel. I wish that railways would be fixed too. It just seems unrealistic that your tank can only move two tiles while his can beam in from the other end of a continent and have two goes at yours.Only feebs vote.
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Ideally, if you are going to defend your territory it is best to have units in cities and forts, that can sally forth to smite the infidel. I wish that railways would be fixed too. It just seems unrealistic that your tank can only move two tiles while his can beam in from the other end of a continent and have two goes at yours.Last edited by lajzar; February 20, 2004, 19:32.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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Don't get me started on airports. The fact that you can transport heavy armour through them wrecks the game - even with the one unit per turn limit.
I liked CtPs railroads. Enough to make a difference, but not ridiculously so.Only feebs vote.
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OK, my 'solution' to the whole Infinite RR issue is as FOLLOWS:
RR should only grant its unique movement bonus if it is entered onto via a city, fort, outpost or airport! i.e. if you move onto a RR midway along its length, then you should still get a movement bonus (maybe 1/4 or 1/5), but should not get the unlimited movement rate! In addition, every city/fort/outpost/airport that the unit moves through should cost 1mp, regardless of whether or not they're travelling by rail!
Thirdly, you could reduce the amount of RR's used in the game by giving them a maintainence cost, per turn, which would come out of a PW budget!
An alternative measure to help balance RR's is to have a 'Loading Factor'-or a maximum number of units which can travel on a certain section of RR per turn, though this option feels a little unweildy!
Yours,
The_Aussie_Lurker.
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I tend towards a hard cap, with an exception: more than X (say 12 for sake of arguments) units can exist in a tile, provided its not a destination... I.E. a maximum stack wouldn't block another armies passage.
Ultimately, though, keeping the cap limit, is a sensible method of maintaining strategic limits on defence.
Soft caps could work too... but ultimately its a good idea to limit the number of entities within a game, and theres no real reason to have 50 units as opposed to 12 when you consider that units are composed of an abstract number of men/machines/whatever. Its always better to have less "things" where you can... better for the AI, and less crap for the human to worry about. 500 units could be represented in about 40 size 12 stacks, which are perfectly managable. I wouldn't recommend a maximum number of units, necessarily... support costs aside, just pointing out that a stack of 12 isn't particularly limiting.
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MrBaggins - the reason for a soft cap is so that, as I said, you can have them there for non-combat purposes. For example, in CtP2 I always got pissed when I realized I couldn't build a navy (or, in fact, any units at all) because I had 12 defenders in each city. A soft cap allows for those sorts of things, but has the same COMBAT effect (and combat is the problem) as a hard cap.
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Attrition is also a FANTASTIC Idea, BTW. We've discussed it elsewhere, but a very simple notion of supply would be a worthwhile addition to the game, and improve the ability of tactical 'finesse' to win out over Brute Force!
For instance, even if you CAN have a mega-death stack of 200 units, they won't do you a great deal of good if-deep within your enemies territories-your enemy sends half a dozen swift scout/horsie units to cut your lines of supply!!! Then, you have to get that mega stack back home before they wither away and die ! If you don't believe such a thing could happen, just ask Napolean in Russia (those damned COSSACKS!!! ) or Russia in Afghanistan (those damned Mujjahadeen !!!)
Anyway, I know this idea belongs in a different thread, but I definitely think that stack limits and supply/attrition would add a new, tactical depth to the Civ Series!
Yours,
The_Aussie_Lurker.
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Originally posted by GePap
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.
And I'll say with confidence that terrain type stack limits will wreak havoc on AI path finding.
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Originally posted by skywalker
Another reason for soft caps is it actually reduces MM - in a non-combat situation, it's easier to just stick everything together than have to spread it out over many tiles.
I tend towards a hard cap, with an exception: more than X (say 12 for sake of arguments) units can exist in a tile, provided its not a destination.
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Originally posted by skywalker
Um, isn't that basically what the Germans did? Stack lots and lots of tanks on the Belgian border and stroll towards Paris?(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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