Might the two problems be linked? Let me explain. It's possible this has been thought of many times before, in which case by all means throw rocks at me.
The problem with Civ's AI, tactically, stems from the complexity of command; hundreds of units, thousands of squares. Except that those squares aren't realistically usable IRL. No army sits out in the middle of nowhere guarding a fortress miles from home at no cost, and Hannibal had a royal biznatch of a time getting the elephants through the Alps. Supply is an inevitable reality of war. The Persians were a mighty empire but they could never wipe out the Scythians, who as nomads in a harsh environment could simply flee forever, hunting as they went, while the foreign Persians steadily lost supplies and morale while following them in circles. That's an extreme example, but the general rule applies, and it could greatly limit the AI's problems if sending a squad of Swordsmen across two mountain ranges and a forest to attack a city twenty turns later were not, in fact, feasible.
Supply as an integral component would not necessarily be a matter of tedious "supply lines." Nor do I think normal units should have fuel limits like aircraft in Civ2. And a "supply unit" that has to be loaded onto ships fails to address the problem. Rather, I think there should be a "Supply value" for each civ, increased along with technology. A unit can only be supplied within a certain range of a friendly or allied city/colony. Loss of supplies would cause rapid loss of health. Different units might have different supply needs. So a horseman without supplies will be able to fend for himself a while, but a tank without gas is doomed, as the lack of a larger supply number causes a much more rapid loss of HP that foraging cannot realistically compensate for.
Foraging would be possible, but the returns would of course be subject to terrain, limited by the number of units per square, and would not increase in efficiency with the rise of technology and subsequent rise in complexity and supply needs of troops, as mentioned above. But technology can increase the range and efficiency of supply; discover the automobile, and range increases greatly. Discover Refrigeration, and supply becomes a lot less expensive due to efficiency in preservation of foodstuffs. And without setting up "supply lines," which are tedious micromanagement, not strictly realistic, and very AI-unfriendly compared to a simple comparison of numerical values, which also fits the "grand scheme" feel of Civ. In addition, such a system would be easily tweaked and modded to suit the player, allowing innovative scenario stretches.
Now flame away, I have spoken.
The problem with Civ's AI, tactically, stems from the complexity of command; hundreds of units, thousands of squares. Except that those squares aren't realistically usable IRL. No army sits out in the middle of nowhere guarding a fortress miles from home at no cost, and Hannibal had a royal biznatch of a time getting the elephants through the Alps. Supply is an inevitable reality of war. The Persians were a mighty empire but they could never wipe out the Scythians, who as nomads in a harsh environment could simply flee forever, hunting as they went, while the foreign Persians steadily lost supplies and morale while following them in circles. That's an extreme example, but the general rule applies, and it could greatly limit the AI's problems if sending a squad of Swordsmen across two mountain ranges and a forest to attack a city twenty turns later were not, in fact, feasible.
Supply as an integral component would not necessarily be a matter of tedious "supply lines." Nor do I think normal units should have fuel limits like aircraft in Civ2. And a "supply unit" that has to be loaded onto ships fails to address the problem. Rather, I think there should be a "Supply value" for each civ, increased along with technology. A unit can only be supplied within a certain range of a friendly or allied city/colony. Loss of supplies would cause rapid loss of health. Different units might have different supply needs. So a horseman without supplies will be able to fend for himself a while, but a tank without gas is doomed, as the lack of a larger supply number causes a much more rapid loss of HP that foraging cannot realistically compensate for.
Foraging would be possible, but the returns would of course be subject to terrain, limited by the number of units per square, and would not increase in efficiency with the rise of technology and subsequent rise in complexity and supply needs of troops, as mentioned above. But technology can increase the range and efficiency of supply; discover the automobile, and range increases greatly. Discover Refrigeration, and supply becomes a lot less expensive due to efficiency in preservation of foodstuffs. And without setting up "supply lines," which are tedious micromanagement, not strictly realistic, and very AI-unfriendly compared to a simple comparison of numerical values, which also fits the "grand scheme" feel of Civ. In addition, such a system would be easily tweaked and modded to suit the player, allowing innovative scenario stretches.
Now flame away, I have spoken.
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