I just came up with some ideas for the next Civ4 game, i'm not sure if some of these have been mentioned so please forgive me if i repeat some or if other games already have this stuff.
- Right now, each city and each unit is the size of one tile but how about instead make the tile sizes smaller so there would be nine (new tile, so when i say tile, mean this and will make special concideration when refering to --->) within each current tile.
- each unit would be one new tile in size.
- the cities would vary in size depending on the size of the city, so from one new tile to compassing the entire old tile. Thus the growth of the city have mroe effect.
- the growth of the area of influence could probably follow the same rules as now
- armies would then take the number of new tiles according to the number of units within it and move together in whatever formation specified by the user. Not unlike the grouping effect in RTS games.
- unit leaders should be an additional aspect. UL's have 3 ranks so lowest imparts no bonuses and highest have greatest bonuses.
- each unit has a leader of the unit(imparts no special bonus), but depending on the number of victories in a row, these commanding officers can have the chance of becoming generals(nothing new yet, cept for the new requirement which makes it less random). The leader with the most victories in a row or reached a certain number of victories would be raised to supreme commander, which will give the unit it commands special bonuses, etc.
- When leaders gain a level, input a rpg aspect so you can choose what bonuses it inparts. like the unit it commands: feel reduced effects from fatigue, their attack is increased, increased defence, etc.
- If a unit is defeated in battle, depending on the result of the fight and the units involved, the leader can have a chance to retreat. So a total rout, really low chance but close battle, higher chance to retreat.
- So when you build an army, you are first assigning someone to lead(creating the unit leader) and giving him soldiers to lead.
- When a stacked group of units is attacked, the order of fighting should be from melee to ranged, or depending on who arrives first, depending on if they are prepared or not. The attacker would have the option of stopping attack or comencing upon each sucessful fight. So if you kill the melee units but are too weak to go after the ranged, you can move back. The defender's remaining unit can then have the same option to retreat or stay put.
- the Civ 2 impassible regions should return but to more of an effect like units moving over mountains etc.
- the game should be stretched out a bit more especially in the early years, possibily thorough implementation of seasons
- seasons can then affect movement of troops and maybe resources so cities will need to store for the winter
- the units should have new factors included into them, consisting of unit size, level of dicipline/training, fatigue, and tech level (its already in i know). This will make attacking and war more strategic rather then just one rush ther other and a dice roll.
- the fatigue would have effect when the unit is away from its borders, fighting too many battles at once and when it is moving particularly fast which leads me to...
- speed of unit movement, so apart from the regular speed of movement, you have the choice of making them go an extra tile or two but have to face the fact that they will be really reduced in effectiveness. The amount of tiles a unit can move will then also have to be re-calculated.
- example, so an infantry will move 2-3 tiles per turn on regular movement but double time can go to a max of 2-3 more tiles, and horsemen/mobile units can go 4-9 tiles but double that when double time. All hypothetical but what in this post isn't?
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