I was thinking of how to improve fighting in Civ5 and I have come up with several changes that I think would create interesting situations, but obviously would alter the game to a large degree.
The first thing I would recommend is to remove 1upt and then to make attacking a stack more powerful the larger the stack is. Similar to a collateral attack in Civ4, but for every unit and not just siege units. That way you either get very small stacks or no stacks at all, but you don't have the trouble of trying to sort out how to move the second line in order to get the units you want to where you want them. A fast unit that's coming in late is thus quicker to get to the front (well quicker of course, because in Civ 5 it's actually next to impossible).
Then remove the ability for units to stay in a city and spawn all units outside. Allow all military buildings (barracks, armories, walls, etc.) to add to the defense of the city. Disallow the city to attack and increase its defense to a big degree.
Add the ability to besiege a city when 3 hexes next to it are occupied which means that no citizen can work outside. Reduce the city defense for each turn it is besieged until it's 0 in which case the city is taken (use a quadratic or exponential decay model such that decay is slow in the beginning and faster in the end). Allow besieged cities to surrender which greatly reduces the plunder the enemy gets, but lets the city remain intact to a larger degree (either through player or with a certain chance).
Additionally I would add dynamic borders in war times such that the border is moving with respect to which player exerts which amount of control over it. E.g. when I can occupy a tile for some time and with a certain strength and it's connected to my tiles it becomes fully mine. War has often been fought over terrain control. Cities should become less of a target and instead the tiles itself and the resources they contain should become more important. Often in Civilization I'm forced to take a city, because I want terrain it occupies. This should not be necessary.
The first thing I would recommend is to remove 1upt and then to make attacking a stack more powerful the larger the stack is. Similar to a collateral attack in Civ4, but for every unit and not just siege units. That way you either get very small stacks or no stacks at all, but you don't have the trouble of trying to sort out how to move the second line in order to get the units you want to where you want them. A fast unit that's coming in late is thus quicker to get to the front (well quicker of course, because in Civ 5 it's actually next to impossible).
Then remove the ability for units to stay in a city and spawn all units outside. Allow all military buildings (barracks, armories, walls, etc.) to add to the defense of the city. Disallow the city to attack and increase its defense to a big degree.
Add the ability to besiege a city when 3 hexes next to it are occupied which means that no citizen can work outside. Reduce the city defense for each turn it is besieged until it's 0 in which case the city is taken (use a quadratic or exponential decay model such that decay is slow in the beginning and faster in the end). Allow besieged cities to surrender which greatly reduces the plunder the enemy gets, but lets the city remain intact to a larger degree (either through player or with a certain chance).
Additionally I would add dynamic borders in war times such that the border is moving with respect to which player exerts which amount of control over it. E.g. when I can occupy a tile for some time and with a certain strength and it's connected to my tiles it becomes fully mine. War has often been fought over terrain control. Cities should become less of a target and instead the tiles itself and the resources they contain should become more important. Often in Civilization I'm forced to take a city, because I want terrain it occupies. This should not be necessary.
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