A key factor in making a more realistic Civ game has to be that of an integrated resource and supply structure for both the cities and the armies. One of the key problems in call to power and the other civ platforms that I have played is that there is no automatic sharing of basic resources between cities. Food is a prime example I would have thought that there would be an automatic internal market that would be able to distribute the food from all cities on a demand basis. This could also be done with other natural resources to make an integrated economy matching the needs with the supplies available where ever in the empire and with special consideration to trading resources with other empires. This happens in the real world and I think it should be integrated into the next civ.
More importantly though is the supply of military units. I am constantly annoyed by foreign nations who send a lone unit deep into my territory and leave it there for the next thousand years. How on earth are the buggers being fed, reequipped and supplied? As the game stands in CTP2 I can take an army half way around the world and leave it there with no tangible route of communication between it and me. I think this leads to a completely unrealistic scenario.
The answer is to make all military units subject to re supply routes using the nearest city, subject to a maximum number of squares and degraded the closer to the limit it gets. This could also be substituted by supply dump improvements to act as conduits, I also think that there should be a limit on the amount a city and dump can effectively supply. The main result of this would be an end to unrealistic incursions by lone units, a more realistic development of empire structures.
The game, militarily, would centre on, as it does in the real world, protection of supplies. It would become possible for a player to encircle and so cut off a whole army and that armies fighting ability would diminish (the speed dictated by the amount of action it was engaged in and the lack of supplies coming in). This would make the fighting more tactical and not just a contest between who could hammer the other faster. Small armies could out fight bigger ones with fast long distance units like tanks playing a more accurate historic role.
So to conclude lets put a emphasis on the whole supplies system within the empire as a whole and the military in particular.
More importantly though is the supply of military units. I am constantly annoyed by foreign nations who send a lone unit deep into my territory and leave it there for the next thousand years. How on earth are the buggers being fed, reequipped and supplied? As the game stands in CTP2 I can take an army half way around the world and leave it there with no tangible route of communication between it and me. I think this leads to a completely unrealistic scenario.
The answer is to make all military units subject to re supply routes using the nearest city, subject to a maximum number of squares and degraded the closer to the limit it gets. This could also be substituted by supply dump improvements to act as conduits, I also think that there should be a limit on the amount a city and dump can effectively supply. The main result of this would be an end to unrealistic incursions by lone units, a more realistic development of empire structures.
The game, militarily, would centre on, as it does in the real world, protection of supplies. It would become possible for a player to encircle and so cut off a whole army and that armies fighting ability would diminish (the speed dictated by the amount of action it was engaged in and the lack of supplies coming in). This would make the fighting more tactical and not just a contest between who could hammer the other faster. Small armies could out fight bigger ones with fast long distance units like tanks playing a more accurate historic role.
So to conclude lets put a emphasis on the whole supplies system within the empire as a whole and the military in particular.
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