I like the fact that you cant go half-hazardly into a '3rd world' country. You have to take things carefully even if you are a technical super-god. Maybe its not realistic that occasionally the pikeman defeats the tank, but it is fun. Without that occasional 'pikeman beats tank' the AI or us humans for that matter would never be able to try and outwit more advanced civilizations. Civilization is a game before it is a 'historical simulation' and games without balance are not fun.
If there is a problem - why not just re balance the combat system by changing the values of A/D? Adding extra stats seems to only add confusion. Giving advanced units more hitpoints only further confuses what hit points are in civ3. Hit points are related to experience and training ie How much damage a unit can take before its command structure, organization and morale break down.
Adding a firepower stat would also be redundant. Its inclusion only overlaps the attack stat. The idea is that with each succesful round more damage is done to the loser. However, if the attack stat is high enough wont more damage simply be done by the sheer winningness of rounds? Rebalancing attack/defense stats should get the same result as giving some units extra fire power.
If there is a problem - why not just re balance the combat system by changing the values of A/D? Adding extra stats seems to only add confusion. Giving advanced units more hitpoints only further confuses what hit points are in civ3. Hit points are related to experience and training ie How much damage a unit can take before its command structure, organization and morale break down.
Adding a firepower stat would also be redundant. Its inclusion only overlaps the attack stat. The idea is that with each succesful round more damage is done to the loser. However, if the attack stat is high enough wont more damage simply be done by the sheer winningness of rounds? Rebalancing attack/defense stats should get the same result as giving some units extra fire power.
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