A common complaint in many threads has been about Ancient Units like a Phalanx defeating Modern attacking units like tanks and such. This is totally unrealistic and unacceptable to many players but I doubt they would like the solution.
First, one must consider that to the computer, it is not a phalanx being faced by a tank but two sets of binary bits that have certain values attached to them (Attack/Defense/Hit Points). When that 1/2/3 unit is attacked by the 16/8/4 unit, the computer only crunches the numbers. I'm not a statistician but I know that the 1/2/3 unit will win a certain number of times.
A solution would be to add a flag that renders an unit from an ancient era useless against units of a superior era. Just think, he or she who controls the oil controls the world! You could go storming all over the board running roughshod over the puny computer and its silly spearmen with your tanks. The downside would be that the computer would be able to do it back to you and worse yet, to one another.
The options are limited to solve this "reality" question.
"But still, things like that can't happen in the real world!"
You only think you want realism! Here are some "realistic" ideas to consider.
For military units - Attrition, desertion, morale, supply lines, incompetent military leaders, weather, (un)friendly fire
For cities - plague, earthquakes, hurricanes, tornadoes, famine, drought, floods, collateral damage
For civilizations - Civil War, slave revolts, government scandals, iconclasm and heresy, religion, incompetent civil leaders, Osama bin Laden, scientist defections
I think the level of realism is just fine for the game. If it will take me 2 or 3 tanks to defeat a fortified spearman then so be it. I just think of it as a poorly armed militia unit. After all, it's hardly realistic to think that the phalanx recruited back in 2400 BC is still really armed with the original spears and shields.
I know this was a long post but this issue has always bothered me since I started playing the civ games.
First, one must consider that to the computer, it is not a phalanx being faced by a tank but two sets of binary bits that have certain values attached to them (Attack/Defense/Hit Points). When that 1/2/3 unit is attacked by the 16/8/4 unit, the computer only crunches the numbers. I'm not a statistician but I know that the 1/2/3 unit will win a certain number of times.
A solution would be to add a flag that renders an unit from an ancient era useless against units of a superior era. Just think, he or she who controls the oil controls the world! You could go storming all over the board running roughshod over the puny computer and its silly spearmen with your tanks. The downside would be that the computer would be able to do it back to you and worse yet, to one another.
The options are limited to solve this "reality" question.
"But still, things like that can't happen in the real world!"
You only think you want realism! Here are some "realistic" ideas to consider.
For military units - Attrition, desertion, morale, supply lines, incompetent military leaders, weather, (un)friendly fire
For cities - plague, earthquakes, hurricanes, tornadoes, famine, drought, floods, collateral damage
For civilizations - Civil War, slave revolts, government scandals, iconclasm and heresy, religion, incompetent civil leaders, Osama bin Laden, scientist defections
I think the level of realism is just fine for the game. If it will take me 2 or 3 tanks to defeat a fortified spearman then so be it. I just think of it as a poorly armed militia unit. After all, it's hardly realistic to think that the phalanx recruited back in 2400 BC is still really armed with the original spears and shields.
I know this was a long post but this issue has always bothered me since I started playing the civ games.
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