There have been many suggestions made about improving the realism of warfare in CivIII. They tend to range between the extremes, lets say, between 'the Operational Art of War' and CivII as it is now.
Obviously, Civ is not supposed to be a wargame. But we can all agree that there are things that now exist in Civ that ruin the 'willing suspension of disbelief' in war.
1. 'box-canyon of death' all units dying when the stack is killed.
2. Lack of even primitive, Panzer General-esque, supply rules. This could be handled very simply, give each unit a number for 'supply', which is exhausted by moving and exhausted more by combat. It is replenished each turn that the unit can trace a line to a friendly city. If a unit is unsupplied it slowly loses hit points.
3. Battle to the death. The only result possible in CivII is total victory or total defeat. There should be bombardment like in SMAC, but also forced retreats, surrenders. Units need to have a morale number, which could be influenced by all sorts of things, to govern retreats, surrenders, ect. For example, fanatics might never retreat or surrender, while partisans might be made to retreat easily.
4. Industrial/morale attacks on a city: presently, only the spy can do this. Bombers, battleships, cruise missiles should be the best at this job.
5. My own personal want for realism....unit names!! In 'Empire Deluxe' units were given generic names based on where they were produced, but players could change this name to whatever they want. Maybe I don't want just plain 'rifleman', maybe '1st Royal Guards Rifleman'. In scenarios this would be great, no more anonymous battleship, now you have the Bismarck.
On leaders: although I know they will be included, I don't really know about leaders..
Time: I don't know about the mechanics of this, but time is wierd in combat. It is, for example, impossible to re-enact Alexander the Great within the normal game because it takes 50 years for a horseman to leave Greece...
In conclusion:
Old Civ Rifleman: Att:5 Def: 4 Move: 1 HP: 2 FP: 1
or 5/4/1/2/1
Civ III 303rd Regiment, Rifleman: Att:5 Def: 4 Move: 1 HP: 2 FP: 1 Morale: 3 Supply: 10
or 5/4/1/2/1/3/10
Obviously, Civ is not supposed to be a wargame. But we can all agree that there are things that now exist in Civ that ruin the 'willing suspension of disbelief' in war.
1. 'box-canyon of death' all units dying when the stack is killed.
2. Lack of even primitive, Panzer General-esque, supply rules. This could be handled very simply, give each unit a number for 'supply', which is exhausted by moving and exhausted more by combat. It is replenished each turn that the unit can trace a line to a friendly city. If a unit is unsupplied it slowly loses hit points.
3. Battle to the death. The only result possible in CivII is total victory or total defeat. There should be bombardment like in SMAC, but also forced retreats, surrenders. Units need to have a morale number, which could be influenced by all sorts of things, to govern retreats, surrenders, ect. For example, fanatics might never retreat or surrender, while partisans might be made to retreat easily.
4. Industrial/morale attacks on a city: presently, only the spy can do this. Bombers, battleships, cruise missiles should be the best at this job.
5. My own personal want for realism....unit names!! In 'Empire Deluxe' units were given generic names based on where they were produced, but players could change this name to whatever they want. Maybe I don't want just plain 'rifleman', maybe '1st Royal Guards Rifleman'. In scenarios this would be great, no more anonymous battleship, now you have the Bismarck.
On leaders: although I know they will be included, I don't really know about leaders..
Time: I don't know about the mechanics of this, but time is wierd in combat. It is, for example, impossible to re-enact Alexander the Great within the normal game because it takes 50 years for a horseman to leave Greece...
In conclusion:
Old Civ Rifleman: Att:5 Def: 4 Move: 1 HP: 2 FP: 1
or 5/4/1/2/1
Civ III 303rd Regiment, Rifleman: Att:5 Def: 4 Move: 1 HP: 2 FP: 1 Morale: 3 Supply: 10
or 5/4/1/2/1/3/10
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