Supply: Given the time frame and scale of the game, is this a valid issue? There has to be quite a lot of assumptions when the minimum turn is length is one year, the average occupied area is 10k sqmi and a combat unit represents a full army.
In practical game play, you could have a support level that declines as suggested, but that could mean recycling whole stacks of units on a regular basis.
I would suggest that the present situation is not bad, and simply a change in perspective is necessary. Armies of this size always have some residual renewal capability. 'Damage' accrued in combat should reflect only repairable injury, beyond which the unit is destroyed. ie, the present system. Forts should be given an ability to accelerate restoration.
Currently you can blockade a city and starve it by occupying its resource squares. Trade routes can be cut by the units themselves. Again, the current systme.
Completely surrounding (occuping every square) a unit outside a city or fort could result in its dissolution unless it is selfsustaining. But if I have that much firepower, why not just stomp on the offending unit?
Battle: The land combat system of Imperialism I&II would be ideal for CTP.
Leaders: Leaders and other non-combat units can not be considered individuals, given the time frame. This means you are looking at the quality of your officer corps, rather than a particular personality. It would be better to note a unit as being 'officered' rather than have an individual unit.
Units: Should be allowed to upgrade.
Spear chuckers should be incapable of affecting
tank or jet fighter squadrons.
Even later, no muzzle loading cannon equiped ship can harm a monitor class ironclad.
Tactics: Early firearmed units still used the tactics of the Roman legeons, resulting in high casualty rates. Cannon fire and artillary were deadly against these.
Changes in methods and the introduction of connical ammunition made indirect fire proportionally less effective.
In practical game play, you could have a support level that declines as suggested, but that could mean recycling whole stacks of units on a regular basis.
I would suggest that the present situation is not bad, and simply a change in perspective is necessary. Armies of this size always have some residual renewal capability. 'Damage' accrued in combat should reflect only repairable injury, beyond which the unit is destroyed. ie, the present system. Forts should be given an ability to accelerate restoration.
Currently you can blockade a city and starve it by occupying its resource squares. Trade routes can be cut by the units themselves. Again, the current systme.
Completely surrounding (occuping every square) a unit outside a city or fort could result in its dissolution unless it is selfsustaining. But if I have that much firepower, why not just stomp on the offending unit?
Battle: The land combat system of Imperialism I&II would be ideal for CTP.
Leaders: Leaders and other non-combat units can not be considered individuals, given the time frame. This means you are looking at the quality of your officer corps, rather than a particular personality. It would be better to note a unit as being 'officered' rather than have an individual unit.
Units: Should be allowed to upgrade.
Spear chuckers should be incapable of affecting
tank or jet fighter squadrons.
Even later, no muzzle loading cannon equiped ship can harm a monitor class ironclad.
Tactics: Early firearmed units still used the tactics of the Roman legeons, resulting in high casualty rates. Cannon fire and artillary were deadly against these.
Changes in methods and the introduction of connical ammunition made indirect fire proportionally less effective.
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