In this second incarnation of this classic boardgame the game-designers have come up with a new idea: simultaneous combat, but still not real-time.
Its not a fullprice-worthy game, but if you can get a hold of this game at reduced price, or borrow a copy to use as demo, i strongly advice you to do that - just to test out this feature, and think of how it could be used in Civ-3 as well.
Heres how a Civ-adapted variant of it could work:
------------------------------------ Edited:
The retreat-alternative should perhaps be scrapped. Only "attack" and "fortify", in order to keep things simple. Also: i never intended some dice-rolling nonsense. The RISK II "same turn" comparison only applies to some limited principal and Civ-adapted ideas from that game. Read further down, as this idea developes through each new post.
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Whenever the human player or any AI-civ wants to attack any other unit or city, a combat screen pops up automatically (only battles between human and AI, however - and even that can be bypassed through automatic combat-resolving, for the inpatient ones):
From the battle-screen, the initiating attacker have the first go. Lets say the attacker has 5 attacking-units in his stacked army - the other one has, lets say 1 defence-unit and 2 attacker.
The attacker can now choose between the following:
- Ordering all hes units to attack all enemy units - unit against unit - on broad front.
- Ordering all hes units to attack a single enemy unit, or a part of the enemy stack.
- Ordering some of hes units to single out one enemy-unit (or part of the enemy-stack), while other units takes out the other unit/other part of the stack.
If the human is the attacker, a button is pushed to confirm above choises. But before above combat its actually resolved however, the attacked army also have a go. He can choose between the following:
- Ordering all units to attack himself - same alternatives as above.
- Ordering all units to defend; fortify.
- Ordering some units to attack, while some other units should defend.
- Ordering all units to retreat: cause heavy damage and some losses, but most are still alive. Retreat only works outside cities.
- Ordering some units to hold ground (attack/defend), while others retreat: this often dooms the ground-holders, but the retreating units have less damage.
Then the attacked units have made their choices, the initiating attacker push a "resolve combat" button, and voila!
Its important in above model - if you choose manual combat resolving - that you have complete and full control how to attack/defend/retreat. You CANNOT move around units on the battle-screen, but that doesnt matter - they all act like there was first-liners, and its their orders that decides who they gonna attack - not their placements on the battle-screen.
Please, NO automatic placement/orders depending on unit-type, like in CTP-2.
In fact - just for the fun of it - you can even temporarily switch side (within combat situations only, of course) and baby-sit the AI-units: Check out what best could be done, from their point of view. The AI automatically takes back its role after such "play both sides combats". Like playing chess with oneself.
This is of course, not the default mode however, and you can forget about Hall of fame and endgame scores. (just like then you used the Cheat-meny in Civ-2).
[This message has been edited by Ralf (edited December 11, 2000).]
Its not a fullprice-worthy game, but if you can get a hold of this game at reduced price, or borrow a copy to use as demo, i strongly advice you to do that - just to test out this feature, and think of how it could be used in Civ-3 as well.
Heres how a Civ-adapted variant of it could work:
------------------------------------ Edited:
The retreat-alternative should perhaps be scrapped. Only "attack" and "fortify", in order to keep things simple. Also: i never intended some dice-rolling nonsense. The RISK II "same turn" comparison only applies to some limited principal and Civ-adapted ideas from that game. Read further down, as this idea developes through each new post.
--------------------------------------------
Whenever the human player or any AI-civ wants to attack any other unit or city, a combat screen pops up automatically (only battles between human and AI, however - and even that can be bypassed through automatic combat-resolving, for the inpatient ones):
From the battle-screen, the initiating attacker have the first go. Lets say the attacker has 5 attacking-units in his stacked army - the other one has, lets say 1 defence-unit and 2 attacker.
The attacker can now choose between the following:
- Ordering all hes units to attack all enemy units - unit against unit - on broad front.
- Ordering all hes units to attack a single enemy unit, or a part of the enemy stack.
- Ordering some of hes units to single out one enemy-unit (or part of the enemy-stack), while other units takes out the other unit/other part of the stack.
If the human is the attacker, a button is pushed to confirm above choises. But before above combat its actually resolved however, the attacked army also have a go. He can choose between the following:
- Ordering all units to attack himself - same alternatives as above.
- Ordering all units to defend; fortify.
- Ordering some units to attack, while some other units should defend.
- Ordering all units to retreat: cause heavy damage and some losses, but most are still alive. Retreat only works outside cities.
- Ordering some units to hold ground (attack/defend), while others retreat: this often dooms the ground-holders, but the retreating units have less damage.
Then the attacked units have made their choices, the initiating attacker push a "resolve combat" button, and voila!
Its important in above model - if you choose manual combat resolving - that you have complete and full control how to attack/defend/retreat. You CANNOT move around units on the battle-screen, but that doesnt matter - they all act like there was first-liners, and its their orders that decides who they gonna attack - not their placements on the battle-screen.
Please, NO automatic placement/orders depending on unit-type, like in CTP-2.
In fact - just for the fun of it - you can even temporarily switch side (within combat situations only, of course) and baby-sit the AI-units: Check out what best could be done, from their point of view. The AI automatically takes back its role after such "play both sides combats". Like playing chess with oneself.
This is of course, not the default mode however, and you can forget about Hall of fame and endgame scores. (just like then you used the Cheat-meny in Civ-2).
[This message has been edited by Ralf (edited December 11, 2000).]
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