My proposal started after the last debate about how to model the cost of a military unit related to a civ.
Actual CIV and SMAC model only related units support to shields (hence production), given a "free support bonus" for some political (social) choice (CIV fundamentalist, or SMAC social engineer support bonus).
This model never reproduce the whole bad effect of waging wars.
The reduction of working population (because men were in army) was a major factor of old army limits.
Limited support was related to number of workers available (excess of production was very limited, so slaves were used to improve things a bit).
When the needs of wars token the most part of male population, the production suffered a lot. Quite often wars where "suspended" to let soldiers harvest the wheat and save from famine during winter.
Pillaging was as a need to mantaing soldiers, as a way to force enemy to surrender for fear of famine.
When a war was lost, lot of valid people was lost too (killed or enslaved);
this introduced the need to ransom valid men back from enemy, when possible.
When bloody wars ended, often looser civilization lost "ground" (halted the development) for a generation or two.
In Civ or SMAC we have the silly opposite effect: if one unit is killed you GAIN productivity , because the support shield become free!
One of the opposition to any proposal to relate army to population, was that this will make complex for Firaxis changing population numbers, enough to match 1 point of population reduction with number of soldiers needed to arms a military unit.
If Firaxis will radically change the supporting model my proposal will be meaningless, but if they decide to keep the city-unit 1 to 1 relation I suppose we can debate my idea.
I propose a little change in City support of army, introducing a new specialist: soldier.
Similary to entertainer use to reduce unhappyness, a soldier specialist simulate the people (and food, money and production) needed to keep up an army.
As for entertainer, its effect can cover more than one unit, and change by technology advance (advanced soldier, to model different needs of modern units vs old units).
It must be an automated specialist, i.e. the player can't modify the number of dedicated soldier specialist: they are taken by working population as military units are built (e.g. one soldier specialist support two units).
The number of soldier can change only if other advance (or city facility) change the rapport soldier/supported units.
If units are reassigned or disbanded, soldier specialist must turn back as common workers (people back to home), if units are killed, soldier specialist disappear (population lost).
Ok, all this surely need some tune up, or may be a push to the trashcan right now![](http://apolyton.net/forums/smile.gif)
Let me know your opinion, please.
Actual CIV and SMAC model only related units support to shields (hence production), given a "free support bonus" for some political (social) choice (CIV fundamentalist, or SMAC social engineer support bonus).
This model never reproduce the whole bad effect of waging wars.
The reduction of working population (because men were in army) was a major factor of old army limits.
Limited support was related to number of workers available (excess of production was very limited, so slaves were used to improve things a bit).
When the needs of wars token the most part of male population, the production suffered a lot. Quite often wars where "suspended" to let soldiers harvest the wheat and save from famine during winter.
Pillaging was as a need to mantaing soldiers, as a way to force enemy to surrender for fear of famine.
When a war was lost, lot of valid people was lost too (killed or enslaved);
this introduced the need to ransom valid men back from enemy, when possible.
When bloody wars ended, often looser civilization lost "ground" (halted the development) for a generation or two.
In Civ or SMAC we have the silly opposite effect: if one unit is killed you GAIN productivity , because the support shield become free!
One of the opposition to any proposal to relate army to population, was that this will make complex for Firaxis changing population numbers, enough to match 1 point of population reduction with number of soldiers needed to arms a military unit.
If Firaxis will radically change the supporting model my proposal will be meaningless, but if they decide to keep the city-unit 1 to 1 relation I suppose we can debate my idea.
I propose a little change in City support of army, introducing a new specialist: soldier.
Similary to entertainer use to reduce unhappyness, a soldier specialist simulate the people (and food, money and production) needed to keep up an army.
As for entertainer, its effect can cover more than one unit, and change by technology advance (advanced soldier, to model different needs of modern units vs old units).
It must be an automated specialist, i.e. the player can't modify the number of dedicated soldier specialist: they are taken by working population as military units are built (e.g. one soldier specialist support two units).
The number of soldier can change only if other advance (or city facility) change the rapport soldier/supported units.
If units are reassigned or disbanded, soldier specialist must turn back as common workers (people back to home), if units are killed, soldier specialist disappear (population lost).
Ok, all this surely need some tune up, or may be a push to the trashcan right now
![](http://apolyton.net/forums/smile.gif)
Let me know your opinion, please.
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