This summary includes ALL the combat posts (except Victor Galis's), from Redleg's original summary to technophile's current one.
COMBAT summary v. 3.0
CONTENTS
1. Combat Systems
2. Land & Sea Combat
3. Air Combat
4. Communications
5. Stacking
6. Unit Modifiers
7. Unit Orders
8. Sub-Game for Combat
9. Battle Screens
10. Sieges
11. City Conquest
12. Miscellaneous
1. COMBAT SYSTEMS
1.1) First of all, there is the combat system in List 1 called CITV. Check out the 1st list to read about it, ‘cuz I’m not gonna describe it here.
1.2) LASS (Land, Air, Sea, Space):
The primary intention of this combat system was to address two aspects of the ATT/DEF system-one, why doesn’t the attacker’s DEF or the defender’s ATT affect the outcome of the battle? And two, how can a Legion destroy, let alone damage, a Bomber? The heart and soul of LASS is that each unit is given 4 stats (land, air, sea, space), and these stats detail both the attack AND the defense of the unit against enemy units from the domain in question. For instance, a unit with LASS of 1/2/3/4 being attacked from the air would use “2” as its defense, and if that same unit attacked the sea it would use “3” as its attack. Note, however, that having a stat in a particular domain does not necessarily mean that the unit can attack that domain.
1.2.1) The Design Workshop: (For a complete listing of unit chassises, options, ideas, etc., see the UNITS thread).
The unit design workshop would look as follows: L/A/S/S running down the left side, The unit picture in the middle, Hit Points, Firepower, Range, and Movement on the middle right side, All unit OPTIONS on the far right (a unit can have unlimited options). Clicking on the chassis picture allows the player to change a unit’s chassis without having to transfer to a separate chassis screen. This is to help slower computers and speed up customization (and to have less screens).
1.2.2) Unit Chassises:
Land: Infantry, Mounted, Motorized, Mechanized; Sea: Wooden Hull, Iron Hull, Steel Hull; Air: Plane, Airship, Helicopter, Missile; Space: Satellite, Spacecraft.
1.2.3) Unit Options:
Go to the UNITS thread in the Special Abilities sections, especially Land, for detailed descriptions of any unit options used below.
1.2.4) Range:
The attacker, who initially controls the terms of engagement, gains +10% to its strength in the appropriate domain.
1.2.5) Two possibilities for how range can be used:
1.2.5a) Absolute Value of (attacker’s range-defender’s range) = the bonus given to the unit with the greater range.
1.2.5b) Absolute Value of (attacker’s range-defender’s range) = the number of free attacks given to the unit with the greater range. Theben prefers choice “a”, as “b” assumes that the unit with the lower range will always begin the engagement at maximum range even though this is not always the case.
1.2.6) Stacking: (credit given to Diodorus Sicilus. Also see UNITS sect. 1.2 Commanding Units)
1.2.6a)Command and Control: At the beginning there are 4 units max in a stack without strength penalties and by game’s end, with the advent of communications and organizational technology, there can be up to 30 units in a stack without strength penalties. After the max is exceeded each successive unit suffers a severe “to-hit” penalty.
1.2.6b) Terrain: Some terrain makes it more difficult to keep control of an army. The following numbers are the modifiers used to determine the maximum number of unpenalized units in a stack in certain terrain types.
Grassland, Plains, Tundra = 100%
Desert = 75%
Hills, Swamp, Jungle = 50%
Mountains w/Pass = 25%
Mountains, Glacier = 20%
Roads increase terrain up one category to a maximum of 100%
Forts, keeps, and castles have a maximum number of units allowed inside. City walls can contain an unlimited number of units.
1.2.7) Combat Resolution:
1.2.7a) Close Combat: Compares the 2 units’ domain STR’s vs. each other. Close combat can only be done by units operating in the same domain.
1.2.7b) Ranged units may attack as artillery if they have a wall or friendly units screening them from the enemy. You may not fire into a melee in which your own troops have already been engaged w/o suffering morale penalties. When used as ranged units Artillery use their Range as their STR, and can only be countered by other artillery.
1.2.7c) Units attacking another domain always attack as artillery but use their LASS factors for comparison.
1.2.8) Misc. LASS:
1.2.8a) Units from other squares can be included in a combat. Click on the other squares before launching into battle.
1.2.8b) After tech advance Combined Arms, units can use their special abilities to cover weaknesses of 2 other units: FE, helicopters may give their bonus vs. tanks to 2 other units in a stack.
1.2.8c) After combat, units of the same type that have been sufficiently damaged will combine to form one unit. FE, 2 units with 20 HP’s each have each taken 10 damage. After combat they will combine to form 1 20 HP unit.
1.2.8d) If air or sea units are the only units remaining in a city when attacked by ground forces, they bombard for 1 round and then must evacuate. They have a % chance of escape-air units which escape are put in the nearest friendly city, while ships that escape are moved a few squares away. Some of these air or sea units may be captured. The rest are destroyed.
1.2.8e) Older air units may not engage modern ones.
1.3) CLAS-D (Close/Land/Air/Sea/Defense): A modification on LASS:
1.3.1) Close is for non-ranged, within domain fighting. Example, two legions fighting.
1.3.2) LAS (Land/Air/Sea) is for ranged combat against the domain in question. All air combat is considered ranged.
1.3.3) Defense is the amount that the opponent’s combat rating is reduced. This will make certain modern units invulnerable to attack from ancient units (tank vs. phalanx).
1.3.4) The Combat Algorithms:
Each round a randomly generated number between 1 and 100 is chosen for each combatant. If it is equal to or less than their modified combat rating, the other unit takes combat damage equal to their FP. Close combat is always to the death. Ranged combat runs until the attacker loses a certain % of its pre-attack HP.
1.3.5) Initiative: Attackers will usually get a bonus due to initiative, but terrain may reduce this bonus down to zero.
Infantry gain +25%, +50% vs. cities and forts.
Mobile units gain +50%.
River, hill, forest, etc. take away -25%.
Mountains, glaciers, etc. take away -50%.
Fortification gives +50%.
1.3.6) Stacking:
The main attacker is the unit used to launch an attack, and the main defender is the one with the highest combat rating (or the one pre-designated as the main defender). If the main unit is an infantry type the auxiliary unit is a mobile type, and vice-versa if the main unit is mobile. For naval combat most ships qualify as both. The ranged unit on each side is the one with the best applicable LAS rating. The attacker initiates combat and uses 1 MP. The auxiliary unit adds x0.5 times its close rating to the main unit. Every 4th turn the damage taken goes to the auxiliary unit instead of the main unit. The ranged unit makes an attack every 3rd round. The auxiliary and ranged units use 1/3 of an MP.
1.3.7) Bombardment:
Just because a unit has the L/A/S rating doesn’t mean it can attack a domain. For example, cannon can only attack land, even though they have a high S rating-this is because if a ship attack a land square with a cannon, the cannon can fire back once the ship is in range. Bombards can damage terrain and city improvements, but with little accuracy (you don’t know what’s going to be damaged) until later tech allow for greater accuracy. Air attack is considered bombardment--an airplane never leaves a city, it just extends an "area of effect" around it. Bombardment lasts for a number of rounds proportional to the health of the attacker, since damaged artillery cause less damage than healthy artillery.
1.3.8) Raids:
Raids are similar to bombards, except they are conducted by mobile units using their C (close) rating.
1.3.9) Defense:
Dragoons, riflemen, ships of the line are the first units to receive any defense rating (1-2). Mech. inf., Cruisers, Carriers, Marines, Stealths have a medium amount (2-3) Tanks, Battleships, Subs, Advanced Stealths have the most (3-5). Defense results in an automatic reduction in %chance to hit on the part of the attacker.
1.3.10) Air Combat:
All air units have 1 MP, and can use this to launch an assault, assist in 2-3 ground/naval assaults within their range, redeploy (move to a new city), or intercept an incoming assault (this last only requires a fraction of a MP to remain, so conceivably a unit can assault and defend on the same turn). Air units never leave their base, they act as extremely long ranged artillery and have an area of effect roughly equal to half of their range (civ2 move points).
1.3.11) Helicopters:
These take x2 damage in air combat, can transport 1 infantry unit into battle, can act as a ranged unit, and can spot subs (%chance variable with tech and range from sub).
1.3.12) Penalties to Air Attacks:
-25% for hills, forests, etc. -50% for mountains, etc. Additional -25% if unit is infantry (bombers attacking infantry on a mountain would receive -75% to the amount of damage they could deal). Spies cannot be directly attacked by ranged combat.
1.3.13) Misc.:
Buildings have HP and are damaged by combat. Repairs cost money for both units and buildings. Units cannot be repaired in enemy territory. Population can be bombarded, each pop point has 10-20 HP.
2. LAND & SEA COMBAT
2.1) Bombardment:
2.1.1) Cannon, artillery, howitzers, and the like can only bombard and cannot take cities. Cannon and artillery need to be stacked with a normal unit to prevent an immediate counter-attack by the defenders. Only the cruise missile unit (& maybe battleship) has more than 1 square of range (2-3).
2.1.2) The number of rounds that a bombardment proceeds is proportional to the health of the bombard unit. This is because severely damaged units do not have the firepower necessary to mount a massive offensive. 2 possible results:
* The attacker has attack rating % chance of doing fp damage to the target,
* The defender has defense rating % chance of doing fp damage to the attacker.
2.1.3) Bombardment should be able to destroy units, although as the enemy unit decreases in health the odds of it being destroyed should also decrease. Bombardment should cause less damage to infantry and fortified units than cavalry and moving units.
2.1.3a) Disagreement: Bombardment should never be able to destroy units unless target is naval.
2.1.4) All modern ships have the bombard ability and can actively defend to counter enemy ship movements. They can damage units that bombard them within their range. Can only damage subs if they attack 1st or ships have heliocopters.
2.1.5) Bombardment units MUST have the ability to damage/destroy City Improvements. This goes for both intentional (striking target) and unintentional (accidentally bombing the hospital next to target). Bombing civilians should count as a minor atrocity (modern times -post WWII era -only?). High tech units can specific-target units/buildings/TI’s.
2.1.6) Make certain ranged attack value is separate from the bombardment value. Being good at hitting other units in the thick of battle from a distance does not necessarily equate to being good at pounding stationary defenses from far away.
2.2) Attacking from shipboard should be possible with any type of infantry, not just marines. Raiding from the sea was widespread through a long period of history.
2.3) Army Population as Strength:
2.3.1) There should be 7 city picture sizes, instead of 4. They should represent factors of ten. FE, a newly founded community might have 100 population.
100 =Picture 1
P1000 =Picture 2
P10000 =Picture 3
P100000 =Picture 4
P1000000 =Picture 5
P10000000 =Picture 6
P100000000 + =Picture 7
2.3.2) There should NOT be little numbers per group of citizens; each person is counted. The picture denotes its approximate size. Each turn, it will increase a small amount. Thus, there will be no sudden growth spurt as there is in current civ games.
2.3.2) The player can use this for armies. FE, you can set the city to produce phalanxes. If the city has 100 people and your empire has a 5% Draft Rate, then you should get five phalanx-men a turn from it.
2.3.3) All units still have their attack and defense and hit points and firepower values. FE, the phalanx would still be 1-2-1-1-1. But Hit Points and Firepower would be an assigned value multiplied by the number of men in the unit. For example, a 10000-man phalanx would be 1-2-1-10000-10000. So, while each "round" of combat it would probably be beaten by a single 8-3-2 Cavalry, it would still end out defeating the cavalry. If it were to defend against a 10000 man 1-1-1 unit, it would still probably win, because it has the higher value (comparing attack to defense) It would be equal to a 2-1-1-10000-10000 unit, and surpassed by a 2-1-1-15000-15000 unit. Therefore, the number of people would be just as important as the type of unit.
2.4) Make combat end after a certain number of rounds:
2.4.1) For ground combat the # of rounds is proportional to the HP of the attacker. Each round three things can happen: attacker can hit, defender can hit, or neither hit. Have 50% chance no hit scored, and the remaining 50% would be divided in the usual way.
2.4.1a) Have the chance of no hit being scored vary by terrain and other RCE (random combat events), such as conducting battle on a rainy day (a RCE).
2.5) Give war some real drawbacks. Some possible penalties:
* Loss of trade routes with enemy/his allies
*Gold income drops
*City attacks cost a set amount of money
*Military units cost money and production maintenance (& food?)
*Happiness penalties and drops in military morale kick in after the war drags on for a certain number of turns
*If your people like your enemy or you have ethnic populations of that country, revolts can happen, UN sanctions, etc.
2.6) Units could have a loyalty factor. Unloyal units may rebel. Now large unhappy armies or armies with ambitious generals could threaten your civ.
2.7) Auto-raising of militia for defense. Depends on size of city. Have an option to improve these troops by spending a certain amount each turn.
2.7.1) If there was unhappiness, the militia could rise up and attack any soldiers in the town in an attempt to overthrow your rule and declare independence. So instead of soldiers making some unhappy citizens content these would stay unhappy, but only if the strength of the city population was more than the soldiers in the town would they rise up and attack them.
2.8) Military levels of readiness.
2.9) Make sure nuke, bio, and chem warfare are not too powerful. Increase the diplomatic penalties relative to the power of the weapons.
2.10) Option of allowing the computer to do it all, with or without some basic commands from the player, so that the combat portion of the game can be as slow and complex or as fast as desired.
2.11) A Colonization style combat report option should give the details of the combat.
3. AIR COMBAT
3.1) Attack:
3.1.1) The movement of the air unit gives its attack range. When it attacks it bombards the target. Fighters and bombers can choose to bomb units or structures. One of these is then picked at random. Modern fighters/bombers can choose specific targets. The unit with the best AAA rating always defends.
3.1.2) Modifiers to air attacks:
city walls / fortress: no effect on air combat
SAM: +100% defense
Airport / airbase: +50% defense for defending aircraft
hills, forest, river...: -25% attack
mountains: -50% attack
ships in port: +50% attack
normal morale modifiers apply
3.1.2a) Ground units in the rough terrain do not get a bonus or penalty attacking aircraft (if they can). The above only applies to air unit attacks.
3.1.2b) Other modifiers:
Ancient units: -100% defense.
renaissance units, helicopters: -50% defense
modern units, bombers: normal
SAM, AEGIS, (stealth) fighter: +100% defense
3.1.3) Recon plane: Very long range, does not attack and rarely draws active defense, acts as a vision range of 6 from a given point (airbase?) until the beginning of your next turn.
3.1.3a) Disagreement: No need for a separate recon air unit. Recon flights can be abstracted with other air units.
3.1.4) When air units attack terrain improvements they have a % chance of hitting based on the type of aircraft (higher tech plane =better % chance) and terrain improvement (basic roads are hard to destroy).
3.1.5) Helicopters can be used to attack with a marine unit. The helicopter bombards, then the marine engages in combat.
3.2) ACTIVE DEFENSE only can be used if the plane did not deploy or move in the preceeding turn. It functions as if the active defender had initiated the attack.
3.2.1) Airplanes have a vision and active defense range of 0.5x their attack range.
3.2.2) Fighters: When an enemy plane targets something in the defense range of friendly fighters and the target belongs to the player or an ally, they can intercept. If the attacker survives, it can bombard the target normally. A unit can only active defend once per turn, and only one unit can defend against each attacker. Stealth bombers have a % chance of the active defense failing to notice them. Fighters on carriers actively defend against naval units as well as air units.
3.2.3) Bombers: Enemy naval and ground units can be targeted when they enter range. Can be set to only target certain unit types, such as carriers and transports or settlers.
3.2.4) Heliocopters: are the only air unit that can attack submarines, target like bombers. They have a % chance of detecting submarines in vision range.
3.2.5) SAM units actively defend in a 1 square radius. AEGIS cruisers have a range of 2 or 3.
3.3) FORTIFIED air units only defend if they are in the target square. A carrier attacked by a sub will automatically scramble helicopters to “intercept”. They do not have to have movement left to defend against a direct attack, only against ones within its active defense range.
3.4) DEPLOYMENT: Aircraft can only be moved by deployment. They can be deployed to owned and allied cities, air-bases and carriers. In the case of nuclear weapons and cruise missiles, to subs and cruisers also.
3.5) Fighters have an effective range. In this area your forces have air superiority. If an opponent also has fighter coverage in this area the area is contested, and you only get the bonus if your aircraft are more numerous or superior. All units fighting within the radius on your side would gain a bonus depending on the type of aircraft as long as they weren't occupied with other missions like bombing enemy units or cities.
Fighters +25%
Fighters + Divebombers (or divebombers uncontested) +50%
Jet Fighters +25% (always superior to fighters)
Fighter-Bombers +50% (acts as fighters so need no escorts)
Stealth Fighters +50% (always superior to jet fighters, can dodge intercept attempts)
3.6) Events of bombing missions:
3.6.1) The aircraft are spotted and an intercept is launched. Each intercepting fighter unit halves the chance of a successful attack.
3.6.2) The aircraft are spotted, but not in time to intercept. Defenders scramble when the enemy is near or over the targets. Each intercepting fighter unit is -25% to a successful mission.
3.6.3) There are no aircraft available to intercept, but the attack is forewarned and defenders are ready on the ground. Attack is rolled as normal.
3.6.4) The aircraft are not spotted unit they have reached the target. Enemy fighters are caught on the ground, and AAA batteries are not at full readiness for the attack. The enemy bombers get a +50% surprise attack bonus.
3.6.4a) If the attack is a sneak attack, involving a breaking of a treaty, etc. it is always from surprise.
Other factors:
3.6.5) Each fighter escort nullifies one intercepting or scrambling enemy fighter.
3.6.6) Attacking targets in hostile terrain would boost their defense.
3.6.7) AAA or SAM presence. A new improvement, perhaps called Radar Installation, could boost chances for an intercept in an area.
3.7) The outcome of the mission should be one of the following:
3.7.1) Success! If a primary target was selected it is destroyed or heavily damaged.
3.7.2) Limited success. Primary target was damaged or a secondary target was hit instead.
3.7.3) Misfire. Weapons missed the targets and hit a residental area. This could hurt your reputation if you are a democracy or republic.
3.7.4) Failure. Enemy defenses proved too strong, and drove away or shot down your bombers/escorts. Some units maybe just be damaged.
3.8) Missions for strike bombers can be given by stationing units next to a target or satellites over the target.
3.8.1) Targets are limited, you only get the main defenders for the city, (mobile SAM unit, etc) and some primary structures - factories, airbase, naval yard, etc. This keeps the attack fairly simple - if you have the spy unit in place, you can then select the target from the menu for aircraft and artillery.
3.9) Effect Zones:
3.9.1) Air units (icons) are only allowed to exist in base squares (specifically built airbases or cities). They create an "effect zone" (EZ) around them, which includes all squares within the unit's operational radius. Players can move air units from base to base by selecting the unit, clicking on the new base and watching a nice little animation of planes taking off, flying and landing.
3.9.2) If an enemy land/sea unit is inside friendly EZ, there is an automatic chance per turn that it will be spotted. This chance increases the closer the enemy unit is to the base square. The spotting would be re-evaluated every turn.
3.9.2a) If radar technology has been developed, chances to spot enemy units (especially bombers) inside friendly EZ are increased substantially.
3.9.3) Bombing Runs: Player selects a bomber air unit, clicks on the target enemy unit and again watches a neat animation of bombers doing an attack run and returning to base. If the bombers fly through an enemy fighter EZ, there is a check whether they are spotted by the enemy. If spotted, enemy fighter interception is very likely. There can be multiple interceptions if flying through multiple/overlapping enemy EZs. If the bombers take too much damage, the mission is aborted and they (try to) return to base.
3.9.4) Automatic Fighter Escort: If a moving/attacking bomber unit is within friendly fighter EZ, it has fighter escort. Possible enemy interception then first engages the fighters, and if sufficient strength remains then the bombers.
3.9.5) Automatic Air Superiority: If friendly and enemy fighter EZs overlap, there is a chance of air superiority combat between the fighter units (much like artillery duel in SMAC). The chance increases the more EZs overlap. Enemy bombers entering friendly fighter EZ are intercepted, if spotted.
3.9.5a) Players can select an enemy base and then the fighter will only engage enemy fighters originating from this base. This would allow concentration of forces in air superiority missions.
Other EZ ideas:
3.9.6) No assignments: There is a danger that air combat will become a clickfest if player needs to constantly change fighter assignments by hand. The simplest solution would be to just allow the fighters do double or triple duty (as above). Because air superiority and interception doesn't occur automatically every time (the proposed opportunity checks), some fighters would only fly one mission per turn while others might do extra duty.
3.9.7) With assignments: Fighters would have four modes of operation: Air Superiority, Interception, Escort and Rest.
3.9.7a) Air Superiority: Fighters can attack ONE randomly selected enemy fighter unit that’s in any mode (or select a target mode?). This selection can be made by putting all candidates (those that have overlapping EZ ("effect zone") in random order and then making engagement checks one by one until the check is successful or no more candidates remain. The engagement check is based on how much EZs overlap: the more overlap, the greater chance. The chance maxs out when the enemy BASE square is within EZ. If the candidate enemy is also Air Superiority, the chance is increased (both trying to find enemy fighters); if Resting, the chance is decreased (avoiding combat). Air Superiority combat should be resolved before other air combat. If the fighter unit doesn't find a target it assumes Interception mode for that turn.
3.9.7b) Interception: Fighters can intercept ONE spotted enemy bomber (or escorts first) entering its' EZ. If an airbase is under direct enemy bomber attack, there could be a chance (based on experience) that all fighters in that base can do double duty as interceptors.
3.9.7c) Escort: Fighters can escort ONE bomber unit per turn. It can respond to several enemy interception attempts on the same bomber. If it takes too much damage, another (healthier) Escort fighter can take its' place, provided EZ restrictions apply.
3.9.7d) Rest: Fighter doesn't participate in combat (unless forced by enemy Air Superiority fighters) and heals more quickly.
3.9.7e) Any fighter in Interception or Escort modes can also be used like bombers. If they are used in fighter-bomber role however, they can't do double duty as fighters that turn (or vice versa). Fighter-bombers do not use fighter escorts.
3.9.8) Carriers would be handled like airbases with the exception that they can move. If a carrier is sunk, all air units it was accommodating have a chance of evacuating to any available airbase, carrier, etc.
3.9.9) Helicopters could be treated as bombers with short operational radius. Chopper units (icons) could also be allowed to exist outside city or airbase squares. They could establish temporary "airbases" for themselves WITHIN their movement radius from a city or normal airbase square. To repair damage, chopper units must return to a normal airbase or city (but they suffer damage only from combat, not automatically at end of turn like CIV II). Choppers act like bombers, but don't use fighter escort. Because choppers naturally try to avoid combat against fixed-wing aircraft, enemy fighters would have strongly reduced chances to intercept them. Also, they would have a chance to escape enemy fixed-wing bomber attacks (survive with no or minimal damage).
3.9.9a) Marines w/Heliocopters: Any marine unit in an airbase (must start in square) can participate in one helicopter attack originating from the same airbase. Marine units can also move within helicopter EZ from any square to any unoccupied or friendly occupied square (helicopter transport). Perhaps some damage is suffered if moving to enemy ZOC.
3.9.10) Conventional cruise missiles should be "anti-structure" weapons to be used against city installations. Damage to land and air units should be minimal. Perhaps air units could be more vulnerable to missile attack. Land or air units can't be destroyed by cruise missile attack, but sea units could.
This sacrifices some player control, BUT reduces combat micromanagement with air units. IMO, it's also more realistic as all air combat is concluded within game turn.
3.10) Divide between strategic bombers (bombers that damage/destroy city improvements or production) and tactical bombers (should act like SMAC artillery against land units, but could destroy sea units).
4. COMMUNICATIONS
4.1) Commands can only be issued to units within communication range. This would be city radius for primitive cultures, but would improve in range as tech increases (with unit option if using a design workshop).
4.2) Communications are very important to military endevours. Represent this in CIV3 by automating units for when they go out of comm range.
* Go to (set with cursor) and HOLD position
* Go to (set with cursor) and ATTACK enemy
* Go to (set with cursor) and return with REPORT
4.3) Orders can be given to a messenger (another unit) to give to the target unit.
4.4) The player may not know the exact status of his units but they will send reports of their condition (unsure if it is a good idea). This can be applied to cities far away from the capital before national governments are implemented.
4.5) In ancient times (slow messengers), the player shouldn't be able to influence the formation once a battle has begun, unless the king is present in the army (under tactical combat).
4.6) Opponents' ZOCs and/or oceans may cut off comm links.
<font size=1 face=Arial color=444444>[This message has been edited by Theben (edited December 24, 2000).]</font>
COMBAT summary v. 3.0
CONTENTS
1. Combat Systems
2. Land & Sea Combat
3. Air Combat
4. Communications
5. Stacking
6. Unit Modifiers
7. Unit Orders
8. Sub-Game for Combat
9. Battle Screens
10. Sieges
11. City Conquest
12. Miscellaneous
1. COMBAT SYSTEMS
1.1) First of all, there is the combat system in List 1 called CITV. Check out the 1st list to read about it, ‘cuz I’m not gonna describe it here.
1.2) LASS (Land, Air, Sea, Space):
The primary intention of this combat system was to address two aspects of the ATT/DEF system-one, why doesn’t the attacker’s DEF or the defender’s ATT affect the outcome of the battle? And two, how can a Legion destroy, let alone damage, a Bomber? The heart and soul of LASS is that each unit is given 4 stats (land, air, sea, space), and these stats detail both the attack AND the defense of the unit against enemy units from the domain in question. For instance, a unit with LASS of 1/2/3/4 being attacked from the air would use “2” as its defense, and if that same unit attacked the sea it would use “3” as its attack. Note, however, that having a stat in a particular domain does not necessarily mean that the unit can attack that domain.
1.2.1) The Design Workshop: (For a complete listing of unit chassises, options, ideas, etc., see the UNITS thread).
The unit design workshop would look as follows: L/A/S/S running down the left side, The unit picture in the middle, Hit Points, Firepower, Range, and Movement on the middle right side, All unit OPTIONS on the far right (a unit can have unlimited options). Clicking on the chassis picture allows the player to change a unit’s chassis without having to transfer to a separate chassis screen. This is to help slower computers and speed up customization (and to have less screens).
1.2.2) Unit Chassises:
Land: Infantry, Mounted, Motorized, Mechanized; Sea: Wooden Hull, Iron Hull, Steel Hull; Air: Plane, Airship, Helicopter, Missile; Space: Satellite, Spacecraft.
1.2.3) Unit Options:
Go to the UNITS thread in the Special Abilities sections, especially Land, for detailed descriptions of any unit options used below.
1.2.4) Range:
The attacker, who initially controls the terms of engagement, gains +10% to its strength in the appropriate domain.
1.2.5) Two possibilities for how range can be used:
1.2.5a) Absolute Value of (attacker’s range-defender’s range) = the bonus given to the unit with the greater range.
1.2.5b) Absolute Value of (attacker’s range-defender’s range) = the number of free attacks given to the unit with the greater range. Theben prefers choice “a”, as “b” assumes that the unit with the lower range will always begin the engagement at maximum range even though this is not always the case.
1.2.6) Stacking: (credit given to Diodorus Sicilus. Also see UNITS sect. 1.2 Commanding Units)
1.2.6a)Command and Control: At the beginning there are 4 units max in a stack without strength penalties and by game’s end, with the advent of communications and organizational technology, there can be up to 30 units in a stack without strength penalties. After the max is exceeded each successive unit suffers a severe “to-hit” penalty.
1.2.6b) Terrain: Some terrain makes it more difficult to keep control of an army. The following numbers are the modifiers used to determine the maximum number of unpenalized units in a stack in certain terrain types.
Grassland, Plains, Tundra = 100%
Desert = 75%
Hills, Swamp, Jungle = 50%
Mountains w/Pass = 25%
Mountains, Glacier = 20%
Roads increase terrain up one category to a maximum of 100%
Forts, keeps, and castles have a maximum number of units allowed inside. City walls can contain an unlimited number of units.
1.2.7) Combat Resolution:
1.2.7a) Close Combat: Compares the 2 units’ domain STR’s vs. each other. Close combat can only be done by units operating in the same domain.
1.2.7b) Ranged units may attack as artillery if they have a wall or friendly units screening them from the enemy. You may not fire into a melee in which your own troops have already been engaged w/o suffering morale penalties. When used as ranged units Artillery use their Range as their STR, and can only be countered by other artillery.
1.2.7c) Units attacking another domain always attack as artillery but use their LASS factors for comparison.
1.2.8) Misc. LASS:
1.2.8a) Units from other squares can be included in a combat. Click on the other squares before launching into battle.
1.2.8b) After tech advance Combined Arms, units can use their special abilities to cover weaknesses of 2 other units: FE, helicopters may give their bonus vs. tanks to 2 other units in a stack.
1.2.8c) After combat, units of the same type that have been sufficiently damaged will combine to form one unit. FE, 2 units with 20 HP’s each have each taken 10 damage. After combat they will combine to form 1 20 HP unit.
1.2.8d) If air or sea units are the only units remaining in a city when attacked by ground forces, they bombard for 1 round and then must evacuate. They have a % chance of escape-air units which escape are put in the nearest friendly city, while ships that escape are moved a few squares away. Some of these air or sea units may be captured. The rest are destroyed.
1.2.8e) Older air units may not engage modern ones.
1.3) CLAS-D (Close/Land/Air/Sea/Defense): A modification on LASS:
1.3.1) Close is for non-ranged, within domain fighting. Example, two legions fighting.
1.3.2) LAS (Land/Air/Sea) is for ranged combat against the domain in question. All air combat is considered ranged.
1.3.3) Defense is the amount that the opponent’s combat rating is reduced. This will make certain modern units invulnerable to attack from ancient units (tank vs. phalanx).
1.3.4) The Combat Algorithms:
Each round a randomly generated number between 1 and 100 is chosen for each combatant. If it is equal to or less than their modified combat rating, the other unit takes combat damage equal to their FP. Close combat is always to the death. Ranged combat runs until the attacker loses a certain % of its pre-attack HP.
1.3.5) Initiative: Attackers will usually get a bonus due to initiative, but terrain may reduce this bonus down to zero.
Infantry gain +25%, +50% vs. cities and forts.
Mobile units gain +50%.
River, hill, forest, etc. take away -25%.
Mountains, glaciers, etc. take away -50%.
Fortification gives +50%.
1.3.6) Stacking:
The main attacker is the unit used to launch an attack, and the main defender is the one with the highest combat rating (or the one pre-designated as the main defender). If the main unit is an infantry type the auxiliary unit is a mobile type, and vice-versa if the main unit is mobile. For naval combat most ships qualify as both. The ranged unit on each side is the one with the best applicable LAS rating. The attacker initiates combat and uses 1 MP. The auxiliary unit adds x0.5 times its close rating to the main unit. Every 4th turn the damage taken goes to the auxiliary unit instead of the main unit. The ranged unit makes an attack every 3rd round. The auxiliary and ranged units use 1/3 of an MP.
1.3.7) Bombardment:
Just because a unit has the L/A/S rating doesn’t mean it can attack a domain. For example, cannon can only attack land, even though they have a high S rating-this is because if a ship attack a land square with a cannon, the cannon can fire back once the ship is in range. Bombards can damage terrain and city improvements, but with little accuracy (you don’t know what’s going to be damaged) until later tech allow for greater accuracy. Air attack is considered bombardment--an airplane never leaves a city, it just extends an "area of effect" around it. Bombardment lasts for a number of rounds proportional to the health of the attacker, since damaged artillery cause less damage than healthy artillery.
1.3.8) Raids:
Raids are similar to bombards, except they are conducted by mobile units using their C (close) rating.
1.3.9) Defense:
Dragoons, riflemen, ships of the line are the first units to receive any defense rating (1-2). Mech. inf., Cruisers, Carriers, Marines, Stealths have a medium amount (2-3) Tanks, Battleships, Subs, Advanced Stealths have the most (3-5). Defense results in an automatic reduction in %chance to hit on the part of the attacker.
1.3.10) Air Combat:
All air units have 1 MP, and can use this to launch an assault, assist in 2-3 ground/naval assaults within their range, redeploy (move to a new city), or intercept an incoming assault (this last only requires a fraction of a MP to remain, so conceivably a unit can assault and defend on the same turn). Air units never leave their base, they act as extremely long ranged artillery and have an area of effect roughly equal to half of their range (civ2 move points).
1.3.11) Helicopters:
These take x2 damage in air combat, can transport 1 infantry unit into battle, can act as a ranged unit, and can spot subs (%chance variable with tech and range from sub).
1.3.12) Penalties to Air Attacks:
-25% for hills, forests, etc. -50% for mountains, etc. Additional -25% if unit is infantry (bombers attacking infantry on a mountain would receive -75% to the amount of damage they could deal). Spies cannot be directly attacked by ranged combat.
1.3.13) Misc.:
Buildings have HP and are damaged by combat. Repairs cost money for both units and buildings. Units cannot be repaired in enemy territory. Population can be bombarded, each pop point has 10-20 HP.
2. LAND & SEA COMBAT
2.1) Bombardment:
2.1.1) Cannon, artillery, howitzers, and the like can only bombard and cannot take cities. Cannon and artillery need to be stacked with a normal unit to prevent an immediate counter-attack by the defenders. Only the cruise missile unit (& maybe battleship) has more than 1 square of range (2-3).
2.1.2) The number of rounds that a bombardment proceeds is proportional to the health of the bombard unit. This is because severely damaged units do not have the firepower necessary to mount a massive offensive. 2 possible results:
* The attacker has attack rating % chance of doing fp damage to the target,
* The defender has defense rating % chance of doing fp damage to the attacker.
2.1.3) Bombardment should be able to destroy units, although as the enemy unit decreases in health the odds of it being destroyed should also decrease. Bombardment should cause less damage to infantry and fortified units than cavalry and moving units.
2.1.3a) Disagreement: Bombardment should never be able to destroy units unless target is naval.
2.1.4) All modern ships have the bombard ability and can actively defend to counter enemy ship movements. They can damage units that bombard them within their range. Can only damage subs if they attack 1st or ships have heliocopters.
2.1.5) Bombardment units MUST have the ability to damage/destroy City Improvements. This goes for both intentional (striking target) and unintentional (accidentally bombing the hospital next to target). Bombing civilians should count as a minor atrocity (modern times -post WWII era -only?). High tech units can specific-target units/buildings/TI’s.
2.1.6) Make certain ranged attack value is separate from the bombardment value. Being good at hitting other units in the thick of battle from a distance does not necessarily equate to being good at pounding stationary defenses from far away.
2.2) Attacking from shipboard should be possible with any type of infantry, not just marines. Raiding from the sea was widespread through a long period of history.
2.3) Army Population as Strength:
2.3.1) There should be 7 city picture sizes, instead of 4. They should represent factors of ten. FE, a newly founded community might have 100 population.
100 =Picture 1
P1000 =Picture 2
P10000 =Picture 3
P100000 =Picture 4
P1000000 =Picture 5
P10000000 =Picture 6
P100000000 + =Picture 7
2.3.2) There should NOT be little numbers per group of citizens; each person is counted. The picture denotes its approximate size. Each turn, it will increase a small amount. Thus, there will be no sudden growth spurt as there is in current civ games.
2.3.2) The player can use this for armies. FE, you can set the city to produce phalanxes. If the city has 100 people and your empire has a 5% Draft Rate, then you should get five phalanx-men a turn from it.
2.3.3) All units still have their attack and defense and hit points and firepower values. FE, the phalanx would still be 1-2-1-1-1. But Hit Points and Firepower would be an assigned value multiplied by the number of men in the unit. For example, a 10000-man phalanx would be 1-2-1-10000-10000. So, while each "round" of combat it would probably be beaten by a single 8-3-2 Cavalry, it would still end out defeating the cavalry. If it were to defend against a 10000 man 1-1-1 unit, it would still probably win, because it has the higher value (comparing attack to defense) It would be equal to a 2-1-1-10000-10000 unit, and surpassed by a 2-1-1-15000-15000 unit. Therefore, the number of people would be just as important as the type of unit.
2.4) Make combat end after a certain number of rounds:
2.4.1) For ground combat the # of rounds is proportional to the HP of the attacker. Each round three things can happen: attacker can hit, defender can hit, or neither hit. Have 50% chance no hit scored, and the remaining 50% would be divided in the usual way.
2.4.1a) Have the chance of no hit being scored vary by terrain and other RCE (random combat events), such as conducting battle on a rainy day (a RCE).
2.5) Give war some real drawbacks. Some possible penalties:
* Loss of trade routes with enemy/his allies
*Gold income drops
*City attacks cost a set amount of money
*Military units cost money and production maintenance (& food?)
*Happiness penalties and drops in military morale kick in after the war drags on for a certain number of turns
*If your people like your enemy or you have ethnic populations of that country, revolts can happen, UN sanctions, etc.
2.6) Units could have a loyalty factor. Unloyal units may rebel. Now large unhappy armies or armies with ambitious generals could threaten your civ.
2.7) Auto-raising of militia for defense. Depends on size of city. Have an option to improve these troops by spending a certain amount each turn.
2.7.1) If there was unhappiness, the militia could rise up and attack any soldiers in the town in an attempt to overthrow your rule and declare independence. So instead of soldiers making some unhappy citizens content these would stay unhappy, but only if the strength of the city population was more than the soldiers in the town would they rise up and attack them.
2.8) Military levels of readiness.
2.9) Make sure nuke, bio, and chem warfare are not too powerful. Increase the diplomatic penalties relative to the power of the weapons.
2.10) Option of allowing the computer to do it all, with or without some basic commands from the player, so that the combat portion of the game can be as slow and complex or as fast as desired.
2.11) A Colonization style combat report option should give the details of the combat.
3. AIR COMBAT
3.1) Attack:
3.1.1) The movement of the air unit gives its attack range. When it attacks it bombards the target. Fighters and bombers can choose to bomb units or structures. One of these is then picked at random. Modern fighters/bombers can choose specific targets. The unit with the best AAA rating always defends.
3.1.2) Modifiers to air attacks:
city walls / fortress: no effect on air combat
SAM: +100% defense
Airport / airbase: +50% defense for defending aircraft
hills, forest, river...: -25% attack
mountains: -50% attack
ships in port: +50% attack
normal morale modifiers apply
3.1.2a) Ground units in the rough terrain do not get a bonus or penalty attacking aircraft (if they can). The above only applies to air unit attacks.
3.1.2b) Other modifiers:
Ancient units: -100% defense.
renaissance units, helicopters: -50% defense
modern units, bombers: normal
SAM, AEGIS, (stealth) fighter: +100% defense
3.1.3) Recon plane: Very long range, does not attack and rarely draws active defense, acts as a vision range of 6 from a given point (airbase?) until the beginning of your next turn.
3.1.3a) Disagreement: No need for a separate recon air unit. Recon flights can be abstracted with other air units.
3.1.4) When air units attack terrain improvements they have a % chance of hitting based on the type of aircraft (higher tech plane =better % chance) and terrain improvement (basic roads are hard to destroy).
3.1.5) Helicopters can be used to attack with a marine unit. The helicopter bombards, then the marine engages in combat.
3.2) ACTIVE DEFENSE only can be used if the plane did not deploy or move in the preceeding turn. It functions as if the active defender had initiated the attack.
3.2.1) Airplanes have a vision and active defense range of 0.5x their attack range.
3.2.2) Fighters: When an enemy plane targets something in the defense range of friendly fighters and the target belongs to the player or an ally, they can intercept. If the attacker survives, it can bombard the target normally. A unit can only active defend once per turn, and only one unit can defend against each attacker. Stealth bombers have a % chance of the active defense failing to notice them. Fighters on carriers actively defend against naval units as well as air units.
3.2.3) Bombers: Enemy naval and ground units can be targeted when they enter range. Can be set to only target certain unit types, such as carriers and transports or settlers.
3.2.4) Heliocopters: are the only air unit that can attack submarines, target like bombers. They have a % chance of detecting submarines in vision range.
3.2.5) SAM units actively defend in a 1 square radius. AEGIS cruisers have a range of 2 or 3.
3.3) FORTIFIED air units only defend if they are in the target square. A carrier attacked by a sub will automatically scramble helicopters to “intercept”. They do not have to have movement left to defend against a direct attack, only against ones within its active defense range.
3.4) DEPLOYMENT: Aircraft can only be moved by deployment. They can be deployed to owned and allied cities, air-bases and carriers. In the case of nuclear weapons and cruise missiles, to subs and cruisers also.
3.5) Fighters have an effective range. In this area your forces have air superiority. If an opponent also has fighter coverage in this area the area is contested, and you only get the bonus if your aircraft are more numerous or superior. All units fighting within the radius on your side would gain a bonus depending on the type of aircraft as long as they weren't occupied with other missions like bombing enemy units or cities.
Fighters +25%
Fighters + Divebombers (or divebombers uncontested) +50%
Jet Fighters +25% (always superior to fighters)
Fighter-Bombers +50% (acts as fighters so need no escorts)
Stealth Fighters +50% (always superior to jet fighters, can dodge intercept attempts)
3.6) Events of bombing missions:
3.6.1) The aircraft are spotted and an intercept is launched. Each intercepting fighter unit halves the chance of a successful attack.
3.6.2) The aircraft are spotted, but not in time to intercept. Defenders scramble when the enemy is near or over the targets. Each intercepting fighter unit is -25% to a successful mission.
3.6.3) There are no aircraft available to intercept, but the attack is forewarned and defenders are ready on the ground. Attack is rolled as normal.
3.6.4) The aircraft are not spotted unit they have reached the target. Enemy fighters are caught on the ground, and AAA batteries are not at full readiness for the attack. The enemy bombers get a +50% surprise attack bonus.
3.6.4a) If the attack is a sneak attack, involving a breaking of a treaty, etc. it is always from surprise.
Other factors:
3.6.5) Each fighter escort nullifies one intercepting or scrambling enemy fighter.
3.6.6) Attacking targets in hostile terrain would boost their defense.
3.6.7) AAA or SAM presence. A new improvement, perhaps called Radar Installation, could boost chances for an intercept in an area.
3.7) The outcome of the mission should be one of the following:
3.7.1) Success! If a primary target was selected it is destroyed or heavily damaged.
3.7.2) Limited success. Primary target was damaged or a secondary target was hit instead.
3.7.3) Misfire. Weapons missed the targets and hit a residental area. This could hurt your reputation if you are a democracy or republic.
3.7.4) Failure. Enemy defenses proved too strong, and drove away or shot down your bombers/escorts. Some units maybe just be damaged.
3.8) Missions for strike bombers can be given by stationing units next to a target or satellites over the target.
3.8.1) Targets are limited, you only get the main defenders for the city, (mobile SAM unit, etc) and some primary structures - factories, airbase, naval yard, etc. This keeps the attack fairly simple - if you have the spy unit in place, you can then select the target from the menu for aircraft and artillery.
3.9) Effect Zones:
3.9.1) Air units (icons) are only allowed to exist in base squares (specifically built airbases or cities). They create an "effect zone" (EZ) around them, which includes all squares within the unit's operational radius. Players can move air units from base to base by selecting the unit, clicking on the new base and watching a nice little animation of planes taking off, flying and landing.
3.9.2) If an enemy land/sea unit is inside friendly EZ, there is an automatic chance per turn that it will be spotted. This chance increases the closer the enemy unit is to the base square. The spotting would be re-evaluated every turn.
3.9.2a) If radar technology has been developed, chances to spot enemy units (especially bombers) inside friendly EZ are increased substantially.
3.9.3) Bombing Runs: Player selects a bomber air unit, clicks on the target enemy unit and again watches a neat animation of bombers doing an attack run and returning to base. If the bombers fly through an enemy fighter EZ, there is a check whether they are spotted by the enemy. If spotted, enemy fighter interception is very likely. There can be multiple interceptions if flying through multiple/overlapping enemy EZs. If the bombers take too much damage, the mission is aborted and they (try to) return to base.
3.9.4) Automatic Fighter Escort: If a moving/attacking bomber unit is within friendly fighter EZ, it has fighter escort. Possible enemy interception then first engages the fighters, and if sufficient strength remains then the bombers.
3.9.5) Automatic Air Superiority: If friendly and enemy fighter EZs overlap, there is a chance of air superiority combat between the fighter units (much like artillery duel in SMAC). The chance increases the more EZs overlap. Enemy bombers entering friendly fighter EZ are intercepted, if spotted.
3.9.5a) Players can select an enemy base and then the fighter will only engage enemy fighters originating from this base. This would allow concentration of forces in air superiority missions.
Other EZ ideas:
3.9.6) No assignments: There is a danger that air combat will become a clickfest if player needs to constantly change fighter assignments by hand. The simplest solution would be to just allow the fighters do double or triple duty (as above). Because air superiority and interception doesn't occur automatically every time (the proposed opportunity checks), some fighters would only fly one mission per turn while others might do extra duty.
3.9.7) With assignments: Fighters would have four modes of operation: Air Superiority, Interception, Escort and Rest.
3.9.7a) Air Superiority: Fighters can attack ONE randomly selected enemy fighter unit that’s in any mode (or select a target mode?). This selection can be made by putting all candidates (those that have overlapping EZ ("effect zone") in random order and then making engagement checks one by one until the check is successful or no more candidates remain. The engagement check is based on how much EZs overlap: the more overlap, the greater chance. The chance maxs out when the enemy BASE square is within EZ. If the candidate enemy is also Air Superiority, the chance is increased (both trying to find enemy fighters); if Resting, the chance is decreased (avoiding combat). Air Superiority combat should be resolved before other air combat. If the fighter unit doesn't find a target it assumes Interception mode for that turn.
3.9.7b) Interception: Fighters can intercept ONE spotted enemy bomber (or escorts first) entering its' EZ. If an airbase is under direct enemy bomber attack, there could be a chance (based on experience) that all fighters in that base can do double duty as interceptors.
3.9.7c) Escort: Fighters can escort ONE bomber unit per turn. It can respond to several enemy interception attempts on the same bomber. If it takes too much damage, another (healthier) Escort fighter can take its' place, provided EZ restrictions apply.
3.9.7d) Rest: Fighter doesn't participate in combat (unless forced by enemy Air Superiority fighters) and heals more quickly.
3.9.7e) Any fighter in Interception or Escort modes can also be used like bombers. If they are used in fighter-bomber role however, they can't do double duty as fighters that turn (or vice versa). Fighter-bombers do not use fighter escorts.
3.9.8) Carriers would be handled like airbases with the exception that they can move. If a carrier is sunk, all air units it was accommodating have a chance of evacuating to any available airbase, carrier, etc.
3.9.9) Helicopters could be treated as bombers with short operational radius. Chopper units (icons) could also be allowed to exist outside city or airbase squares. They could establish temporary "airbases" for themselves WITHIN their movement radius from a city or normal airbase square. To repair damage, chopper units must return to a normal airbase or city (but they suffer damage only from combat, not automatically at end of turn like CIV II). Choppers act like bombers, but don't use fighter escort. Because choppers naturally try to avoid combat against fixed-wing aircraft, enemy fighters would have strongly reduced chances to intercept them. Also, they would have a chance to escape enemy fixed-wing bomber attacks (survive with no or minimal damage).
3.9.9a) Marines w/Heliocopters: Any marine unit in an airbase (must start in square) can participate in one helicopter attack originating from the same airbase. Marine units can also move within helicopter EZ from any square to any unoccupied or friendly occupied square (helicopter transport). Perhaps some damage is suffered if moving to enemy ZOC.
3.9.10) Conventional cruise missiles should be "anti-structure" weapons to be used against city installations. Damage to land and air units should be minimal. Perhaps air units could be more vulnerable to missile attack. Land or air units can't be destroyed by cruise missile attack, but sea units could.
This sacrifices some player control, BUT reduces combat micromanagement with air units. IMO, it's also more realistic as all air combat is concluded within game turn.
3.10) Divide between strategic bombers (bombers that damage/destroy city improvements or production) and tactical bombers (should act like SMAC artillery against land units, but could destroy sea units).
4. COMMUNICATIONS
4.1) Commands can only be issued to units within communication range. This would be city radius for primitive cultures, but would improve in range as tech increases (with unit option if using a design workshop).
4.2) Communications are very important to military endevours. Represent this in CIV3 by automating units for when they go out of comm range.
* Go to (set with cursor) and HOLD position
* Go to (set with cursor) and ATTACK enemy
* Go to (set with cursor) and return with REPORT
4.3) Orders can be given to a messenger (another unit) to give to the target unit.
4.4) The player may not know the exact status of his units but they will send reports of their condition (unsure if it is a good idea). This can be applied to cities far away from the capital before national governments are implemented.
4.5) In ancient times (slow messengers), the player shouldn't be able to influence the formation once a battle has begun, unless the king is present in the army (under tactical combat).
4.6) Opponents' ZOCs and/or oceans may cut off comm links.
<font size=1 face=Arial color=444444>[This message has been edited by Theben (edited December 24, 2000).]</font>
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