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  • Military/Combat Model 0.1

    Since we had queit some discussion on combat the past few weeks, and also Leland asked for someone to start making an combat model, I will now show me my first prototype Military/Combat Model 0.1
    It's an absolute first draft, so 1. nothing is decided yet, 2. it's what I think of it added with your ideas and 3. probably a lot of stuff is still missing. I don't have the time to add more now, Bu I will do later this week prbably or maybe tomorrow when I have some free time.

    Enough chatter, here's the model now.

  • #2
    Military/Combat Model 0.1

    Originally created by ElmoTheElk on July 9, 2001

    This military and combat model will try to describe the way combat and military will be seen in GGS. It will first give a general impression of the way combat is used in the game and then step by step go into further detail.

    Contents
    Philosophy
    Unit types
    Ranges
    Supply Routes
    Production
    Giving orders
    Diplomats and spies
    Guerilla warfare

    Philosophy

    GGS will hopefully have a combat system which is both realistic and entertaining. The duration of turns in game time will be long enough to make micromanaging single units obsolete, and instead a very strategic level of playing is necessary in all military conflicts. Therefor we will use armies in stead of single units.
    As a rule of thumb, large armies will be more effective than many small ones, and the main reason to split armies is to distribute the attack or defense capabilities geographically. The number of armies should be around 20 for a large civilization, in peace time even less. This may sound boring, but in fact there will be a lot of things for the player to do besides moving the units: managing logistics, supply routes, observing and analyzing the weak spots of the enemy, and so on. Air strikes, scouting and guerilla warfare will be implemented as well.
    The player should feel that he really is in charge of full military forces of a nation, not just individual tanks or cavalries.

    Unit types

    'Armies' is the name that refer to the enitities on the map that representate ground forces, naval forces or air forces. They are all treated as equal, but they cannot be mixed together in one army. The thought behind this is that an 'army' is more like a division of your national army than like the way the word 'army' is used in real life.

    Ranges

    The game will have two types of movement ranges for armies - deployment range and operating range. The deployment range is the area within which the army can be moved to within one turn. The movement could include an attack on an enemy army or something else, but would take the whole turn. The operating range will be the area in which the units of the army could just move around freely. If the army has sufficient scouting the whole acting range could be visible, and enemy units entering the range could be intercepted. So the army could be set to guard the whole area within the operating range.

    Supply routes

    Every army needs a supply route to a region of your own (or an ally) to support the army. An army without a supply route cannot exist longer than 1 turn, since it will then starve from hunger or haven't got enough weapons. Therfor you define a region for an army where support comes from. As long as the game algoriths will can come up with an valid supply route, the army has support. When it can't, for exaple when an army is surrounded by enemy armies or it's to far away for a descent supply route, then the army has 1 turn to turn the tide or else it will be destroyed.

    Production

    Armies most of the time consist of more than one type of unit. This could be for example chariots, legions and phalanx. The building of an army is the full task of the player, representing the goverment of your civ. If you want to create a new army, you open the 'military screen'. You can see all your current armies here and create new ones. Armies can then be build by selecting how many units of which sort you want. The military factories in your regions will then produce the units at the lowest possible cost. This is dependant on your local resources, connections with other civs and number of factories. If there are to less factories to satisfy your needs, your people will probably build new ones automaticly, or you can order them to do so. The army can be produced in multiple factories, but they have to be connected by trade routes. After it's finished, it will placed on the map near the city of your choice (again, this has to be trade-route connected).
    If you want to add units to an existing armie they either have to return home or have a well establshed supply route.

    Giving orders

    The order system will, as well as all the things in this game, be mostly mouse driven. Armies have an order queue which they move, attack, defend or whatever you order them to do. An army can execute one or more of these order in one turn, depending on the type of action. The direct orders the armies have will be visually representsated on the map.
    The operative range, as pointed out before, will be an extra option. It can be uses for example to 'get control' over an area (supress unrest) or to secure a certain passage.

    Diplomats and spies

    Special usits like spies and diplomats will not be a visual part of the game. In stead, you can open a diplomacy screen which not only gives the 'ordinary' diplomacy functions, but also include options like 'bribe', 'city revold' or 'investigate'. Of course all diplomatic restrictions apply here, like you cannot contact a civ when you have made no contact. Spies are also included here. When you have discovered the knowlenge of espionage you get extra diplomatic options like 'sabotage'.

    Guerilla warfare

    When you invate enemy territory you can get in touch with guerilla warfare. The way these are implented in GGS is like native unrest. By the time a civ has implented guerila warfare in there army (after dicovering the tech behind it), it will be a lot harder to suppress this unrest. So generally it isn't a whole different system, but it is seen as normal native unrest.
    Guerilla warfare can also pop up in your own civ. When people aren't happy with you as there goverment and your cannot cease them, more and more unrest and guerilla will come up and they can eventually take over control of your civ. This is one of the major aspects from our 'The Rise And Fall Of Great Civilizations'-model.

    Elmo

    Comment


    • #3
      Production

      Armies most of the time consist of more than one type of unit. This could be for example chariots, legions and phalanx. The building of an army is the full task of the player, representing the goverment of your civ. If you want to create a new army, you open the 'military screen'. You can see all your current armies here and create new ones. Armies can then be build by selecting how many units of which sort you want. The military factories in your regions will then produce the units at the lowest possible cost. This is dependant on your local resources, connections with other civs and number of factories. If there are to less factories to satisfy your needs, your people will probably build new ones automaticly, or you can order them to do so. The army can be produced in multiple factories, but they have to be connected by trade routes. After it's finished, it will placed on the map near the city of your choice (again, this has to be trade-route connected).
      I sincerely hope GGS will at least have a 'recruitment' system. This brilliant idea was originally developed by The Diplomat. Here is his draft from the ECIII Wish List. (for some unexplained reason it received but a few votes, most strange!)

      FINAL DRAFT

      The idea of the recruitment system is that you build a unit by building only the weapons and using a certain population to create the unit.
      to make recruitment work properly, I suggest using the "x10 system" for population where pop is multiplied by a factor of 10. ( "real" population instead of "heads" would be ideal but it would require too many changes in the other areas of civ3 and probably won't make it into civ3, so I think that the "x10" system" is therefore preferable).

      recruitment would work in the following way:
      let's say we have a city of pop 20. (what use to be pop 2 under the current civ2 model). The player would set the production queue to a certain weapon say "tanks". A certain number of tanks would be produced every turn depending on the city's industrial capacity. When you have enough tanks for 1 pop to use, you could take 1 pop away from whatever it is doing and make it into a "tank unit". (notice that it's only 1/20th of the pop, that is why a x10 model for pop is needed) If that same city also produced guns for example, you could combine both (1 pop as infantry and 1 pop as tanks) into one single unit that would be called an "army" and would be composed of the corresponding infantry and tanks together.
      NOTE: If you disband the unit, the pop would return to work but you would keep the weapons, so you could reconstitute your army by simply rerecruiting your pop. This is a big change from civ2 where disbanding a unit is more final.

      The major improvements that I believe recruitment brings to civ3 are:

      1) as in History, population itself would be the primary ressource to building an army. Building the weapons is not enough! Raising an army now has an effect on your city, since that pop is unavailable to work in the city, and if it is killed off in combat that pop is lost. This makes war more authentic! This makes raising an army more interesting as well as making war more balanced. Long protracted wars will be more difficult. In civ2 you could basically wage war from the beginning of the game to the end.

      2) war planning is simpler and more interesting. Instead of dozens of units wondering around the map, recruitment gives the player "armies" which can be moved around. For example, I could have my entire military force split into three "armies". Now the player only has three units to move. Also, it would have a more authentic feeling of being an general. You would move Army I ( composed of X infantry, Y tanks, Z artillery) to the South toward Gedansk, as you move Army II, around Leningrad to capture Smolensk, for example. There is a sense of military planning.

      Final comments:
      1)support costs (food+gold+shields) should be reduced (especially food) in a way that is balanced and that does not make raising an army too difficult.
      2)building weapons would take less time than building the equivalent unit in civ2. This solves the famous problem of a warrior taking 200 years to build. As you could build a warrior unit in one turn.
      ------------------
      No permanent enemies, no permanent friends.
      I have always and consistently supported this idea. Here is one of my more extensive posts on the subject:

      quote:

      Originally posted by Urban Ranger on 05-19-2000 04:43 AM
      I don't think building a unit will reduce the population of the city that builds it. The size of a unit is generally much smaller than a population point.

      It's also a silly idea to stockpile weapons and such. A unit isn't just a mob with a bunch of weapons. A unit requires training to function as a conherent whole. So I don't think it is necessarily to build any training facilities although doing so will make the game to appear more realistic. A related idea here then is you can't rush build units, or not more by 50%, say. This represents the inherent necesscity for spending sufficient time in training.



      "I'm really surprised that a rather intelligent person like Urban Ranger would post such rubbish. I know some don't like my citations, but I think it will assure the reliability of my statements. The intelligent reader can draw his/her own conclusions.

      'In a limited sense, the industrialization of war is almost as old as civilization, for the introduction of bronze metallurgy made specially skilled artisans indispensable for the manufacture of weapons and armor. Moreover, bronze was rare and expensive. Only a few privileged fighting men could possess a full panoply. It followed, that warrior specialists emerged alongside metallurgical specialists, one class enjoying near monopoly of the other's products, at least to begin with.

      But the phrase "industrialization of war" does not really fit the ancient river valley civilizations, whether of Mesopotamia, Egypt, India, or China. In the first place, priests and temples competed with warriors and army commanders as consumers of bronze and other artisan products; and the earliest rulers probably based their power more on their religious than on their military roles. In the second place, in society at large the great majority of the population remained in the fields, toiling to produce food for their own support. Surpluses were small; and the number of rulers -whether priestly or military or both- and of artisans remained proportionately modest. Moreover, within that small number, the industrial element was inconspicuous. Arms and armor, once molded into shape, lasted indefinitely, and even if blunted or dented in battle could be restored to usefulness with a little sharpening or hammering. Armorers therefore remained relatively few, even in proportion to warriors.

      Since tin and copper ores did not usually occur in the same places, and since tin was relatively scarce and often had to be sought at great distances, the really critical limit upon ancient metallurgy and warmaking capacity was more often the availability of suitable metal ingots or ores than manufacturing skill. Traders and transport personnel, in other words, mattered more than artisans. Public policy had to take into account relations with potential metal suppliers who lived beyond the range of direct administrative control. Safeguarding trade routes from rivals and marauders was also important and sometimes difficult. On the other hand, availability of skilled metal workers could usually be taken for granted once the appropriate artisan tradition had become established in the community.

      Wars were normally fought with existing stocks of arms and armor, modified only by gains or losses through capture in the course of operations. What an army needed along the way was food and forage. Hence the availability of food constituted the principal limit upon military actions and the size of armies. Occasionally and by exception, an outbreak of epidemic disease intervened to alter the military balances abruptly -miraculously, indeed, as the biblical account of the Assyrian failure before Jerusalem in 701BC attests.

      Guarding against disease and other evidences of divine displeasure was the province of priests with their knowledge of religious rituals and prayers. Doing something to increase local supplies of food and forage for the support of an itinerant army was the province of rulers and administrators. It was always easiest to rely on direct exercise of force, i.e., to plunder local food producers by seizing their stocks of grain or animals in order to consume them on the spot or at very short remove. Such an army had to overwhelm opposition quickly and then move on, for it rapidly exhausted local supplies, leaving devastation in its rear. Peasants deprived of their stocks were likely to starve and were sure to have the greatest difficulty in finding seed for their fields in the following year. Several years, even decades, had to pass before the ravages of such a campaign could be remedied.

      The career of Sargon of Akkad, who plundered all the lands of Mesopotamia around his capital of Kish about 2250BC, illustrates the potentialities and limits of this sort of organized robbery. A perpetual following of 54,000 {this number is contested; it seems rather high} men no doubt gave the great conqueror an assured superiority over any local rival; hence his thirty-four victorious campaigns. But to keep such a force in being also required annual campaigning, devastating one fertile landscape after another in order to keep the soldiers in victuals. Costs to the population at large were obviously very great. Indeed Sargon's armies can well be compared to the ravages of an epidemic disease that kills off a significant proportion of the host population yet by its very passage confers an immunity lasting for several years. Sargon's armies did the same, since the diminished productivity of the land that resulted from such plundering made it impractical for an army of similar size to pass that way again until such time as population and the area under cultivation had been restored.

      If we shift attention from the time of Sargon to the time of the Achaemenid Empire(539-332BC), we see that war had become less destructive to a great king's subjects during that long interval of time. When Xerxes determined on his famous invasion of Greece(480-479BC), for example, he issued commands from his palace at Persepolis, instructing his agents to gather food supplies from territoties under their control, and deliver them to stations along the intended route of march. As a result, Xerxes was able to march into Greece with an army a little larger than Sargon's without devastating the landscapes through which he passed. To be sure, he could not maintain such a force for more than a few weeks in a land as poor in local supplies as Greece. So, when a handful of Greek cities in the extreme south refused to submit, the Great King had to withdraw a substantial part of his invading force, because there was no way he could feed the entire army in the field over the winter.'
      (source: W.H.McNeill:'The Pursuit of Power',1983)

      A picture of rather short military campaigns emerges. Now something about recruitment among the Romans, who during almost every year of the Republican period were waging at least one war.

      'Rome and most other Italic states were traditionally bellicose communities, where the social position of every freeman was closely bound to his capability to contribute actively to the almost annual campaigns. He, who couldn't fight, though a freeman, didn't count politically. Military service always was a duty and a right, reserved to those having the means to assert that right. As a result warfare was largely, just as in classical Greece, a rather 'amateurish' affair and armies more like a militia than a professional military force. Most Romans in the third century BC were peasant smallholders and Rome's economic basis was agricultural. For that reason military campaigns were conducted during the summer, when the land required no great effort. Only campaigns waged at a greater distance or protracted sieges of enemy cities could necessitate to keep an army mobilized for a period longer than a summer and the entire winter. In the First Punic War this had occurred a few times during the struggle for Sicily and would still more frequently occur during the war with Hannibal starting in 218 -with often evil effects for the individual soldier like neglect of the fields at home.

      So the Roman military organization was based upon the militia service of a large part of the free population of Rome itself and a proportional part of the allies. Everywhere an official census existed, dividing the citizens in those available for military duty and the poor, who were granted a release. In Rome every five years such a census was held. And every year part of the citizens available for compulsory service at the age of 17 till 46, the iuniores, were mobilized by the new consuls of that year by a careful but time-consuming procedure: the dilectus(literally: the selection). Only those already mobilized sixteen(!) times were automatically exempt; other reasons, for example unpaid debts, could result in exemption. For that matter military service of sixteen years was exceptional; but four or five years of service were common in this period. In normal years -with no major war waged- the consuls only conscripted four legions at the beginning of their term of office. A legion contained 4200 men and a squadron of 200 or 300 cavalry; together these two 'consular' armies of each two legions consisted of nearly 18,000 Roman troops. Moreover, we should count the contingents of the Italic allies, making as a rule a force at least as large, likewise divided into four legions or 'wings'(alae), commanded by Roman officers. But this mobilization of four Roman legions with the equivalent contribution of the allies was only a fraction af all forces the Italic League could muster in an emergency. Out of some hundred thousands of Roman citizens and at least as many Latini and socii it was possible to recruit four or five times as many legions without causing a lasting disruption of society.
      (source: H.P.Vogel/H.W.Singor/J.A.de Moor:'Een wereld in oorlog',1995; my translation)

      To illustrate my point I will give some numbers. In ~200BC Italy had only three large 'cities':
      Roma: ~150,000 inhabitants
      Syracuse: ~100,000
      Capua: ~30,000
      For comparison's sake:
      Alexandria: ~300,000
      Carthago: ~150,000
      The total number of inhabitants of Italy at this period is estimated at 5 or 6 million. But the northern part of the peninsula was not under Roman control. So the number of potential soldiers was definitely smaller.

      At the battle of Cannae(216BC) the Romans lost at least 40,000 men, which is a conservative estimate, in one day. This would amount to roughly 2% of all males, Romans and allies. Immediately they conscripted new legions, allowing even slaves to bear arms. In the years preceding Cannae they had suffered two other severe defeats, losing also many casualties. Cannae was of course an exception, but these numbers show realistic proportions of conscription in Ancient society. During an all-out mobilization the army was as large as Rome itself! This cannot have remained without consequences.

      It is true that most soldiers didn't come from the city, but were peasants. Since unfortunately CivII doesn't acknowledge the existence of a rural population -only of commuters working surrounding tiles- recruited soldiers can only be conceived as part of this urban population. The argument that an army needs more training cuts no ice. The Roman army was far better organized than most contemporary armies. Yet a few weeks of training and use of available weaponry sufficed in this relatively militaristic society. They didn't need to wait hundred years to build one legion.

      As a result of the Second Punic War the Italian countryside became depopulated, relatively speaking. It resulted in a growing demand for slaves and social unrest.

      I hope CivIII will have a much larger map, but will also allow a lot more movement poits to units.

      Conclusion

      I tried (and in my opinion succeeded quite well) to show:
      -that a recruitment/mobilization system in many societies was the accepted rule
      -that stockpiling of armour and weaponry was also most common
      -that armies could have a size large enough to concern a substantial part of the population, which is an argument to subtract these numbers from your population
      -that armies can be built/trained in a short period of time
      -that an army that actually was a militia(=not-professional) could be almost invincible

      And most of these conclusions apply at least for the whole of military history until the Industrial Revolution, which is more than 90% of recorded history, and even partly beyond."

      Later on the idea was further developed by Youngsun, who has contributed many excellent posts and is truly knowledgeable about warfare. The best advice I can give is to contact him and ask if he is willing to help us/you. He is also an extremely nice person.
      Jews have the Torah, Zionists have a State

      Comment


      • #4
        Originally posted by Youngsun
        New unit stats
        Melee:basic fighting power/close combat ability
        Support:when accompanied with melee units add bonus to the melee units
        Armour:absorb some of enemy hit including enemy support fire
        Mobility: this is not map(strategic) mobility this is battlefield mobility.
        1~4 Bf mobility equals 1 map mobilit
        4~8 Bf mobility equals 2 map mobility
        8~12 Bf mobility equals 3 map mobility
        Battlefield mobility affects actual battle as a combined arms effect and map mobility ,as you know, reflect how many square you can move.

        Raw Conscripts
        Melee/support/armour/mobility
        Primitive men 2/0/0/3
        Ancient men 2/0/0/4
        Renaissance men 1/0/0/3
        Modern men 1/0/0/2

        *Prehistoric*
        Stone axe +3 melee
        Hunting spear +2 melee +1 support
        Primitive bow +2 support
        Leather armour +1 armour

        *Ancient*
        Bronze spear +4 melee +1 support
        Bronze sword +5 melee
        Scale armour +2 armour -1 mobility
        Iron spear +5 melee +1 support
        Iron sword +6 melee
        Iron armour +2 armour -1 mobility
        Wooden shield +1 armour
        Bronze shield +2 armour -1 mobility
        Iron shield +3 armour -1 mobility
        Composite bow +3 support
        Horse armour +2 armour -1 mobility
        Marius's mule allows a unit to fortify -1 mobility +1 logistics
        Chain mail +3 amour -1 mobility


        Transport(Anceint to early Modern)
        Light Horse +6 mobility(no armour allowed)
        Medium Horse +5 mobility(armoured men allowed)
        War Horse +4 mobility(Horse armour allowed)
        Chariot(arse) +2 mobility
        Chariot(horse)+3 mobility
        Elephant +2 mobility -2 enemy melee(only cavalry)

        *Midieval & Early Rennaissance*
        Long sword +7 melee
        Pike +5 melee X2 melee vs mounted(only inf)
        Lance +5 melee X2 melee vs mounted(only cav)
        Plate armour +4 armour -2 mobility
        Mace +5 melee ignores enemy armour 50% -1 mobility
        Longbow +5 support ignores enemy armour 60%(inf only)
        Crossbow +3 support ignores enemy armour 80%
        Stirrup +2 melee(only mounted)auto upgrade if discovered


        *Renaissance to Modern*
        After the discovery of gunpowder new stat(firepower) will be added to all units which use firearms(many thanks to Evil capitalist)


        Infantry primary
        Arquebus +1 firepower
        Musket +2 firepower
        Later musket(Napoleonic) +3 firepower +4 melee
        Early rifle(Napoleonic) +5 firepower +4 melee
        Breech loader rifles(Colonial) +6 firepower +4 melee
        Magazine rifle(WWI) +7 firepower +4 melee
        Semi Automatic rifle(WWII) +10 firepower +4 melee
        Advanced rifle(Modern) +15 firepower +3 melee

        Cavalry firearms
        Pistol(handgun)+1 firepower
        Carbine +4 firepower

        Armour
        Basic tank(or Inf-tank) +8 armour +6 firepower +1 mobility(1.ignores trench effect 2.Ancient enemy melee/support negated ->applied to all armour)
        Heavy Tank +10 armour +6 firepower(X2 vs hard target) +2 mobility
        'Blitzkrieg' tank(WWII) +12 armour +7 firepower(X2 vs hard target) +5 mobility can "blitz"->applied to all armours after this
        MBT(post WWII) +16 armour +12 firepower(X2 vs hard target) +7 mobility
        MBT(next generation) +30 armour +16 firepower(X2 vs hard target)
        +8 mobility(finally it equals 3 map mobility)

        Note: All armours developed during and after WWII can blitz which means your unit can get through enemy unit without necessarily destroying it. Blitzed and enveloped enemy unit will suffer from penalty of reduced firepower,etc.

        Siege support
        Captapult/trebuchet +1 siege support can break city wall
        Medieval bombard +2 siege support can break city wall
        Mortar/Howitzer(Napoleonic) +3 siege support ignore city wall(applied to all artillery after these)
        Mortar/Siege gun/Railgun(World war) +4 siege support

        Field firepower support
        Cannon(Napoleonic) +1 Firepower support
        Breechloading cannon +2 FP support
        Field Howitzer(world war) +3 FP support
        SPA/Mobile rocket launcher(WWII) +3 FP support +5 mobility
        SPA/MLRS(Modern) +4 FP support +6 mobility

        Misc. support
        Flak gun +4 firepower X3 vs Air target X2 hard target
        SAM +16 firepower air target only
        AT gun +2 firepower X4 hard target
        ATGM +16 firepower hard target only

        Transport(Modern)
        Truck(motorised) +6 mobility
        Half tracked(mechanised) +7 mobility +2 armour +1 FP support
        Tracked(APC) +6 mobility +4 armour +1 FP support
        Tracked(IFV) +7 mobility +8 armour +2 FP support

        Note:Field guns can be horse-drawn by combining horses and guns. Other type of transport can be used for that function such as trucks.

        Ground Reconnaissance
        Motor cycle +2 recon bonus +7 mobility
        Armoured vehicle(WWII) +2 recon +8 mobility +2 armour
        Combat recon(modern) +4 recon +12 mobility +4 armour

        *Navy(Ancient to Rennaissance)*
        (Many thanks to Evil capitalist)

        Note: Diffrent sea access
        Coastal only
        Calm sea only(+Coastal)
        Rough sea only(+Calm+Coastal)
        Ocean going(+Rough+Calm+Coastal)

        Outrigger(canoe) +1 naval scout, coastal sea only
        Merchant vessel(Early) +1 transportation, calm sea only
        Tririeme +1 naval melee, can carry troops,Greek fire modification(+1 fire power),calm sea only
        Longboat +1 naval melee,can carry troops,rough sea,Amphibious assault allowed
        Galley +2 naval melee,can carry troops
        Cog +2 transportation,rough sea
        Junk +3 transportation,rough sea
        Dhow +4 transportation,calm sea
        Battleship(Medieval) +3 naval melee,can carry troops,cannon modification(+2 firepower)

        Ocean going vessel
        Caravel +2 transportation
        Carrack +2 naval melee,can carry troops,cannon modification(+3 firepower)
        Galleon +6 transportation,cannon modification(+3 firepower)
        Fluyte +7 transportation,cannon modification(+4 firepower)
        Sloop/Privateer +3 naval melee,can carry troops,can disrupt trade route +3 firepower
        Frigate +4 naval melee,can carry troops,+6 firepower
        Ship of the line +4 naval melee,can carry troops,+7 firepower,Steam engine modification(+1 mobility),Heated cannon shot modification(X2 vs wooden ship)
        Indiaman +8 transportation,cannon modification(+5 firepower)


        Industrial age ships
        Clipper ship +6 transportation +2 mobility
        Early steamship +8 transportation +3 mobility
        Early Ironclad +4 firepower +3 armour +3 mobility, naval melee negated,coastal only
        Later Ironclad +6 firepower +4 armour +4 mobility
        Cruiser +8 firepower +6 armour +5 mobility ,AA modification,steel armour modification,AV missile modification,
        Battleship +12 firepower +10 armour +3 mobility,AA modification
        Battlecruiser +10 firepower +8 armour +4 mobility,AA modification
        Submarines(U-boat WWI~WWII) +1 under sea attack +2 mobility
        Submarines(Modern) +3 under sea attack +3 mobility,Stealth modification,missile pod
        Destroyer +6 firepower(X2 vs subs)+4 armour,AA modification,+6 mobility,AV missile upgrade
        Frigate +4 firepower(X3 vs subs) +4 armour,AA modification,+7 mobility,AV missile upgrade
        Carrier +6 firepower,+6 armour,AA modification,+5 mobility,Engine upgrade,Catapult upgrade,Deck upgrade
        Liner +16 transportation need port facility +3 mobility
        Container ship +32 transportation need advanced port facility +4 mobility
        Trimarin ?
        Stealth boat ??


        Modification/upgrade(Modern ship)
        Engines: Steam turbine engine. Gas/oil turbine. Nuclear reactor.
        ASW abilities: Torpedos, sonar etc.: spot and attack submarines in adjacent squares. (made more effective with Sonar)+1 underwater melee
        Spotter plane: Popular in WW2 ships, these were used to keep track of the battle and report of shot accuracy before radars and computers. See 2 squares. +1 naval recon
        Electronic aids: Does all the processing of data and collects it all in one room. See 2 squares, +1 naval support
        Fibre-optic link: Allows ships to maximise communication. further +1 firepower support.
        Missile launch facilities: Allows a ship to launch cruise(Tomahawk) or Anti vessel(Exocet)missiles
        AA countermeasures: AA missiles and chainguns(Phalanx)give a ship almost total protection from aerial and missile attack.
        AEGIS Radar Air defence system upgrade: X3 vs air/missile target


        *Air Force*
        Bi-plane(WWI) +3 recon +1 firepower can intercept air target
        Mono-plane fighter(WWII) +2 recon +3 firepower can intercept air target
        Bomber(WWII) +4 recon +2 firepower can bombard X3 vs ground target
        Jet fighter(Me262,sabre jet) +2 recon +5 firepower can intercept
        Multi-role jet(F4, F16,etc) +4 recon +7 firepower can intercept/bombard
        Stealth fighter +4 recon +6 firepower can intercpet/bombard X2 ground target
        Stealth bomber +5 recon +5 firepower can bombard X3 ground target

        Air transport
        Prop-engined +3 logistics
        Jet-engined +4 logistics
        Utility helicopter +1 logistics can be attached to ground unit

        Misc. air
        Early warning system +8 recon
        Electronic warfare system 5 surrounding squares -50% enemy airforce FP power.
        Attack helicopter +2 FP support X3 hard target
        Anti-sub heli reveals enemy subs within 3 surrounding squares +1 naval support
        Masking upgrade -3 enemy air unit firepower

        Missiles
        Early missiles +1 bombard
        ICBMs(intercontinental balistic missiles)NBC warhead, MIRV upgrade,
        IRBMs (Intermediate range balistic missiles)
        NBC warhead,MIRV upgrade,
        SLBMs: (Submarine launched balistic missiles)
        NBC warhead,MIRV upgrade,
        Cruise missiles +3 bombard, destroyes any target city improvement, NBC warhead
        SAM/ATGM listed above(Misc. support section)

        Misc. kit(used construction/irrigation,etc)
        Stone tools allows settler function
        Bronze tools +1 settler bonus
        Iron tools +2 settler bonus
        Tools(Industrial) +4 settler bonus
        Tools(Modern) +5 settler bonus
        Sapper kit allows "combat engineer function"
        Animal powered +1 settler support
        Machine powered +2 settler support
        Bullet-proof vest +7 armour -1 mobility(inf only)
        Kevlar +10 armour -1 mobility(inf only)

        Any other suggestion would be welcome.

        Contributors:Special thanks to Evil Capitalist and Thanks to Shadowstrike,Darkcloud,Biddles,Admiral Naismith,Stuff2(once he was a fan of unitworkshop ),Par4,Yuvo,ember. Also thanks to the Diplomat for his "recruitment" idea!
        [This message has been edited by Youngsun (edited August 30, 2000).]
        More information on the subject can be found in the thread "Unit Workshop" Module List
        Jews have the Torah, Zionists have a State

        Comment


        • #5
          I like the recruitment idea... GGS will probably be a lot more population focused than civs ever were, so this fits perfectly to what we need.

          Comment


          • #6
            Thanks for your post agian kroeze. I like some of the ideas presented herem but I also see big objections to some other features mentioned in your post.

            Generally I like you are going into too much detail. I see the recrutement system is very realistic, but I think we have to define the realistic<->gameplay line here more towards gameplay. Let me explain that.

            I really like a detailed recrutement system. I even love a detailed total combat model, just like we have a pretty detailed and realistic economy model. However, the economy model can be implented very detailed while the player doesn't necesairily see it. You can still macromanage your economy while the underlying algorithms are very detailed.

            The combat model is a whole other story though. Of course the underlying statistics, pre-s and con-s can be very detailed, but again it should not be visible to the player.

            So...

            I think a less detailed system (for the player) is needed. I then think about the original system I decribed in the Combat Model 0.1. I like the recrutement system's idea though. We can certainly implent it in our own way. I see a good idea in substracting people from your (working) population since armies contained large groups of men in acient times.

            I also like the idea to store and reuse arms and armor. The best way to melt this into my own model have to been overthought, but I am certainly going to try this.

            I also read thought the type of stats you suggested to use for the units. I see a good system in it, but we might want to work out the general system, first I guess..

            Hopefully I can make a new model this week. I do think so. But don't hesitate to share us your thought of course! (Yeah, you there! ) For now, I have spoken.. Elmo

            Comment


            • #7
              Military will be one of the key elements of the game, so it's good to discuss it. I generally agree with all that S.Kroeze said (again). Recruiting is needed; my former idea was, that to build an army you need men, equipment and training. There would be several ways of acquiring the men, like conscription. Equipment you would build; from that, would come stockpiling of weapons, which is also a good thing and required. For training, different amounts could be required by different kinds of armies. Militia-kind of army would require only very little, perhaps just building and funding training areas would suffice. You would build an army by giving a build order. Then, you would require a recruiting system that provides you with men; I'm not sure how that should be done excactly, or is any special system needed at all. If you don't have enough men or enough stockpiled weapons, the building would be on hold until the necessary amount of both is available.

              Then of course organization is an important part of the army. Like Sander said, the Roman army was succesful because it was better organized than the other armies. That could be modeled with the leaders of the army; the armies would need general units, like proposed earlier. Also developing military tactics technology would help in making better organized armies.

              Like we have talked in the design doc thread, war should be strategic and a little like war in Diplomacy. Well, I guess I will elaborate on these things later.

              Comment


              • #8
                All good in my opinion, I very much agree that armies and military will be a vital part of the game.

                For the recruitment system, maybe the troops come from the general populace at a certain flow speed dependant on factors like goverment types and technology. Government styles like those of modern Democracies would find it harder to find troops than an ancient warring nation.

                I assume the unit workshop will be used in the style of building a set of generic unit types that a player would use? This is something I think we'd have to put a lot of thought and testing into, to make sure that all objects availble have a use, and there is a good balance - so that say, not all people playing in ancient times only build light cavalry style units.

                Oh, and just to add - S. Kroeze, just wanted to say that I consider you very much a part of the team with all of your excellent contributions - so please feel free to use the word "us", I'm sure everyone else agrees.
                Last edited by chrispie; June 12, 2001, 14:46.
                "Wise Men Talk because they have something to say, fools talk because they have to say something" - Plato

                Comment


                • #9
                  Do you all really think such a complex system will work. Whithin the vision of macromanaging? I don't.

                  No serieusly, I think we have to keep the unit system far less detailled. I vote for a systemwhere you select the amount of men in an army, the type of units (=weopons/armor/etc.) and then the training will be automaticly included. Of course men need training, but why do we have to let the player control this?

                  So generally:

                  - Add a weapon of special abillity (=like the unit types in civ2)
                  - Select # of men (=like the # of units in civ2)
                  Repeat for all unit types you want in your army.

                  This would create a simple, though quiet realistic system. The underlying system will be more advanced though. Old weaponary can be reused, men are trained and substracted to the workforce of your civ, tactics are reasearched, etc. But al these things happen automaticly, so the player can concentrate on the rest of his nation.

                  I hope I have settled my idea here well enough to convince you all. Elmo

                  Comment


                  • #10
                    Every army needs a supply route to a region of your own (or an ally) to support the army. An army without a supply route cannot exist longer than 1 turn, since it will then starve from hunger or haven't got enough weapons. Therfor you define a region for an army where support comes from. As long as the game algoriths will can come up with an valid supply route, the army has support. When it can't, for exaple when an army is surrounded by enemy armies or it's to far away for a descent supply route, then the army has 1 turn to turn the tide or else it will be destroyed.
                    I suggest than an army can survive two turns without support. This seems more realistic because armies didn't (and don't) promptly die the instant their supply routes were cut.
                    If at first you succeed, you should be doing something tougher.

                    Comment


                    • #11
                      Yep, you are probably right Neth, 2 is better than one.

                      Thanks for replying btw!
                      Elmo

                      Comment


                      • #12
                        Elmo, you confuse me :P

                        The system I like I also consider the simplist - the player defines a set of generic unit types, and when building can build as many of each type as he needs. When he invents something clever and new, like a big stick he can make a new unit that carries a big stick. Surely this is simpler than equiping individual units with weapons??

                        And, as for units out of supply - I think the length they last should be based on the army size, technology levels as well as the terrain they are on. Units in the artic won't last very long at all, whereas units in grasslands would last much longer. Maybe pillaging farmlands would provide an army with a certain amount of food.

                        Training is absolutly a vital part of an army, it's so unrealistic in Civ when two nations war with tanks and both usually have a 50% chance of victory. Though I agree that the player won't have any direct control over this.
                        Last edited by chrispie; June 13, 2001, 14:50.
                        "Wise Men Talk because they have something to say, fools talk because they have to say something" - Plato

                        Comment


                        • #13
                          Hum, oke. I see a good point here. So what do you propose then? Explain us how a new army will be created in your system. Sure you can convince me...

                          Elmo

                          Comment


                          • #14
                            Okay, my system is this;

                            Firstly, we all agree we need to put new units somewhere right? Let's say this is a region capital. So there we will have a base army, where all new units go when they are built in a region - it can defend that location - but cannot leave it.

                            To make new armies, you'd use something like an army button , which has options like create army, list armies, find army etc. Maybe we could use the Photoshop style button here. Remember those buttons in Elmo's excellent GUI, the little square ones...we could have those, where on a single short click - the current option would be selected, or if the player holds down on it, he gets a bar pop out of it, and has the rest of the options in that button set. Anyone like those?

                            Anyway, on selecting make new army, you'd get a double window, one side you'd define your army - name, aggression perhaps etc. And on the other, you'd select units from the base army to move into this new army. Possibly we'd have a set window for transfering units between armies, and we could use this - you'd have the armies perhaps across the top, and the units listed in the main part of the window.

                            That's it
                            "Wise Men Talk because they have something to say, fools talk because they have to say something" - Plato

                            Comment


                            • #15
                              Hum, oke I like it but just 2 things:

                              - How do you create new units (which you later add to armies)?
                              - What about the recruting system? Including training and reusage of armor/weapons?

                              I like the system that you build units and arrange your armies seperate. It's really realistic and cool.

                              Elmo

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