NOOOOOoooooo! Micromanagement hell awaits you all! Abandon hope, all ye who enter!
I'd like to see a game with truly strategic scale operations. Footsoldiers can march 20-30 km in a day, so on Earth they can reach anywhere on the same continent in months. Wheeled vehicles can move anywhere the roads go in days. Ships can go to the farthest reaches of the seas in weeks. Aircraft can attack almost anywhere on the planet in hours.
The strategic limitations on movement in a year-long turn are entirely determined by supply. If my planes can land and refuel, or refuel in the air, they can go anywhere and return. On the other extreme, if I can get food to my troops they can march anywhere.
I've seen suggestions (not in this thread) that units should have to "get on" a rail system (possibly requiring a Station tile improvement or city improvement), move, "get off" the rail (again maybe needing a Station), then move or attack or whatever. I'd rather finish a turn while I'm still young enough to care. Civ2 rail movement is probably the most micromanagement-free aspect of the game, and the most realistic given the scale of distance and time involved.
I wouldn't want to have to load an infantry unit onto a train or into trucks or planes, move the vehicle x tiles per turn, then unload. I would want to set up a strategic transportation network and use it transparently. I don't even like doing it with ships in Civ/SMAC—it is a "necessary evil."
The concept is called "generalization." When you draw a map you leave off details that don't matter. The time required to load and unload a vehicle is insignificant compared to the length of a game turn. The time required to travel the distance is often insignificant compare to the length of a turn.
The airlift feature is the most abstract example of generalization in Civ2: start in an Airport, choose a destination, *poof*. You see, in this case even the route taken by the transport aircraft isn't critical to the model. A slightly less abstract model is the paradrop feature: activate the unit's paradrop capability, then put the cursor where you want to go.
Civ2 airlift also covers the matter of defense abstractly: if an enemy fighter is based within a certain distance of either the origin or the destination it has a chance to intercept. Unfortunately there is no provision for fighter cover from the origin or destination.
Think about ship transport. How big is one ship? You might fit a whole battalion-sized modern unit on a single ship, but not the multiple units allowed in Civ and SMAC. Certainly not a year's worth of supplies and ammo for that battalion. A transport unit must actually be many ships. Attacking a fleet or network of transports isn't going to be an all-or-nothing proposition. Sinking one ship, or many ships, is going to probabilistically damage the unit(s) carried.
How about amphibious assaults? The assault on Normandy is a classic example. Ordinary army units (not marines) were trained in the field for the job. The boats they used were short range, intended for one trip only. The units that landed on the beach were refreshed with ordinary troops not trained for amphibious service, and so did not keep their amphib status. Can any Civ-like game model those aspects?
For an example of the reverse, look at Germany. They never developed amphib training. They never developed landing craft. They never had the leadership and vision of strategic scale amphib operations. The Wehrmacht lacked amphibious capacity at all levels.
The Nazis invaded Norway by taking lightly defended ports with small paratroop units, then unloading troops in larger numbers on the secured ports. They fell for the decoy army under Patton poised to strike at Calais because they thought the first objective would be capturing a major port intact. They never thought the Allies would be able to build floating docks in situ to supply a sustained offensive with fresh troops, food, and ammo for weeks until a mmajor port could be taken.
On the other hand, the best marines in the world aren't amphibious capable if they aren't supplied with landing craft. The best paratroopers in the world aren't airdrop capable if they aren't supplied with planes to take them to the objective. On the strategic scale the landers and airplanes themselves are non-combatants that are part of the cost of operation for the military units.
I'd like to see a game with truly strategic scale operations. Footsoldiers can march 20-30 km in a day, so on Earth they can reach anywhere on the same continent in months. Wheeled vehicles can move anywhere the roads go in days. Ships can go to the farthest reaches of the seas in weeks. Aircraft can attack almost anywhere on the planet in hours.
The strategic limitations on movement in a year-long turn are entirely determined by supply. If my planes can land and refuel, or refuel in the air, they can go anywhere and return. On the other extreme, if I can get food to my troops they can march anywhere.
I've seen suggestions (not in this thread) that units should have to "get on" a rail system (possibly requiring a Station tile improvement or city improvement), move, "get off" the rail (again maybe needing a Station), then move or attack or whatever. I'd rather finish a turn while I'm still young enough to care. Civ2 rail movement is probably the most micromanagement-free aspect of the game, and the most realistic given the scale of distance and time involved.
I wouldn't want to have to load an infantry unit onto a train or into trucks or planes, move the vehicle x tiles per turn, then unload. I would want to set up a strategic transportation network and use it transparently. I don't even like doing it with ships in Civ/SMAC—it is a "necessary evil."
The concept is called "generalization." When you draw a map you leave off details that don't matter. The time required to load and unload a vehicle is insignificant compared to the length of a game turn. The time required to travel the distance is often insignificant compare to the length of a turn.
The airlift feature is the most abstract example of generalization in Civ2: start in an Airport, choose a destination, *poof*. You see, in this case even the route taken by the transport aircraft isn't critical to the model. A slightly less abstract model is the paradrop feature: activate the unit's paradrop capability, then put the cursor where you want to go.
Civ2 airlift also covers the matter of defense abstractly: if an enemy fighter is based within a certain distance of either the origin or the destination it has a chance to intercept. Unfortunately there is no provision for fighter cover from the origin or destination.
Think about ship transport. How big is one ship? You might fit a whole battalion-sized modern unit on a single ship, but not the multiple units allowed in Civ and SMAC. Certainly not a year's worth of supplies and ammo for that battalion. A transport unit must actually be many ships. Attacking a fleet or network of transports isn't going to be an all-or-nothing proposition. Sinking one ship, or many ships, is going to probabilistically damage the unit(s) carried.
How about amphibious assaults? The assault on Normandy is a classic example. Ordinary army units (not marines) were trained in the field for the job. The boats they used were short range, intended for one trip only. The units that landed on the beach were refreshed with ordinary troops not trained for amphibious service, and so did not keep their amphib status. Can any Civ-like game model those aspects?
For an example of the reverse, look at Germany. They never developed amphib training. They never developed landing craft. They never had the leadership and vision of strategic scale amphib operations. The Wehrmacht lacked amphibious capacity at all levels.
The Nazis invaded Norway by taking lightly defended ports with small paratroop units, then unloading troops in larger numbers on the secured ports. They fell for the decoy army under Patton poised to strike at Calais because they thought the first objective would be capturing a major port intact. They never thought the Allies would be able to build floating docks in situ to supply a sustained offensive with fresh troops, food, and ammo for weeks until a mmajor port could be taken.
On the other hand, the best marines in the world aren't amphibious capable if they aren't supplied with landing craft. The best paratroopers in the world aren't airdrop capable if they aren't supplied with planes to take them to the objective. On the strategic scale the landers and airplanes themselves are non-combatants that are part of the cost of operation for the military units.
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