Supply and other things
Are supply wagons going to move? I envision that ideally you'd "make" an army by assigning troops to it. You could then assign supply wagons to the army as well. Supply wagons would hold a fixed amount of resources, and when those resources were used up, they'd head back home to refill themselves. That way if you surrounded an enemy army, eventually they'd run out of supply (I am not sure how the system works currently, hopefully it is like this). Naturally, the supply wagons should be smart enough not to go off and get killed if the army is surrounded, or at least you should have an order available so that they won't leave the army to be refilled. This would make it important to guard your supply lines, while not adding that much work and basically not micromanagement (you just remember to add supply wagons to your army). Also, supply boats for land units should be possible (if they stay near or return periodically to the cost). Persia used this system when invading Greece. Also, supply boats should be able to fill up supply carts. Lastly, when you get decent aircraft, supply planes should make an appearence.
I think some people's conceptions of army/societal leaders is a bit flawed. Some have said that they should provide random bonuses, or even have a ruler at any time that might be good or bad (totally randomly). The problem with this, is that it would make for some awful games. You don't want a run of bad luck ruining things for your civ. Random factors should be there, but should, overall, have a small influence. The game is about people as a civilization competing, hence it is called "Rise of Nations," as opposed to "The Whimsy of Chaos." Just my two cents. (not that there shouldn't be leaders, rather any random effects should be minimal).
As for nukes, every civilization should have an equal chance with them. A game like civilization or Rise of Nations *should not* be trying to duplicate the current world, rather it should be about how things might have gone if the world had been a bit different. Any superpower in the modern era would have had a lot of nukes, and even more nukes if there was a major threat that had them. That's just how it is. Also, will be a mutually assured destruction system? That is, can you assign potential targets for your nuclear silos (say multiple groups of potential targets, so in scenerio A group 1 targets would be attacked, while in B group 2 targets would be hit). Either that, or allow some sort of AI retaliation system, where all you have to do is "give the word" and your nukes will be launched at the civilization that attacked you (with perhaps an option as to wether you'd want civilian targets the focus, military, or you didn't care). Perhaps this would also include any nuclear bombers you had as well.
Also, aircraft need some intelligence system, since the rally-point idea in EE is nice, but can lead to problems of stupidity where they'll keep flying to their deaths over and over, and even if you change the waypoint all the ones in the will still keep going to their deaths...a bit messy). Perhaps at least some automap functions so that your air units/ground units/buildings/etc are easily distinguishable, so at least you could manually see your air units and redirect them.
As for sea battles, EE's system could use some work. Ships were too big and bulky and made moving those units around a pain. Boats should be much smaller relatively, and subs should be on a different 'plane' than other ships, so that they can occupy space underneath a surface ship, and don't need to worry about bumping into surface vessels. Naturally, there should be some sort of supply system for sea vessels, but in the modern era it should be slightly demphasized (compared to land units), since a Aircraft carrier is almost a city unto itself.
As for taking over enemy cities...even after they have converted, there should still be possible some resistance. An "underground" if you will. This could just be added by having a great supply problem inside an conquered town (or something similar that deals some damage to your troops, but rarely if ever kills any). This could be based on how strong politically and culturally that civ was compared to yours.
The last thing I can think about is this. New cities should require a fair amount of resources to make, and trying to make a city far, far away from any of your current ones should be strongly discouraged (via the supply system). This will prevent the unrealistic strategies of building cities as close to other player's starting locations as you can, and later backfilling...historically this simply didn't happen at all.
Are supply wagons going to move? I envision that ideally you'd "make" an army by assigning troops to it. You could then assign supply wagons to the army as well. Supply wagons would hold a fixed amount of resources, and when those resources were used up, they'd head back home to refill themselves. That way if you surrounded an enemy army, eventually they'd run out of supply (I am not sure how the system works currently, hopefully it is like this). Naturally, the supply wagons should be smart enough not to go off and get killed if the army is surrounded, or at least you should have an order available so that they won't leave the army to be refilled. This would make it important to guard your supply lines, while not adding that much work and basically not micromanagement (you just remember to add supply wagons to your army). Also, supply boats for land units should be possible (if they stay near or return periodically to the cost). Persia used this system when invading Greece. Also, supply boats should be able to fill up supply carts. Lastly, when you get decent aircraft, supply planes should make an appearence.
I think some people's conceptions of army/societal leaders is a bit flawed. Some have said that they should provide random bonuses, or even have a ruler at any time that might be good or bad (totally randomly). The problem with this, is that it would make for some awful games. You don't want a run of bad luck ruining things for your civ. Random factors should be there, but should, overall, have a small influence. The game is about people as a civilization competing, hence it is called "Rise of Nations," as opposed to "The Whimsy of Chaos." Just my two cents. (not that there shouldn't be leaders, rather any random effects should be minimal).
As for nukes, every civilization should have an equal chance with them. A game like civilization or Rise of Nations *should not* be trying to duplicate the current world, rather it should be about how things might have gone if the world had been a bit different. Any superpower in the modern era would have had a lot of nukes, and even more nukes if there was a major threat that had them. That's just how it is. Also, will be a mutually assured destruction system? That is, can you assign potential targets for your nuclear silos (say multiple groups of potential targets, so in scenerio A group 1 targets would be attacked, while in B group 2 targets would be hit). Either that, or allow some sort of AI retaliation system, where all you have to do is "give the word" and your nukes will be launched at the civilization that attacked you (with perhaps an option as to wether you'd want civilian targets the focus, military, or you didn't care). Perhaps this would also include any nuclear bombers you had as well.
Also, aircraft need some intelligence system, since the rally-point idea in EE is nice, but can lead to problems of stupidity where they'll keep flying to their deaths over and over, and even if you change the waypoint all the ones in the will still keep going to their deaths...a bit messy). Perhaps at least some automap functions so that your air units/ground units/buildings/etc are easily distinguishable, so at least you could manually see your air units and redirect them.
As for sea battles, EE's system could use some work. Ships were too big and bulky and made moving those units around a pain. Boats should be much smaller relatively, and subs should be on a different 'plane' than other ships, so that they can occupy space underneath a surface ship, and don't need to worry about bumping into surface vessels. Naturally, there should be some sort of supply system for sea vessels, but in the modern era it should be slightly demphasized (compared to land units), since a Aircraft carrier is almost a city unto itself.
As for taking over enemy cities...even after they have converted, there should still be possible some resistance. An "underground" if you will. This could just be added by having a great supply problem inside an conquered town (or something similar that deals some damage to your troops, but rarely if ever kills any). This could be based on how strong politically and culturally that civ was compared to yours.
The last thing I can think about is this. New cities should require a fair amount of resources to make, and trying to make a city far, far away from any of your current ones should be strongly discouraged (via the supply system). This will prevent the unrealistic strategies of building cities as close to other player's starting locations as you can, and later backfilling...historically this simply didn't happen at all.
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