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lajzar
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Japan
Jun 2003 time: 14:32
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quote: Originally posted by Awsric Armitage
I actually like that idea a lot.
You could even add in your general units for leader types and start them as say captains with a 1 range of influence and supply extension with the combat bonuses for command and control influences and they increase in rank with experience or battles/campaigns won. Then this unit is actually supplied or extends the supply range of the infantry units that act as temporary supply and communication points or hubs.
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As I understand it, you are saying that infantry has a supply node radius of 3, and generals would have an enhanced supply node radius. I'm not sure that is a good idea. It would encourage players to spread the army thinner around where the general is, which is the exact opposite of reality.
How about letting the general be a supply source and leadership bonus for units within 1 tile, but not to extend the supply radius. Basically, any unit in position to receive the general's aid is never out of supply, but he does not otherwise affect the supply network.
Do you think that only fortified infantry should be able to act as supply nodes, or should they act as nodes simply by existing? I think the latter is easier to work with.
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This is a very valid way of modeling the supply lines and the communication lines by stringing together infantry units which would create and then 'guard' or staff the 'ammo dump' and the regional 'HQ' temporary supply points. They could even be two seperate temporary tile improvements and after helicopters and VTOL you could add a third temporary FARP, forward area refueling and rearming point of fire base.
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I'm a bit dubious about the tile improvement to extend the supply. In Civ, you can't generally own a tile improvement inside another nations's borders, which kind of defeats the potential benefit of that tile improvement. I suppose you could build those in neutral territory.
However, the sheer quantity of supplies needed for any serious campain pretty much excludes the possibility of using airlift as the primary supply mode. Drinking water alone for say, 1000 men for a week is about 7 tonnes! Add food, ammo, mail, replacement parts, medevac, and airlift quickly becomes non-trivial. In fact, apart from the Berlin airlift in the old war, I can't think of a single example of supplies being exclusively delivered by air. So I think we should drop the air based resupply networks.
Also, I'm not sure if I made it clear, but this model should require no new units or graphics. The presence of ammo dumps and communication hubs is implied by the string of infantry, and not created as tile improvements or separate units.
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...Good idea and the terrain and distance from other more stable permanent supply points effects its effective range i.e. the deeper into enemy territory the shorter the extended supply ranges from the temporary tile improvements making the additional range extension of a regional command unit even more attractive tactically and strategically.
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The one aspect that concerns me is how the supply nodes should interact with terrain. We could say that the supply nodes extend the supply by 3 movement points instead of 3 tiles, but I'm worried this kind of thing might quickly become hard to visualise. Anything that relies on movement points to determine spacing is also very likely to disrupt the visual imagery of infantry guarding a line. Probably better to leave it as 3 tiles, regardless of terrain or improvements.
Regarding ships, they are never out of supply. However, most ships should have a fuel limit, similar to civ 2 bombers. The limit should be quite high, but shisp that run out of supply are assumed lost.
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Awsric Armitage
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Dallas, Tx
Oct 2003 time: 23:32
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quote: So what you are saying is that by default units get the fortify ability. With certain techs, infantry units gain a few extra abilities, such as the "make supply node" option. This would give the defensive bonus of fortifying, but take longer, and act as a supply node. |
Yes thats exactly it. Linked with the tech trees would be certain advances or groups of advances that would enable the infantry units to build the temporary tile improvements. Say certain trade, construction, or military organizational techs for the supply node, HQs, and later FARPs. Other ideas for some of these might come up in the alpha testing but I think those 'types' of temporary tile improvements are along the right lines. As long as each are limited in what, when, and where they can do it and also are only temporary.
quote: That sounds cool. I still say certain units should always be in supply, possibly limited by terrain. Early melee units should always be in supply just about anywhere they can find food. |
I absolutely agree. Certain ancient era units and single units should be able to fend for themselves. Only if they remain by themselves and not part of a larger organization such as a formation or an army. Both formations of 3 to 4 units and Armies of 3 to 4 formations would require the support functions to be able to effectively operate.
This is also opening up another discussion area for stacked single units vs combined arms. I am for both actually with combat and coordination bonuses for formations and larger Armies which are actually groups of formations. Formations require support and Armies require even more support if that is possible to model. Maybe just with their inherent maintenace costs should be OK as they would be composed of several individual units but would move and operate as a single unit with large bonuses and possibly additional abilities.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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Although I'm still not sure exactly WHAT model should be used to reflect unit supply-lines (after all, I really LIKE my idea , but I like the ideas that Lazjar and Awsric have posted too) I definitely feel it SHOULD be in Civ4! It would help to eliminate what I feel is the worst element of the civ game-the 'Stack of Death'!! Basically, a player can simply overwhelm an opponent by sending massive stacks of offensive units, without any thought about strategy! Supply lines, of any sort, would force a player to consider short term goals, as a means of securing supply lines. For instance that pissy little city, on your border, is suddenly worth taking as it gives you a great place to set up a 'supply point', 'supply node' or whatever you'd like to call it! In addition, hills, forests and other terrain features will feature in your attack plans-either as secure locations on which to base your supply points, or as restrictions to your units 'Operational Range', as in the case of mountains, hills and jungles! Also, it might allow pillaging another use in the game-to reflect units 'living off the land' and thus reducing the chance of hp loss for one turn!
Yours,
The_Aussie_Lurker.
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wrylachlan
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Just some comments about this idea of using Infantry as supply. First off, it requires more micromanagement to have the Infantry unit build a node than to simply have a movable unit that radiates "supply".
Also, one of your stated reasons for not using a separate unit is that you don't want to necessitate extra units. The problem is that if you give infantry an extra ability it changes the "value" of the unit which means you need to give it a higher shield cost to maintain the balance versus other units. But then you're left with a hole in the unit matrix for lower cost infantry units, which, if you filled it, would lead back to the original situation with an extra unit...
My $0.02 is that the simplest solution is to introduce a separate supply unit that radiates supply. You don't need to build anything with it, just keep it near your army. No need to rebalance the costs of infantry. And you achieve the same game play results of players trying to sneak behind enemy lines and cut off the supply lines.
And as for what "supply" is, that can be argued. Maybe its an increase in combat effectiveness. Maybe its increased healing rate. Maybe its an increase on the synergy bonus of combined arms. Maybe its a combination of all of those.
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Issue 2 - The stack of death.
I think that the addition of supply will do a lot to mitigate the stack of death issue, since it's easier to sneak past one stack than a spread out front.
That said, if you are going to encourage players to spread out their units, you need to provide tools to mitigate the micromanagement associated with moving units not in a stack. Most of the reason stacks are in there (Civ3) is that they provide an easy way to cut down on the tedium of moving individual units.
One way might be to implement a warcraft-like drag box that selects multiple units in multiple tiles. When selected you could issue a group go-to, or simply pressing one of the arrow keys might make each unit move that direction.
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Lastly, but not least, in order for the "cutting the supply lines" dynamic to work there needs to be 3 things.
a)A more robust air superiority system. You need to be able to defend units in the field from bombing otherwise it would be too easy to kill supply units from the air.
b)A more robust visibility/invisibility system. If its plain to see someone trying to attack your supply lines, then defending them becomes too easy.
c)A system for non-destructive combat. There needs to be a way to "pin-down" the main force so that you can get at the supply lines. Historical stalemates and pins were pretty common, but not modelled at all in civ...
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lajzar
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Japan
Jun 2003 time: 14:32
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On infantry radiating supply: I agree that having infantry have to build a separate supply node creates MM. That's why I originally said it is automatic and continuous. I later modified that to only fortified infantry, but these require no special kind of fortifying.
As for the hole for the cheap unit slot, I don't think that problem exists.
First, melee units are always in supply in hospitable terrain (ie not mountain/glacier/desert etc). This also goes for missile units where the troops can make their ammo from local materials (archers can make quite a few arrows from a single tree. Sufficient trees exist in most 'open' terrain types). Certain units (camels in desert) are considered in supply in their home terrain. So supply only begins to become an issue from gunpowder onwards. And only for gunpowder riders (dragoons, cavalry). By this age, historically, musketeers became dominant on the battlefield, outnumbering riders by quite a bit. But how many musketeers / riflemen accopany your cvalry strike force in your games? Not many I'll wager. The same goes for modern infantry / armour formations. When rolling over the comp in the conquer phase of the game, I just never build infantry, s they are too slow. But that does not reflect the historical ratio of infantry : armour in any army since the late medieval knight.
So making infantry the supply unit has no effect on the early game when almost all units are in supply anyway, and in the late game enforces through a natural mechanism the historical build ratios.
quote: Issue 2 - The stack of death. |
Having collateral damage for losing in a defending stacks will do a huge amount to prevent the stack of death.
One little change I'd like to see is that the best defender isn't automatically chosen. It should be sei-random. For example, suppose you have a stack of 1 catapult (6-1-1) and 1 pikeman (1-3-1), you have the following:
catapult - 1
pikeman - 3
A random number is then generated, and the odds of each unit being chosen as the defender depends on the defence factor. So in that example, the pikeman has a 75% chance of being the defender if the stack is attakced. Throw in a second catapult, and the pikeman has only a 60% chance of being the defender. This avoids the ridiculous tactic of 2-3 pikemen defending a stack of 50 catapults.
In non-stacked combat, this prevents the ridiculous example above, and gives a new reason to build sufficient quantities of defence units, rather than the bare minimum to ensure the attacker can't break through. The current game design does not encourage players to build units in the ratios that happened historically.
This could even work for stacked combat. Just keep repeated this weighted selection process until defending units have been chosen up to your command limit. In a stacked combat system, this would also encourage players to balance stacks to form well-rounded armies and limit them to their command limits.
quote: c)A system for non-destructive combat. There needs to be a way to "pin-down" the main force so that you can get at the supply lines. Historical stalemates and pins were pretty common, but not modelled at all in civ... |
Actually, the civ2 zoc described this mechanism very well. It could do with some refining however. Each unit should be assigned a class (melee, missile, gun, etc), and a list of classes over which it can enforce a zoc. So under this system, cavalry enforces a zoc against riflemen, but not against armour.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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OK, in response to the notion of tiles having a support or supply value. I think that my idea for making it work in much the same way as movement costs might be a better way to go! e.g. grassland and forests might increase a units operational range by up to 50-75% (so a unit with range of 8 might go up as high as 12-14!) On plains, hills, coast and floodplains the range would be as written. On terrains such as jungles and marshes the OR might drop by 50%, wheras tundra, mountain and desert terrain could reduce it by as much as 75% (so the above units range might drop to as little as 3-4!)
Supply nodes, such as occupied cities, outposts, airbases, colonies and forts would double Operational range (as I've mentioned before) and tiles containing roads, rail or irrigation improvements would increase OR by 50%! To avoid overcomplicating the game, only the best and worst terrains would be taken into account in order to get the final Op Range. To explain, by example-lets say the unit above was travelling outside of friendly territory, intent on capturing a city 8 tiles/hexes away. Its path consists of 2 marsh and 1 mountain terrain, but also contains a road! Based on this, the final Op Range would now be 6 (50% increase-75% decrease=-25%) So, either the unit has to take its chances and try and take the city before it starts to suffer damage from being 'out of supply', or it can find an alternate route to its target which will leave its normal Op Range intact OR the player can build a fort/outpost etc. in order to double the Op Range to 12!! Of course, if the last option is taken, and this tile improvement is siezed by the enemy before the unit can aquire its target, then the unit might find itself in a WHOLE world of trouble!
Of course, I accept all of Wrylachans 'caveats' for accepting a suppy line system with the following, additional one-unit movement allowances would have to be increased, accross the board, and all roads-enemy and friendly alike (but not rail)-would have to grant the same movement bonus. I know this last point might sound like a step backward, but I accept that enemy roads not granting a movement bonus is meant to simulate (albiet poorly) the idea of supply lines. If real supply lines were incorporated into the game, then this currently neccessary distinction could be removed!
Yours,
The_Aussie_Lurker.
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wrylachlan
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If infantry are supply what is to stop a stack from fortifying and recieving supply from the infantry in the stack? What causes the "supply unit" to hang back out of the front line? If an infantry unit is the source of supply doesn't that totally defeat the sneaking past the front line to get at the supply dynamic?
I also think that giving different amounts of supply for different terrains is hopelessly micro-intensive.
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lajzar
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Japan
Jun 2003 time: 14:32
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quote: Originally posted by wrylachlan
If infantry are supply what is to stop a stack from fortifying and recieving supply from the infantry in the stack? What causes the "supply unit" to hang back out of the front line? If an infantry unit is the source of supply doesn't that totally defeat the sneaking past the front line to get at the supply dynamic?
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But infantry are NOT the supply source. They are merely a supply node. Let's say you have the tiles below:
ABCDEFGHI
Tile A is a city. As the standard supply radius is 3, any unit in tiles BCD are in supply. If there is a infantry unit in tile E, that unit is not in supply. However, if that same unit is in tile D, then it is in supply, and its status as a supply node means that the suppl radius gets extended a further 3 tiles from itself, to tiles EFG. So assuming you have infantry in tiles D and G, it makes sense to attack D, sidestepping G, and effectively putting G out of supply.
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I also think that giving different amounts of supply for different terrains is hopelessly micro-intensive. |
Agreed. Keep it flat. At most, I'd say keep ancient units always in supply in hospitable terrain. This reflects the fact that they can forage for just about all their needs in hospitable terrain. Even archers can find enough trees to keep them in ammo. Supply only becomes an issue when you need non-foragable resources, which means gunpowder units onwards. Arguably also platemail armoured troops (ie medieval infantry), but I'd let that one get the hospitable terrain forage benefit too.
Last edited by lajzar on 04-03-2004 at 03:23
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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OK, my view on terrains and combat are as follows (sorry about being repetitive!)
1)Terrain should influence a units 'operational range' stat-much as it reduces movement rates in the current game! Certain units might be able to ignore this penalty for certain terrain types-like arab troops in desert terrain for instance!
2) Terrain should effect the number of units which can be in a tile at any one time. Mountains, for instance, should have a lower stack number than plains. For each unit you have above a terrains stack number, the greater chance/turn that the units in your stack will suffer some kind of physical degradation (whether hp loss, or lost attack/defense strength if attacked!)
3) Terrain should give units attack penalties/bonuses. In addition, certain units should gain benefits if attacking into/out of a particular type of terrain tile (for instance: alpine troops, a great civ2 staple, would have 'Ignore Movement costs' for mountain terrain, would ignore the Op Range costs of mountains and would recieve a bonus for attacking into/out of mountain tiles (but would get a serious penalty in all other terrain types!) This would give a player or AI an excellent incentive to build what has long been a useless unit!
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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OK, just to be safe, I'd like to make sure that I am on the same page as Awsric on this one.
Lets say, for example, you have an infantry unit with an Operational Range of 6. Within friendly territory, this range won't matter, 'cause all such units are considered 'In Supply'. If the unit moves beyond his borders, however, then he can only move 6 hexes out before he risks suffering damage from being 'out of supply'. If he designates a point within his borders as a 'Supply Point', then his range increases to 12. Now, for my part, I would like to see some kind of 'graphic' indicating the 'line of supply' connecting a unit to it's supply point-as it gives the enemy something to attack, so to speak, by sitting on it for a whole turn!
Anyway, back to my example. Using Lazjars method:
ABCDEFGHIJKLMNOPQ.
Let's say that A is a friendly city, and B is your border-the farthest the infantry unit can go is H. If he travels beyond this, then he runs the risk of suffering damage (perhaps 10% per square-so if he went to M, it would be a 50% chance/turn of suffering damage) If he assigns city A as a 'Supply Point', then he can now travel out to M without difficulty-which he might need to if the nearest enemy city lies that far out. Alternatively, he could build a fort at E, assign it as a supply point, and then could travel well beyond M (as far as Q!) Of course, if he is at Q, and then that fort gets captured (or his supply-line is severed), then the infantry unit will start to automatically suffer damage every turn, until he gets back to H! Also, if a desert lay at F, for example, then the Operational Range of the infantry will drop to 3, or 5 if he has assigned a supply point! This is where having a specialized Desert unit would come in handy, as it would ignore the Op Range cost of harsh terrain. As Wrychlan said in his earlier post, though, the supply-line graphic I mentioned would probably be invisible to an enemy unless they were within about 2-4 hexes of it (depending on the 'viewing range' of the unit). This would make scouts VERY important for detecting the supply lines of an enemy invader. This system would also make paratroopers VERY important, as they would probably have a starting Op Range of about 10 (compared to the 6 I mentioned for infantry!)
Anyway, is that how you envisaged the system working, Awsric?
Yours,
The_Aussie_Lurker.
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Awsric Armitage
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Dallas, Tx
Oct 2003 time: 23:32
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Yes, I think they are similar enough to merge them together.
This is the supply system as presented by several posters ideas merged together, if I understand them correctly.
Given:
- Each unit has a statistic called Operational Range or OR.
- OR is a measure of the base supply range in contiguous tiles that the unit can travel safely without becoming ‘out of supply’.
- The effective OR is modified by the terrain types and tile improvements of the tiles in between the units current location and either the nearest city or the player designated supply point. (which ever is closer with auto-detection for optimization enabled???).
- Units with-in cultural boundaries are immune from supply checks.
- Valid supply points are Cities, Fortresses, and ‘Supply Nodes’ OR Valid supply points are Cities only and Fortresses and ‘Supply Nodes’ are considered tile improvements that have OR bonuses for that tile the same as other tile improvements like roads.
- Tiles have a maximum number of units that can be stacked in them and considered to be in supply.
Terrain and Tile Improvements and OR bonuses and penalties: ( I made these up but they seem to make some sense)
- Road +3 (might need to be trimmed down a bit to only one road applies otherwise cumulative gets large)
- Irrigation +1
- River +2
- Fortress +6 can act as supply point
- ‘Supply Node’ +6 can act as supply point
- Town +6 can act as supply point
- City +8 can act as supply point
- Metropolis +10 can act as supply point
- Desert -3
- Forests -1
- Hills -1 might be additionally modified by dominate terrain
- Mountains -4 might be additionally modified by dominate terrain
- Jungle -2
- Coastal Impassable for land based units
- Sea Impassable for land based units
- Ocean Impassable for land based units
Terrain and Tile Improvements Maximum Units supportable/tile: (any units over this are considered out of supply)
- Grasslands 12
- Plains 12
- Flood Plains 12
- Hills 10 might be additionally modified by dominate terrain
- Mountains 6 might be additionally modified by dominate terrain
- Deserts 6
- Jungles 8
- Forests 10
- Roads +3
- River +2
- Irrigation +1
- Fortress Limited only by overarcing maintenace costs
- ‘Supply Node’ Limited only by overarcing
- maintenace costs
- Town Limited only by overarcing maintenace costs
- City Limited only by overarcing maintenace costs
- Metropolis Limited only by overarcing maintenace costs
ORs vary for different units but standard is about 6 tiles.
I like the OR and supply line graphics but with multiple units spread across several tiles this would begin to look like spokes on a wheel radiating from the supply points that would form the hub of that wheel. Any single spoke controlled/intercepted by an enemy unit could cut the supply of the one unit that it supplied or the attacker could isolate the source of the spokes and control that supply point thus cutting all the supply lines or spokes connected to that supply point. I would think a minimum of 1 to 2 turns for rebaseing supply would be in order here. This would assume that only cities, fortresses, and temporary tile improvements or 'supply nodes' could act as valid supply points. With the graphic I believe we would require a toggle for showing/hiding supply lines so as not to clutter the screen unnecessarily unless prompted to do so by the player searching for supply lines. Valid supply points on such a map might radiate a range similar to the cultural borders graphics.
This is a little more detailed than what I had envisioned but I do like it and I believe the two systems can both coexist together to form a larger workable whole system.
If I missed some areas let me know but I think the above lists include the areas we have been discussing. I would set-up a screen shot example from the editor for graphical presentation if that would prove more explanatory for some viewers. Let me know if it might help the illustration of the system.
Awsric Armitage
Last edited by Awsric Armitage on 04-03-2004 at 19:35
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wrylachlan
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I'd like to bring up a few points:
1)How do you deal with naval invasion in your supply model? Are transport vessels considered a supply node?
2)Are cities the only "original node" with fortified infantry only extending their range, not generating their own? If so, can you daisy chain infantry to extend the range even further? or is there a limit to the range? Do you think it will become tedious stringing out daisy chains of supply if you push into enemy territory and he has pop-rushed down to size 1 cities that you destroy???
3)As for changing supply for different terrain. What play decisions does it create that aren't created by other systems? I mean if you avoid mountains because of their slow movement, it isn't necessary to also make the player avoid them because of difficult supply. In terms of decision-making its kind of redundant.
Also MM doesn't just refer to the keyboard input. You can have a decision between 2 different tiles which you can input with 1 keystroke, but if it requires taking out a calculator and a bunch of charts to figure out which keystroke is the most advantageous, then I would consider that micro-intensive.
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A suggestion for if they go with a daisy-chain mechanism for supply:
Why not use the borders system? When you're in your borders you are under supply. So simply have the infantry units radiate borders and borders tend to bend to military units:
ABCDEF
GHIJKL
MNOPQ
If the original border is at AGM, and a military unit in wartime moves to tile I, the border fills in. If he were to move one more tile, to J, the border would snap back to its original position and the unit would be out of supply.
ABCDEF
GHIJKL
MNOPQ
If an infantry unit fortifies at I, other units can move to L and P, and still be within the borders = in supply. If an enemy takes out the Infantry at I, OR interdicts tile H, the border snaps back to its original position and all units are out of supply.
Last edited by wrylachlan on 04-03-2004 at 20:02
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lajzar
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Japan
Jun 2003 time: 14:32
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quote: Originally posted by wrylachlan
I'd like to bring up a few points:
1)How do you deal with naval invasion in your supply model? Are transport vessels considered a supply node?
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Ships are never considered out of supply. However, like civ2 bombers, they have a fuel statistic. For galleys and non-ocean going sail, this is effectively unlimited. Standard is say, 30 turns for ocean sailships, 15 for steam, 30 for oil, and 50 for modern. The effect of using up this fuel is similar to the effect for civ2 bombers.
quote:
2)Are cities the only "original node" with fortified infantry only extending their range, not generating their own? If so, can you daisy chain infantry to extend the range even further? or is there a limit to the range? Do you think it will become tedious stringing out daisy chains of supply if you push into enemy territory and he has pop-rushed down to size 1 cities that you destroy???
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In my supply model (not sure how much it agrees with teh others)...
Yes, cities are teh only original supply source. Fortified infantry are "supply nodes". A node extends teh supply range, but if a supply node unit is out of supply, it does not generate or extend any supply anywhere. You can daisy chain fortified infantry to extend the supply lines across the entire map if you desire.
Yes, I suppose it would be tedious if he manages to strip bare that many cities that then get destroyed by your attack. On the other hand, there's now all that uninhabited land just itching for you to plonk a settler unit in there. And you have all those infantry units all ready to defend your new city (and supply source).
quote:
3)As for changing supply for different terrain. What play decisions does it create that aren't created by other systems? I mean if you avoid mountains because of their slow movement, it isn't necessary to also make the player avoid them because of difficult supply. In terms of decision-making its kind of redundant.
Also MM doesn't just refer to the keyboard input. You can have a decision between 2 different tiles which you can input with 1 keystroke, but if it requires taking out a calculator and a bunch of charts to figure out which keystroke is the most advantageous, then I would consider that micro-intensive.
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And that's one reason why I don't want to worry about terrain for supply.
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wrylachlan
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quote: Originally posted by Awsric Armitage
I do see the merits of the other above posted system but it does not include the difference in between cultural and military influences over who actually controls the lands. | I think that depends on how you visualize the border system. To me, everything in your borders does have a military presence. A token military presence enough to handle basic duties, but not enough to even make a dent in a enemy that enters in force (except perhaps to slow him down as modelled by the movement penalty crossing borders.)
And the system I outlined does take into account the difference between military and cultural borders, in that borders created by military control only exist as long as the military unit stays put. As soon as the military unit gets too far into enemy territory, the border snaps back to the original cultural border line.
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Gen.Dragolen
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I have enjoyed reading this spirited and creative discussion. Wrylachlan, lajzar, Aussie_Lurker and Awsric have both made excellent points on how C4 could have a realistic and playable combat system.
Now to toss in my 2 cents worth.
The pieces of the puzzle that I feel are missing are:
1. Supply lines and supply status
2. Initiative to decide who attacks and who defends
3. Leadership
4. Stacking Limits
5. Technology
6. Tactics
7. Morale vs HP
8. Terrain effects
I do like the ideas floated for a supply system for units in the field. The one thing that I think units should have a forage rate for living off the land. Ancient units would be better able to survive off of what ever was available than a modern infantry unit. What is missing is the impact of troops on the local economy. A unit should consume food that otherwise would go to the populous. In smaller cities with a large cultural area, this isn't a problem. But in a metropolis, an invading army living off the land would lead to starvation.
Units do need supply lines and something that qualifies as a baggage train with supply depots. This should correspond to a movement range since an army would try to carry as much food with it as possible. Any unit that uses up its supplies is essentially stuck, and if it's stuck for more than a turn without sufficient forage, it should start to loose HPs. This would nicely reflect what happens in seige situations as well. So if you have a stack of units in a square drawing off one food per turn per unit from the surrounding squares, it makes going into a desert a good way to kill off a lot of your units if you don't have enough supplies in your baggage train to make up the difference.
The lack of anything to do with initiative is another sore spot. This also touches on how stacks of units should work, and how combined arms should work. I liked the idea in games like Squad Leader where you could get leader units that would have a given Morale effect, Initiative rating and leadership rating. This ties in to how the battle should work out. I would like to see a turn based battle resolution system where each turn, you get to determine who has the initiative based on the leader's initiative, the unit morale, and the outcome of the last turn. Once that is decided, then the units with the highest initiatives (like mounted or missle weapons) get to attack first, and their effect is resolved against the defending units. This would also affect the defending unit status since troops on the march are more vulnerable than those that are arrayed for battle.
The next missing component is a stacking limit for each square. If you want to prevent the Stack o' Death syndrome, then make a limit of 9-12 division sized units in a given square, with lesser limits on coast squares. I keep thinking how ridiculous it was to see a stack of 200 MA's in one game, all in the same square. Just to keep the gas tanks filled up would have been improbable. That makes the need for a good combined arms force essential if you are going to make a stand in one square.
This brings me to the role of technology. Iron is better than bronze, Rifles better than muskets, and cannons better than catapults. There is a lack of realism for the effects of the technological improvements in armour and weapons. What made the Hittites such a terror was that they had weapons made of Iron that would cut a bronze sword in two. What we need is a greater differentiation between the different units possible with a given technological era. What I have tried to mod into my units is a first generation, second generation evolution: an F-18 will murder an Me-262 in a dog fight. This should lead to the need to keep units current. Again, a longbow will outrange a simple bow and a composite bow will have a greater damage with a shorter range. The tech race is somewhat present in the game, but not enough to make it a valuable part of the overall game. This leads to another problem and that is one of tactics.
Tactics are how you organize your troops and how you use them on the battlefield. Spearmen line up in rows with overlapping shields to form a single face to the enemy. Attack them with a tank, and you have HE shells and MG's which could decimate a formation of spearmen in a few minutes. Spearmen attacking a formation of tanks should still allow for a miracle like in Ethiopia vs. the Italians. But against modern armour, corrctly employed, its going to be a slaughter. Again, this is where a good leader unit would make all the difference since a low morale unit would be more succeptible to having 'Miracles' happen to them.
And what of Morale? I hated the idea of units having Hit Points. What they should have done is to have a damage rating and a morale rating to reflect what happens to the human psyche. When a unit is left in battle for too long, the morale suffers first. Battle damage may heal if left in the field, but morale may suffer for the prolonged campaigning. Alexander the Great was forced back to Persia when his troops refused to go any further. They were still able to fight, but after marching so far, they had had enough. This leads to the need for a good government that is capable of producing as high morale recruit. So governments like Despotism will produce a lower morale unit than a Democracy.
My last point is the need for more varied terrain types. While the game engine may not allow for River movement, there should be a way of having fords, mountain passes and other paths across the terrain that restricts movement and has an impact on combat. For those that have served and done field exercises, you can attest to how big a challenge it is to move large numbers of people across the land when its fairly level and you have good visibility. Now add it a forest, or hilly terrain, where your Line of Sight are reduced, and you become vulnerable to ambushes, and being our manuevered. While going to a CTP combat model is an idea, I don't feel it is a very good one. What I figure would be a better solution would be to have a more granular terrain model, to reflect how hard it is to move, how hard it would be to form up an army, and how easy it would be to place an ambush. This would mean adding some more stats to the units and the terrain, but it would make life much more interesting if you could have a unit prepare an ambush instead of setting up for a set piece battle. A unit in ambush would be more vulnerable to attack if the ambush was detected, but if it wasn't detected, then there should be an attack bonus for the surprise factor.
Well, that's a good deal for only 2 cents, but there it is. Any comments as to how workable you think all of this is ?
D.
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Awsric Armitage
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Dallas, Tx
Oct 2003 time: 23:32
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First I have to agree that removing the absraction of Morale into hitpoints needs to be done for an effective command and initiative system to operate effectively. We need both Morale and Hitpoints stats along with Attack, Ranged Attack, Defense, and Movement. Foraging would also be nice as well as Operational Range for the supply model everyone contibuted to above but these two may combine in some way.
quote: My last point is the need for more varied terrain types. While the game engine may not allow for River movement, there should be a way of having fords, mountain passes and other paths across the terrain that restricts movement and has an impact on combat. For those that have served and done field exercises, you can attest to how big a challenge it is to move large numbers of people across the land when its fairly level and you have good visibility. Now add it a forest, or hilly terrain, where your Line of Sight are reduced, and you become vulnerable to ambushes, and being our manuevered. While going to a CTP combat model is an idea, I don't feel it is a very good one. What I figure would be a better solution would be to have a more granular terrain model, to reflect how hard it is to move, how hard it would be to form up an army, and how easy it would be to place an ambush. This would mean adding some more stats to the units and the terrain, but it would make life much more interesting if you could have a unit prepare an ambush instead of setting up for a set piece battle. A unit in ambush would be more vulnerable to attack if the ambush was detected, but if it wasn't detected, then there should be an attack bonus for the surprise factor.
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I couldn't agree more about maintaining unit cohesion of larger formations in challenging terrain. Some terrain types would only allow for a maximum size of formation to effectively support each other. For example in dense forests and jungles or hilly mountain passes and gourges just to name a few army sized formations are very difficult to wield effectively breaking down into smaller command and control formational levels.
A pop-up battle map of a grid would be nice where the player could position his units if more than one existed in a stack. This battle map would be representative of the terrain types prominent of the tile engaged in and if necessary for extremely large stacks the surrounding tiles. Say a 10x10 grid for each stack of 10 units for both the attacker and defender to manuever on thus taking the battles into a tactical mode.
I know, I know, its only Civ but its Civ4 and with the more historically accurate scenarios coming out and C3C themes this might actually occur.
Think of a series of stacks say 8 to 10 stacks of 10 units each engaged in a pitched battle. I am talking Brave Heart or Gladiator style epic battle cut-scene stuff here playing out after the commanders from both sides issue orders to their troops. Then a few minutes or longer depending upon command ratings and communication technology and a new orders phase is initiated.
Talk about compelling battles compared to the move my unit into your square play a sound bite and live or die. I know which one I would pick-up off the store shelves.
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