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CerberusIV
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I voted variable stacking as I think that offers a variety of opportunities to improve the game.
Concentration of force is actually a function of supply. Napoleon's forces marched dispersed and concentrated for battle because they had to largely live off the land whilst moving. So the idea of stacking limits increasing during the game makes sense, perhaps linked to specific techs. Military Tradition and Advanced Flight are two obvious ones.
Supply limitations are affected by terrain so it is not possible to sustain as many troops on mountain terrain as grassland. There are also physical limitations of road and rail networks, harbours and airports - the idea that in the Ancient era you can load 10 galleys in a size 2 coastal town in one turn may be unreasonable.
The overall effect of stack limits will be to make having the right force mix the crucial factor. Not just a huge stack of Immortals but having the correct balance of assault units, bombardment units to soften up the enemy and defensive units to protect the attack force and occupy the ground taken.
I don't advocate a full-blown wargame type combat system, it just isn't appropriate, but this is a potentially good improvement.
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lajzar
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Japan
Jun 2003 time: 14:33
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Alternate rule on stacks:
Each unit in the defending stack after the first adds one to the effective attack factor. This means that as units get more advanced, the relative penalty for stacking drops, so stacks will tend to grow as time advances. I'd also say that if a unit is killed, all units in the stack take token damage, as in SMAC. More advanced units should also have more hit points.
3000 square miles can house a population of a few million with modern technology. Historically, 1% (give or take) of the population would be at arms, and in Roman times, Europe's population was about 10% of what it is now. Which makes for say, 5000 soldiers. Let's say a typical ancient foot unit is 500 men (a typical cohort in Roman army terms), and at ancient tech levels we can assume a grasslands tile will support 10 units.
Hmm, perhaps CTP was onto something when they set the stack limit at 9-12 units.
otoh, certain units are in no way dependant on the land for their upkeep. Diplomats, ironclads, aircraft, and just about any modern vehicle unit spring to mind.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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I agree that we should be looking for good gameplay, and not focusing only on realism.
I like the soft stacks idea, for both defence and offence. But I think that the soft cap should be pretty low, around 12 units.
The idea is to give bonuses to troops in stacks that gradually peter out the more units you have in, until placing more than 12 doesn't give you the bonus. After around 18 units there can be penalties for stacks that are too big, to simulate too many people in one place causing confusion.
What soft caps on combat effectivness does is let us allow to move one stack of 12 through a tile that already has another stack of 12 in it, preventing the CTP problem of not being able to move through your cities with your armies. Also, it doesn't cripple the AI's pathfinding as much because you don't have moving roadblocks every turn.
And since the topic of defense vs. offense has been broached... I think defense should be weakened to force the defender to meet their attacker in the field. We shouldn't be allowed to sit in the middle of our population centers and expect to win. If we have stacks fighting on the front, however, then the consideration of who is attacking vs. who is defending becomes purely strategic. The "tactical" nonsense of sitting in the city for a 100% defense boost goes away.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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I voted banana, as "soft caps" wasn't an option.
Variable by terrain sounds awful, by the way.
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wrylachlan
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I think that the reason that stacks become such a necessity in Civ3 is that the healing is all whacked. I can decimate a defender to 1/4 of its full health, and by the time my next attacker arrives from the next city over, the defender is back at full health.
This forces me to attack in stacks so that 1 unit weakens the defender, and the next unit kills it.
A solution might be to give units something along the lines of 20 hp. A unit heals 1hp in neutral territory, 2hp in friendly territory, 3 hp in cities, and 4 hp in cities with barracks.
Thus the advantage of flexibility would outweigh the stack advantage. By which I mean, it would be advantageous to only use as much force as necessary to take a city, knowing that you can always bring more force to bear in a timely manney.
Another check and balance on the power of the stack would be to allow bombard to hit multiple targets. Obviously there would have to be some limit to this, or a falling off of the effectiveness, but the point is that if you pack your men in like sardines in a tile, there is a greater chance that the cannons are gonna hit something.
All that aside, I agree with Fosse that I would like soft limits in the form of a bell curve combined arms bonus that has its peak in the 9-12 units range.
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wrylachlan
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I had another idea for a check/balance on stacks while reading the ZOC thread. Currently, Bombard units get a free shot when you enter their ZOC (if they have one). I would suggest that the percentage chance of ZOC bombard be revised downward, but each bombard unit gets a free shot at every unit entering the ZOC, BUT, and here's the crux of it, they only get as many shots as the total number that enter any one ZOC tile.
Thus:
ABC
DEF
GHI
If I have 15 units on tile F and want to attack city D, I move all 15 units to tile E, entering the ZOC of city D. City D gets 15 free shots.
If I move 5 units to B, 5 units to D, and 5 units to H, city D gets 5 free shots.
----------------------------------------------------------------------
If a stack limit is implemented, I think its important that the unit costs be rebalanced to lower the total amount of units. I know I sound like a broken record on this subject, but If you think that stack of 50 or 100 units is bothersome in its unreality, it doesn't hold a candle to how bothered you'll be when you have to move all those units individually.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:33
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quote: Originally posted by Agathon
I'm a fan of stacking limits and I've gone 8 pages deep in this forum and I can't find anything specifically on them. |
Check these threads - both are long and they stray off-topic a bit, but they also have a lot of discussion about stack caps. I'm not going to go into a long repeat of all the issues I raised in those threads that are related to a stack cap, because those threads cover it very well.
Thread 1 - Bad Ideas...
Thread 2 - Stacked Combat Poll
Most of my opinions about this issue have been stated by Fosse and wyrlachen. Ultimately, I think that unlimited stacks make for a less strategic game because without a limit on how many units can occupy a tile, strategy boils down to whoever has the largest stack. (think of Risk...)
This whole issue is much broader than just a cap, because couple the use of an unlimited cap with infinite movement with rails ends up reducing strategic considerations to nil - and the use of single-unit combat resolution makes battle a tedious affair when you can have 50+ units on a single tile. At least, if combat could be resolved for multiple units at one time, that would cut down on the tedious aspect of an uncapped limit.
As a matter of opinion, I favor a hard cap, but there have been some good suggestions that would work well with a soft cap, so I'm not dead-set against it.
Last edited by hexagonian on 17-02-2004 at 21:53
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Hmmm, I also think that unit type AND tech level should impact on stack limits! Do agree that a stack limit IS neccessary, though!!! I HATE (and I repeat HATE) SofD's!!! It kinda allows strategy to be replaced by overwhelming numbers!!
Yours,
The_Aussie_Lurker.
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