Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > Reduce the number of units
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:34
  Old Post 18-02-2004 16:06
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Reduce the number of units Support Apolyton buy from Amazon

It is silly that you can have a huge number of units in Civ.

Consider the United States of America. Suppose one unit is one army division. How many army units does it have? Not all that many, and it's a superpower.

So it makes a lot of sense to reduce the number of units, or at least combat units, that any nation can field at any one time.

First of all, of course, is to make it a lot more expensive to build. Secondly, construct a different maintenance schme for units. Third, make it impossible to rush build combat units. Afterall, you are mainly training personnel. It doesn't matter how much $$$ you spend, you can't make more time. Forth, maybe a hard limit? I am not really in favour of this idea, though.

CerberusIV is offline CerberusIV
King

Oct 2002
time: 05:34
  Old Post 18-02-2004 17:46 Visit CerberusIV's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Enter the AD-FREE zone

And if each unit only represents a battalion, rather than a division?

The point I do like is about rushing units. I'm not sure it shouldn't be possible but, like drafting, the unit should only be conscript level with 2HP if you rush it.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:34
  Old Post 18-02-2004 18:21 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Enter the AD-FREE zone

I did a bit of maths earlier in another thread which suggests that in CTP at least, each ancient infantry unit represents about 500 men. Not exactly a division. By that scale, the USA would have about 500 combat units.

I agree that any rushed unit should start out green though.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:34
  Old Post 18-02-2004 18:33
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Call to Power 2

This whole premise sounds a hell of a lot like a thread I started in the CTP2 Source Project a month or two back...

quote:

*SNIP*

The second thought I had was about Unit upkeep, and the associated GDP. In CTP2 if you have 25% of your upkeep going to military upkeep, its a slight drag on your production, but nothing significant. You produce 25% slower. Since warmongering usually gains production, its usually moot anyway.

In the real world, a 25% military GDP is significant... or massive even. Thats the kind of military GDP which tore the USSR apart (around 120-170 billion roubles or about 13-19%)

There is a definite disparity, here. You can't solve it by just increasing production costs. The societial effects of high military GDP's go beyond that.

A solution, I thought, would be to have comparitive food and income upkeep costs for units... 50%, say, of the production cost. Thus a nation spending 100 production on units would also have 50 less food and gold.

Having both growth and science penalties, as well as production, might serve to both more accurately describe military expenditure, and be a game balance also.


Food and income upkeep should, of course, be separate from regular shield upkeep, but thats not clearly mentioned here.

Food upkeep would abstract rations and reinforcement of units. Gold upkeep would abstract wages of troops and/or maintainance of high tech units (like Stealth Bombers, Carriers or Nukes.)

Plotinus is offline Plotinus
Prince

Oct 2003
time: 05:34
  Old Post 19-02-2004 03:36
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Part of the problem is of course the fact that there is too much emphasis on military matters, especially later in the game. If there were other things to allocate your budget to, it might be a bit more realistic, and also interesting. What about variable funding for education, health, etc...

And there's no way to tell what each unit represents. Nowhere are we told how many people are in them. Notice that, unlike Civ1, the name of each unit is the name of an individual within it - "Legionary", "Archer", etc. For all we know, an archer unit is just one archer.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:34
  Old Post 19-02-2004 04:04
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Put an end to popups!

* MrBaggins laughs

"If there were other things to allocate your budget to" ?

* MrBaggins continues to laugh

So THAT'S the reason why we have wars... because we've got nothing better to spend the money on.

I agree with the sentiment a bit... but this isn't SimCity thats being played here... its a definably competitive game.

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:34
  Old Post 19-02-2004 14:32
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by CerberusIV
And if each unit only represents a battalion, rather than a division?


At the current scale, though, an army unit is very big. I was, in fact, giving it benefit of the doubt. Realistically, I think the unit should be army/corp sized.

Fatwreck is offline Fatwreck
Prince
Sweden
Jun 2002
time: 06:34
  Old Post 19-02-2004 21:31
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton buy from Amazon

I agree, it gets very tedious to move around all your military units in the end game... ruins some of the fun

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:34
  Old Post 19-02-2004 23:51
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
At the current scale, though, an army unit is very big. I was, in fact, giving it benefit of the doubt. Realistically, I think the unit should be army/corp sized.


If the uS military is small today, it is due to the cost of units and thier power..

If we were to say each unit was about a division 10K, or mybe legion sized 5K, think about how many units would have been mobalized in a WW2 scenerio- some battles on the eastern front included dozen's of divisions.

The fact is that modern states can field massive armies.

The obvious solution to this is to make the cost of units much larger, or have variable costs, and to have units have to correspond to the population numbers in some way.

Th, of course, we could change the combat system so that if you go on the offensive, you have the ability to combine your units into armies.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:34
  Old Post 20-02-2004 04:04 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton buy from Amazon

North Korea currently has 500,000 men under arms, or did have as of around 1980, and it's economy hasn't changed a awful lot since then. Scaling this up, it suggests that the USA could raise an army in the low tens of millions if it truly felt the need, and China maybe a hundred million.

Of course, this would mash the economies quite efficiently if done over a long period, as any North Korean will testify. But I hope it amply demonstrates:

- Any stacking limit lower than 100 or so would make these armies impossible
- Conscription makes huge armies possible
- Any stacking limit in 3 figures isn't going to make any meaningful difference to game speed.

Right now, the system I favour is:

* No stack limits
* CTP style army combat.
* The number of units permitted in combat starst at, say 4, and slowly rises as appropriate leadership techs are researched.
* Attacker chooses his attack stack, up to the unit limit imposed by the leadership techs.
* The AI chooses the defender stack, with the following two rules:
* If the number of units present is equal or lower than teh stack limit, all units are included.
* Otherwise, units are chosen randomly one at a time, weighted according to the defence factor of the units, until the stack limit is reached.
* This encourages the defender to choose the composition of defending stacks carefully to optimise combat performance, while allowing stacks to pass freely.
* Primitive example: Most of the defending units have been chosen by the ai. But there is one more free stack slot, and 2 units, a warrior and a phalanx. The phalanx, with its defence factor of 2, is twice as likely to be randomly chosen by the AI to fight as teh warrior with its defence factor of 1.
* If the attacker wins the fight, it only occupies the tile if all defending units have been destroyed.
* If the attacker wins, all defender units (including those who didnt fight that battle), as well as tile improvements, city improvements (if city), population (if in city radius) have a chance of suffering collateral damage. Note that population loss is limited to 1 in city radius zone, but could be several population points (especially in high pop areas) in a large metropolis.
* The above collateral damage rule encourages defenders to fight away from cities, which otherwise have many defence bonuses. It also discourages excessive stacking, as units beyond the stack limit will be damaged while being unable to fight.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:34
  Old Post 20-02-2004 04:45
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Tired of ads?

I think you're missing a couple of points lajzar...

Civ units are abstract.

If you want huge armies, no need to have 50 units in a stack... just have parallel oversized versions of whatever infantry... that is "supersized" units with more hits (equal A&D) and more firepower. They'll behave just like numerous smaller units... without the overhead.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:34
  Old Post 20-02-2004 08:21
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Increase Your PM Length

The problem of oversized militaries mostly comes during the latter part of the game. IMO, this problem is because civs have a lot more gold to spend later in the game than they do in the early or mid games. One idea would be to have more advanced units cost more for upkeep. Upkeep could vary from unit to unit within the same era as well.

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:34
  Old Post 20-02-2004 22:19 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Civilization 2

Regarding modern warfare, I believe the civ model corresponds to firepower or kill power (whatever term you use). Since the attack factor of simliar units between two different civs does not change, it must be the number of soldiers and technology that is the variable.

Simple example: a Warsaw Pact (Polish) era infantry division versus a NATO (United States) infantry division. In civ terms, they are both 6-10-1. However, the United States fielded better trained solders, with better equipment, so in reality its a better unit than the Polish counterpart. Since both attack and defend at the same strength, the civ model suggests it's really a US infantry regiment (usually two or three in a division) versus the Polish infantry division.

So, Poland is forced to field three times the number of combat troops to reach the same "kill power".

MrBaggins is offline MrBaggins
King

May 1999
time: 05:34
  Old Post 20-02-2004 22:40
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Suffering from ads?

quote:
Originally posted by Shogun Gunner
Regarding modern warfare, I believe the civ model corresponds to firepower or kill power (whatever term you use). Since the attack factor of simliar units between two different civs does not change, it must be the number of soldiers and technology that is the variable.

Simple example: a Warsaw Pact (Polish) era infantry division versus a NATO (United States) infantry division. In civ terms, they are both 6-10-1. However, the United States fielded better trained solders, with better equipment, so in reality its a better unit than the Polish counterpart. Since both attack and defend at the same strength, the civ model suggests it's really a US infantry regiment (usually two or three in a division) versus the Polish infantry division.

So, Poland is forced to field three times the number of combat troops to reach the same "kill power".


Use Veteran Levels then.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:34
  Old Post 21-02-2004 02:11 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
I think you're missing a couple of points lajzar...

Civ units are abstract.

If you want huge armies, no need to have 50 units in a stack... just have parallel oversized versions of whatever infantry... that is "supersized" units with more hits (equal A&D) and more firepower. They'll behave just like numerous smaller units... without the overhead.


I don't particularly want huge armies, but I fully expect that they will happen. The best counter I have seen is to have variable support costs as in MoM / CTP / moo. What I want is a way to simulate how having different units working together produce a combat potential more than the sum of their parts. So far, we've had:

Civ1/2 - no special benefit. Stacks die.

SMAC - no special benefit. Stacks take collateral damage.

MoM/CTP1-2/MoO1-2 - tactical combat screen. MoM/moo was more advanced in that you actually controlled the units if you wanted, or you could let the AI take control. MoM and CTP had hard stack limits.

Civ3 - no special benefit. Units with a bombard ability take a pot shot at the attacker. Stacks survive intact.


To those who say Civ shouldnt take the CTP system because CTP 'owns' it, rubbish. CTP took it from MoM.

The best implementation I have found so far is the MoM model. To that, I am merely adding unlimited stacks for movement, and collateral damage.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:34
  Old Post 21-02-2004 02:53
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

I see these as totally separate issues - total number of units, and how those units do combat.

You can have a micromanagement nightmare with combined arms combat just as easily as with individual unit combat. The deciding factor is implementation. In fact if you had the implementation suggested above where you announce an attack, then have to select checkboxes in a pop-up to indicate which units attack, you would have more micro than performing the individual attacks with a single keystroke. Arguable more satisfying because of depth of strategy, but still more clicks necessary.

And I agree that the way to limit units in the late age involves some sort of variable support cost so that MA cost significantly more to support than say an archer.

edit-
It also requires a change to the build cost of units (see my Total Number of Units thread). If you increase the upkeep without increasing the unit cost, even warmongers end up building fewer units, which leaves them with a ton more shields for buildings, erasing the differences and trade offs between strategies. Thus if you reduce the amount of units by increasing the upkeep, you have to make sure that the units cost more shields to keep the war vs. builder balance.

Last edited by wrylachlan on 21-02-2004 at 02:59

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:34
  Old Post 21-02-2004 03:44
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Get a bigger avatar today!

If people want, there are two simple ways of cutitng down the number of units right now:

1. Make modern era units cost pop. point to make, like workers (I assume you can edit this): if drafting one pop. point leads to one unit, why don;t regular units cost one population point? If you can add the "join city" option, after you moblize your population for war, you can then "bring them home"- making units cost population points forces the players to economize. Now, this would only apply to units after nationalism (ie. after you can draft people)- meaning you can still make war in the medeival period, but war in the modern age goes up exponetially. This doea you you have to limit the ability to update defensive and offensive units going into the modern age. Also, triple, quadruple or more the cost of units you have to pay for to 3, 4 or 5 gold each to represent the realities and costs of modern war.

Both those ideas right now would cut the number of units drastically.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:34
  Old Post 21-02-2004 04:31 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by wrylachlan
I see these as totally separate issues - total number of units, and how those units do combat.


Whereas I see these are being intrinsically linked. In a system which allows stacked combat, you can typically expect a battle to be conducted to the limits of the stacking allowed. CTP typically had 9 times as many units due to the ability to involve them all in a battle. Civ 3 has a slightly different dynamic because there is no penalty for have huge stacks.

quote:

You can have a micromanagement nightmare with combined arms combat just as easily as with individual unit combat. The deciding factor is implementation. In fact if you had the implementation suggested above where you announce an attack, then have to select checkboxes in a pop-up to indicate which units attack, you would have more micro than performing the individual attacks with a single keystroke. Arguable more satisfying because of depth of strategy, but still more clicks necessary.


Not really. Since I am also proposing that defender units that aren't involved in the combat due to the command limitation can suffer collateral damage, you have a very good reason not to stack beyond the limit of units that can actually fight in the battle. Sure, you can stack 100 units if you want to, but if your command limit is 10, and those 10 (drawn randomly when defending) happen to lose, all of your stack takes some damage. That is a painful loss with big stacks.

quote:

And I agree that the way to limit units in the late age involves some sort of variable support cost so that MA cost significantly more to support than say an archer.


Yes, this is something that really ought to have been implemented in Civ3. If it could be implemented as long ago as MoM, why not now?

Last edited by lajzar on 21-02-2004 at 05:20

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:34
  Old Post 21-02-2004 08:49
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by GePap
If we were to say each unit was about a division 10K, or mybe legion sized 5K, think about how many units would have been mobalized in a WW2 scenerio- some battles on the eastern front included dozen's of divisions.


Agreed. In fact, if you look at the order of battle, there were in fact dozens of divsions. When you consider that those were the biggest battles in WWII, that is not surprising at all. Germany put most of the troops there, and so did the USSR.

quote:
Originally posted by GePap
The fact is that modern states can field massive armies.


Only conditionally. That is, you cannot field large armies without taking away from other areas.

quote:
Originally posted by GePap
Th, of course, we could change the combat system so that if you go on the offensive, you have the ability to combine your units into armies.


Something like a combined arms bonus?

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:34
  Old Post 21-02-2004 08:54
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Shogun Gunner
Simple example: a Warsaw Pact (Polish) era infantry division versus a NATO (United States) infantry division. In civ terms, they are both 6-10-1. However, the United States fielded better trained solders, with better equipment, so in reality its a better unit than the Polish counterpart. Since both attack and defend at the same strength, the civ model suggests it's really a US infantry regiment (usually two or three in a division) versus the Polish infantry division.


There is no indication that a NATO infantry unit was stronger than its Warsaw Pact counterpart, particularly when you compare an US unit with an USSR unit. They were both similarly equipped.

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:34
  Old Post 21-02-2004 09:01
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton

quote:
Originally posted by GePap
1. Make modern era units cost pop. point to make, like workers (I assume you can edit this): if drafting one pop. point leads to one unit, why don;t regular units cost one population point? If you can add the "join city" option, after you moblize your population for war, you can then "bring them home"- making units cost population points forces the players to economize. Now, this would only apply to units after nationalism (ie. after you can draft people)- meaning you can still make war in the medeival period, but war in the modern age goes up exponetially.


This works. It would be better if there's a more realistic population and production models.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:34
  Old Post 21-02-2004 09:03
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by lajzar
Whereas I see these are being intrinsically linked. In a system which allows stacked combat, you can typically expect a battle to be conducted to the limits of the stacking allowed. CTP typically had 9 times as many units due to the ability to involve them all in a battle. Civ 3 has a slightly different dynamic because there is no penalty for have huge stacks.
I think your analysis is flawed. The reason that CTP has a different number of units than Civ3 isn't the combat model, but the cost balancing vis a vis the total economic output. If you were to mod CTP such that the units cost the same percentage of Total Shield Production that they do in Civ3, you would find that the total number of units would be very similar.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:34.
Apolyton Time is 00:34.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0597 seconds (92.18% PHP - 7.82% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net