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Lancer is offline Lancer
Emperor
Oregon Coast, USA! or Bohol, Philippines!
Apr 1999
time: 05:37
  Old Post 18-08-2005 07:27
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#1 Report this post to a moderator
Unlimited Replacements in Civ IV? Increase Your PM Length

Units still just magicly heal up without drawing down any sort of pool of available replacements? Armies since before Napoleon's time were being 'bled white'. In Civ wars can last forever and you can always count on your units to heal up, often better than before. Remember the 'stomach units' that attacked at the Bulge? The very bottom of the barrel. Most of the German divisions were never whole after 1942...

Napoleon's GrandeArmie died in Russia and there just wasn't enough young men to rebuild it. The armies of the confederacy were bled to death as the youth of the south were used up over 5 long years of unremiting bloodbath.

...and yet, in Civ, our units are all better after a turn or two. I don't like that. For some reason it reminds me of someone telling me to 'have a nice day'. Not that that makes much sense either.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
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Jul 2000
time: 05:37
  Old Post 18-08-2005 07:56 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Well, I think that Supply-Lines effect the healing ratio in Civ IV... That's more realistic than what happened in Civ II and reflects what you're suggesting.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:37
  Old Post 18-08-2005 08:41
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I'm wondering why they haven't gotten rid of unlimited threads by Lancer yet

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 18-08-2005 11:15
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Lancer, what makes you think that units heal automatically in civ4?
They didn't heal in enemy territory in civ3 until the Battlefield Medicine small wonder. If a unit in civ4 has a "heal units in same (or adjacent) square(s)" promotion, then not only can it be considered the replacements/reserve pool, but it also would be an extremely precious unit in foreign lands.

DarkCloud, what makes you think there are supply lines in civ4, other than idle (though worthy) speculation from the likes of Aussie-Lurker?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 18-08-2005 15:05
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Lancer, "after a turn or two" ingame means something between 40 and 2 years throughout the game, with the part of the game were an empire is most populous in the smaller timescale. If a battalion/regiment/brigade or whatever can't be brought back to full battle-readiness manwise in that timescale, I don't know what can.

Of course, if a present-day war stretches for decades, then I will start to wonder as well.

-FC-Commando is offline -FC-Commando
Settler

Aug 2005
time: 05:37
  Old Post 18-08-2005 18:38
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yes and it sometimes takes 10 years for a unit to travel from western usa to the eastern usa.

if they were using amtrak ok that explains it but its way out of proportion within any civ game

Ninot is offline Ninot
King
Centre Bell
Nov 2001
time: 00:37
  Old Post 18-08-2005 18:55
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quote:
Originally posted by -FC-Commando
yes and it sometimes takes 10 years for a unit to travel from western usa to the eastern usa.

if they were using amtrak ok that explains it but its way out of proportion within any civ game


amtrak

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 18-08-2005 19:48
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quote:
Originally posted by -FC-Commando
yes and it sometimes takes 10 years for a unit to travel from western usa to the eastern usa.


How long would you be walking over it, provided that you need to find shelter and food every day?

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:37
  Old Post 18-08-2005 20:29
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Less than 10 years, probably.

Ninot is offline Ninot
King
Centre Bell
Nov 2001
time: 00:37
  Old Post 18-08-2005 20:33
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quote:
Originally posted by GeoModder


How long would you be walking over it, provided that you need to find shelter and food every day?


how long did Lewis and Clark take?


whatever that is, then less, cuz they probably weren't in the biggest rush.

-FC-Commando is offline -FC-Commando
Settler

Aug 2005
time: 05:37
  Old Post 18-08-2005 20:57
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quote:
Originally posted by GeoModder


How long would you be walking over it, provided that you need to find shelter and food every day?


well some dutch guys rowed a boat from new york to amsterdam in two months

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
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  Old Post 18-08-2005 21:06
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boat != walking

Lancer is offline Lancer
Emperor
Oregon Coast, USA! or Bohol, Philippines!
Apr 1999
time: 05:37
  Old Post 18-08-2005 21:18
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Jaybe, that's my question. In Civ 1-3 they heal so I'm asking about CivIV. The fact that units don't heal in enemy territory is a minor inconvenience if you bring enough to take a city.

The time scale arguement is a bit silly. A unit wouldn't be defending a city for 40 years, and both WW1 and WW2 would have come and go in less than two turns. Time scale applies to time scale and that's pretty much it.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:37
  Old Post 18-08-2005 21:35 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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In Civ3, units don't heal in enemy territory, and that's the part that makes sense. Healing in your own territory, sure, view that as reinforcements coming. Civ isn't a realistic war game, and doesn't accurately measure those supply lines and casualties. Instead, it gives you the chance of actually waging a successful war.

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
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  Old Post 18-08-2005 21:41
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quote:
Instead, it gives you the chance of actually waging a successful war.


Very unrealistic indeed

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:37
  Old Post 19-08-2005 19:58
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I think Lancer's point is better illustrated by the fact that unless you are forced to go into a massive drafting program, military units and population are unrelated-how many units you have is a function of your industry and resource base, not of your population as a whole. If units were tied directly to population, ie, like workers and settlers it always cost you population points to make military units, then you could in theory bleed a civilization white.

Just look at how colonization worked- you could not have endless units, unless you had endless gold to buy mercenaries and new settlers with, or had some increadably productive town making a new settler every couple of turns.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 20-08-2005 00:08
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I said long ago that major units in civ should cost population. Some number of people or bread in the bread box, but not whole population POINTS.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:37
  Old Post 20-08-2005 01:39
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Would a whole part of this be solved if we would say X phalanx = 1 pop point? With a very simple supply system, it looks like as something so simple to solve that it's pointless to discuss every single detail around

Lancer is offline Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999
time: 05:37
  Old Post 20-08-2005 02:11
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A single unit doesn't cost that many people, but consider how many times that same unit might be knocked down and then heal up. If a unit is a veteran it's got 4 hit points. If it gets knocked down to 1, then we can assume 3/4 of the people were either killed, wounded or deserted in a very pitched battle, yes? Now maybe one hit point of wounded could concievably recover, but the other two hit points, ie 1/2 of the population cost of a new unit would have to come out of the population of the civ. In WW1 few units were actually destroyed outright, but still the Germans managed to lose over 4 million men iirc. Of these 4 million how many were replaced hit points? Most of them. They went over the top and into the machine guns and then had to be replaced from the population base.

In WW2 this and the expansion of the German army were the reason that German industry ended up with French, Jewish and Russian slave labor to fill the gaps left by Germans males of military age leaving production and heading for the front.

There should be a pool of available replacements and once that's used up, units stop healing until there are more available. This should also help slow the conquering of everything in sight, as it did historicly.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
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Jul 2000
time: 05:37
  Old Post 20-08-2005 02:39 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
DarkCloud, what makes you think there are supply lines in civ4, other than idle (though worthy) speculation from the likes of Aussie-Lurker?

I was under the understanding that it was mentioned in Locutus' "What we know about civ" thread, though apparently it was not. *shrugs* I thought that Civ III already made it harder for units to heal if they were outside of your borders. That's what I meant by supply lines.

spartak is offline spartak
King

Dec 2000
time: 05:37
  Old Post 20-08-2005 03:29
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@Lancer

Yeah, but the point of the game is to rip the crap out of the opposition and making it harder to maintain armies won't appeal to anyone except hardcore gamers or builders.

Datajack Franit is offline Datajack Franit
King
Bologna
Aug 2002
time: 06:37
  Old Post 20-08-2005 06:05 Visit Datajack Franit's homepage!
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quote:
I said long ago that major units in civ should cost population. Some number of people or bread in the bread box, but not whole population POINTS



Oh yes they should! WWI destroyed the economies of the countries involved, and when you lose million of citizens, thatīs going to teach something at the players/AI always declaring war just for the sake of it

Lancer is offline Lancer
Emperor
Oregon Coast, USA! or Bohol, Philippines!
Apr 1999
time: 05:37
  Old Post 20-08-2005 07:26
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quote:
Originally posted by spartak
@Lancer

Yeah, but the point of the game is to rip the crap out of the opposition and making it harder to maintain armies won't appeal to anyone except hardcore gamers or builders.


I'm an old wargamer from way back myself, and it would work for me. Consider what such losses could achieve. If getting knocked down a few bars actually meant something besides a minor inconvenience, then other combat results could enter the game. The defender would not always have to be destroyed, but instead knocked down and forced to retreat. A unit might retreat and then be immoble for a turn to represent a dispersed unit. In a situation where the attacker took alot of losses they might be considered to beaten up to advance...

Alot of interesting options for the military player.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:37
  Old Post 20-08-2005 15:01
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Well, I for one hopes that building and healing units will come at some kind of cost-be it cash, hammers or even city health. This way, even though it might not accurately simulate the manpower cost of 're-stocking' units, it would at least make said restocking much more of a difficult decision. Well, here's hoping!!!

Yours,
Aussie_Lurker.

spartak is offline spartak
King

Dec 2000
time: 05:37
  Old Post 20-08-2005 21:55
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Yeah but how ref;ective are you of the average gamer?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 20-08-2005 23:55
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Healing units already cost something precious: turntime.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 21-08-2005 00:33 Visit Aro's homepage!
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quote:
Originally posted by GeoModder
Healing units already cost something precious: turntime.


Case closed.

Folks, I don't expect realism of any kind. Some internal consistency will be enough to me.

Datajack Franit is offline Datajack Franit
King
Bologna
Aug 2002
time: 06:37
  Old Post 21-08-2005 02:12 Visit Datajack Franit's homepage!
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consistency in civ

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:37
  Old Post 21-08-2005 02:35 Visit Dis's homepage!
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quote:
Originally posted by Datajack Franit



Oh yes they should! WWI destroyed the economies of the countries involved, and when you lose million of citizens, thatīs going to teach something at the players/AI always declaring war just for the sake of it


yeah I would like to see population loss. Or at least building a unit costs half of the food box.

As it is now, people can wage war with impunity. Especially in goverments that have large supports.

Of course sometimes, I like to just go smash things and don't want to be bothered by some things.

So a comprimise would be an option to turn food storage loss for units on or off in the options.

Aro is offline Aro
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Ipanema
Jul 2002
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  Old Post 21-08-2005 02:52 Visit Aro's homepage!
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quote:
Originally posted by Datajack Franit
consistency in civ



Or in Poly...

 
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