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FinnishGuy
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Finland
Jun 1999 time: 07:14
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No thanks. A single turn would take ages if you have to fight every battle on a separate tactical display, with units broken down to sub-units. Moving units and fighting in CIV2/SMAC style is already time consuming enough. Besides, it's a strategy game not a tactical combat simulator.
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Simple: we all hate the existing system to some degree or another. But, considering that SMAC already has decent stacking rules I don't think it is necessary to include this as a top ten request.
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Dr Strangelove
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I do mean inserting a real, fully functional, mini-combat game, into the larger game, but please oh please, not like Imperialism's battle screen. Each battle would be fresh, with a full screen map to play on, each map distinct from any other, large enough to allow the player sufficient latitude of movement to make it realisitic. The kind of map I'm thinking of would be more like "Art of Rifles" or "Operational Art of War" than Imperialism.
Yes, fighting every battle like this would be time consuming, so s feature should be included to allow the player to skip battles that he doesn't want to bother with. ("Sire, will you lead the troops into battle." Click "Yes" or "No".)
Why should this be included in Civ III? Because it will make Civ III a new type of game, a combined Strategic and Tactical game.
Yes, there have been attempts to do this in the past. ALL of them have been dismal failures in the tactical department.
It's not that I don't want improved diplomacy or trading, but what I'm proposing is an opportunity to add a whole new dimension to the Civilization experience.
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Dr Strangelove
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In a multi-player game if both sides involved in a conflict were human, then yes, the humans should take the place of the AI. If you have more civs than human players, on the other hand, then some civs will be under the control of the AI, and when one human player battles an AI controlled civ, then the AI will fight out its own side of the conflict. Who knows, it might be possible to design the game to allow alliances to participate in a battle. Hmmmm, that would be OK if both allies were human, but I don't think I'd want to have the AI fighting on my side. Perhaps if alliances were permitted, the allies on each side would have to designate a supreme commander. Then again, if you were involved in a battle, gave command to your partner, but the battle wasn't going as planned, perhaps you could withdraw your troops. Hey, even better, you could have negotiations during the battle and sell your services to the highest bidder. This was done many times in the ancient past.
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Einherjar
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Edgware, Middlesex, England
Mar 2000 time: 05:14
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Question.
If a tactical battle map were to be included, at what level would the sub units be divided.
Question.
What size of organisation does a Civ land unit represent.
I ask because I suspect each unit is either at least a Battalion or more likely a
Regiment. (Based on number of units supported at City Size 1).
If the tactical battle were fought at platoon level, using up to Nine Regiments per side, per engagement, it would take a very very long time. Great when I retire, but thats not for a many years yet (honest).
If anyone can clarify my two questions I would be most grateful.
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The Einherjar
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Dr Strangelove
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I think that each unit on the main map could break up into 10 to 15 subunits on the battle map. In the modern era the main map unit would represent an army corp, consisting of 2 or 3 divisions each composed of 3 or 4 infantry regiments plus an artillery regiment. In ancient times the main map unit would represent one or more legions or phalanxes, each consisting of several cohorts or maniples. Armies of other periods are harder to define, but I think the 10 to 15 subunit per unit rule would work well. If the game includes unit customization then the player could control the make-up of his major units. He could add cavalry or siege artillery to his corps or "auxillaries" and catpults to his legions. Seperate catapult, cannon, artillery, and howitzer units would disappear from the main map. These units were almost never deployed seperately anyway.
For that matter, the chariot and elephant would disappear from the main map too. Horsemen, knights, and cavlry could remain on the main map, but their subunits would have to be compatible with the main unit.
I was not considering platoon sized combat.
The battle maps would vary in size according to the most modern units present. Ancient battlefields were rarely more than 2 or 3 miles across, WWII battlefields could be dozens of miles across. The number of hexes or tiles would stay the same, but they would represent larger areas in modern battles.
I'd recommend a stacking limit on the main map, perhaps 3 or 4 units.
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