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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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In war, a large percentage of losses suffered by military forces is not due to combat but to attrition. Attrition is due to a variety of factors including disease, desertion, equipment breakdown, weather, etc. The most famous example of this is Napoleon's Russia campaign in which about half of his 500,000 man army was lost to attrition alone.
Attrition should definitely be expanded as a concept in Civ3. I say expanded because attrition was already an implemented concept in Civ2 for the helicopter unit. Recall that a helicopter unit loses a small amount of HPs if not in a city.
Therefore, I propose a very simple model of attrition that will nevertheless add tremendously to realism, but most importantly, gameplay and strategy.
My model is this:
Most, but not all, military units will suffer from attrition in the same manner as was implemented for Civ2 helicopters in which a small amout of HPs is reduced each turn. But attrition only occurs for military units when not operating inside your own (or possibly allied) territory.
With attrition being implemented for most units (and not just helicopters) gameplay and depth is expanded. You can now trap units and watch as they slowly wither under attrition without having to actually engage hostile forces. It also simulates (sort of) logistics and supply lines because now you need to periodically send new units to replace withering units that have been reduced through attrition. And it adds to diplomacy because now you really need good allies and right-of-way agreements to mimimize attrition.
I hope that Civ3 will contain an expanded implementation of the attrition concept so that most units (not just helicopters) will suffer from it.

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Sorry I also would not support this idea.
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Ilkuul
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of Thame (UK)
Mar 2000 time: 05:14
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Have any of you played Europa Universalis? Attrition is a big factor there. And in that game, I like it. It somehow fits, adds realism, etc. I'm not so sure, tho', whether I'd like it in Civ3. In Civ there are so many more units and strategy options open (in EU your land forces are infantry, cavalry and artillery ONLY), that to have to cope with attrition as well -- on top of all the other new factors like culture, expanded trade & diplomacy etc. -- just seems a bit too much to me.
Yes, it's realistic, but be aware of the downside: it's pretty darn frustrating to set off with 30,000 troops as I did in one EU game, and arrive with only 12,000!
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MORON
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Vancouver, Canada
Jun 2001 time: 13:14
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As long as you don't make gameplay hell, I have no problems with attrition. However, I don't see how attrition can be a major gameplay factor without making attacks impossible.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:14
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Hi Guys,
I'd just like to say that I've always been a bit of a fan of the attrition concept, but as part of a more strategic combat system. As I've explained in other posts, I feel that units should have a maximum "Range". This is the range that they can operate within enemy territory. The range of a unit will depend on how much maintainence it would realistically need (eg. a tank would probably have a shorter operational range than infantry!), this range would also be modified according to the predominant terrain. if you exceed this range, your units would begin to suffer attrition (the rate would of HP loss would again depend on Maintainence levels)-this would obviously effect Firepower, movement, morale and attack strength to reflect factors such as disease, no food, no ammo, no fuel and no spare parts!
In order to extend your maximum range you would need to either a) capture an enemy city with a functional granary and barracks (or other suitable military improvement), or build a "Supply Depot" ("Oh no!" I hear you groan, "he's going to tell us about Supply Lines again!")
This depot would be act as in some ways like a reverse colony in that, as long as it's connected to a friendly/occupied city by a road/RR it allows your units to calulate their range from this point (thus reducing the risk of attrition).
The benefits of such a system are manyfold and include
1) Suddenly range, and not MP's, become the key determinant of how quickly a Civ can conquer it's enemies (possibly allowing MP's to increase without unbalancing the game)
2) It makes players (and AI's) consider the availability of viable targets (to keep your supply lines short) before engaging in a war.
3) If you're facing a particularly powerful opponent, it gives you a new way of "defeating" them (as destroying supply depots, or extending your ZOC over their connecting Roads/RR, will disrupt the enemies supply lines). Thus defending supply lines will become a part of long-term strategic planning!
Anyway, just a few thoughts, I just hope Firaxis are considering it! (Oh, to be a beta-tester!!!)
Yours,
The_Aussie_Lurker.
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MORON
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Vancouver, Canada
Jun 2001 time: 13:14
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Ideas
1. Attrition rate depends on distance to nearest base/city and terrain
2. A cap on damage based on unit type...say 50% for infantry and so on
3. A penalty on fighting when attrition rate exceed a certain number
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Sirotnikov
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<--- Yes, It's a "kitty" in a boot.
Feb 2000 time: 07:14
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Attrition is a serious and difficult subject. It is indeed real and quite burdening. The problem is, that while you can use it in games about regional battles (big regions, ie a portion of europe or something) it is difficult to implement in a game in which you should often conquer the whole world.
I think that there is no need for attrition, as most units die in their first or second battle, and adding elements hindering them from fighting would just make fighting an annoying experience.
You can't possibly claim the units should rest before even reaching the front lines. At least not today.
The attrition in previous times, is here also, as on a map, a macedonian army usually loses most of it's units in combat before reaching east persia, and most units are already in the yellow or red health.
Having more limits will mean that fighting becomes even more difficult. Long distance fighting hardly ever happens in ancient erras in civ. Why? Attrition. Only it wasn't the units who got tired, but we, who got tired of moving them each turn. And yes, I am aware of the go to, and it is still annoying.
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