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dexters
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Vancouver, Canada
Nov 2001 time: 05:27
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Well... Civilization is an abstraction of many things. The battle system in its may forms of implementation is the least of it.
For that matter, I should add that we should get off the case of realism alltogether. It was and is a gameplay decision. And while this may annoy people like you who wants their tanks to win 100% of the time, I see it as putting more variability into the equation and that a more advanced army marching into an enemy territory being routed by a series of "good luck" events is just fine.
It is an abstraction of battlefield tactics between units that we don't get to control.
Yes, these kind of victories happens often enough to be a factor. But usually, if I have 5 knights facing a 3 spearman fortified town, I am fairly confident my knights will take it. Sure, ONE or TWO knights may die, but having all 5 knights dying or all 3 spearman surviving the 5 knight offensive is rare. If players are stupid enough to send off 1 tank to take a spearman defended city and expect it to take the entire town, attack and defend turn after turn, kill the defenders and come out unscathed, then they deserve to get screwed by the game. It's just poor planning and poor understanding of the game mechanics.
The bottem line is, superior units win out most of the time. If people have trouble with this, it's usually a fundamental flaw in their assumptions that just because a unit is advanced, it can withstand anything and they can play sloppy. A regular Infantry isn't going to survive a large enough spearman charge. And that is actually realistic militarily speaking. Technology can be overwhelemd.
EDIT: Love your Han Solo avatar 
Last edited by dexters on 08-05-2003 at 12:22
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Master Zen
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of naughty
Jan 2003 time: 23:27
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Dexters:
If you like the combat system fine. I don't. Deal with it.
I have every right to complain about a combat system which I feel would be MUCH better had just some little things been added. Among these:
1) the stacking problem
2) the odds of winning/losing
3) the way bombardment works
Want a simple but effective combat system? Try a variation of Panzer General, it could surely be adapted for a civ game, and it would be much more realistic.
I am not saying it is not fun. I love Civ3, I am happy warmongering my way to victory. But it is not real, sorry to bust your bubble, and any grognard would laugh at the combat model. Sure, Civ3 is not a wargame, I understand, but it could have been better, much better if it had only taken the best out of Civ2 and SMAC and combined it with the best of its own model.
Anyway, realistic or not, the game is fun.
And for the record, that is MY opinion, I don't expect others to agree with it.
EDIT: I've had so many avatars I wonder when I'm finally going to decide on a permanent one... 
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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One advantage cavalry have compared with infantry when attacking infantry is that cavalry's retreat ability helps deny enemy infantry chances for promotion. Against attacking infantry, a defending infantry has a chance at a promotion in its first victory and is guaranteed promotion no later than its second (if it survives that long, of course). That helps defenders get back hit points lost in the attacks. But if a cavalry retreats instead of dying, the battle doesn't count in terms of the defending infantry's chances of promotion. That gives cavalry an advantage in whittling down infantry a hit point or two at a time, an advantage which I would guess more than outweighs the rare occasions when a one-hit-point cavalry would actually defeat an infantry with two or more hit points left if it didn't retreet. (For those who may not have noticed, fast-movers never retreat when their enemy is down to its last hit point, so the only time retreat costs cavalry a chance at defeating infantry are when odds are stacked heavily against the cavalry. Of course that means if you've bombarded the enemy infantry down to their last hit point, cavalry's retreat ability becomes irrelevant. If your attack force is mixed, you're best off hitting with cavalry against uninjured foes and using your infantry against the badly wounded.)
And as has already been mentioned, the fact that retreating cavalry don't die makes a huge difference over the course of a campaign. Cavalry might fail to achieve victory about as often as infantry do, but a lot fewer replacements for dead units are needed.
Not that I use cavalry against infantry more than very, very rarely. My normal course of action is to wait for tanks/panzers, or, more likely unless I'm Germany, for modern armor.
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