Huh? I can think of few systems less dynamical and arbitrary as the the civ system. Not only is the map generated (unless you play a scenario of course)->arbitrary, but the province sizes are set and of same shape and size->not dynamic. Unless you're thinking about the way cultural borders work in civ4, those are pretty dynamic...General_Sun said:You're right that I was unclear. Originally I was proposing the sort of system like in Civ or TW, there would be provinces, but they would work dynamically, not be preset or arbitrary. Units would still be able to move within the provinces. A simplification of territory control would allow units placed between the province capital and any strategic resources such as ports or mines.
Let me see if I got this right; you want a provincial system like the current system (maybe smaller provinces), with the opportunity of moving an army both between provinces and inside a single province? So if an army is within a given province, it will receive combat modifiers from that province only? So the army can only be in one province at a time?
I think you should rethink that a little, considering a single sprite is usually >1000pixelsI wouldn't imagine regiments taking 1 pixel each, perhaps 5 regiments taking a pixel, and if you have more regiments within a unit, then unit itself grows to be large representations. That's a visual/interface issue, and it's really no more complicated than the current system, which is just pretty visually unstimulating.
You can't have a working system of free movement without a zone of control for each and every unit. It's not optional, and it's not, and I'm willing to bet on this, implementable to the degree where the game consists of literally thousands of independent units. Unless you are willing to go into a complete turn based game like rtw, it's just not possible.Anyway, zone-of-control isn't 100% neccessary from my point of view, it would be wonderful, but for the purposes of this thread I wasn't proposing it.
It's the "when invading" where the problem lies. The area that is expanded have to be correlated with the area the army controls, or atleast have controlled. The current system does this very well I think.It's ahistorical to just have armies control territory. There are political arrangements that can be made to fix borders. When invading, the army can expand the territory, but again, for the purposes of the thread that wasn't what I was proposing. But to reiterate, that does sound wonderful.
I meant that in a system with free movement, a unit can be everywhere, i.e 28,5% of the unit is in a city, and 71,5% is in a forest nearby. The unit then have to have 28,5% combat penalty for beeing in the city and 71,5% for beeing in the woods. To calculate these ratios, there's alot of cpu cycles. In my opinion they're wasted when the province system we have now is available.I don't understand what you are saying with the different terrain types. It's fully possible to assign practical values to large swaths of land without complications. Forests, Hills, Mountains, Streams, Rivers, Swamps. Tundra, Forts? Walls?
Each of those terrain types would give different bonus or disadvantage to attacker/defender. I think it works exactly the same way currently.
Now to the really crazy part. You want to let armies, that consists of thousands of soldiers, to be able to take small objectives like forts, mines and harbours. In grand strategy, armies takes control over areas, not smaller objectives. At some point you have to abstract things, and I like that abstraction to be on geographical areas (read: provinces) and not anything smaller. You quite simply want a lower level of abstraction, and that's a perfectly valid opinion. But at that point it's not a grand strategy game anymore, it's just a strategy game. RTW tries to combine both, and in my opinion it's just neither here nor there. Too simplistic in a grand strategy sense to be grand strategy and too simplistic in a tactical sense to be a regular rts. The whole game is a big compromise between semi-historical, semi-complicated and semi-tactical, and not something I'm willing to spend alot of time on. It's not that it's a bad game in itself, but it's pandering to the masses where war=cool stuff=alot of fun. Since every company has finite resources (and I gotta say, people who come up with ideas like this usually forgets that), something has to go. RTW isn't pandering to the map-loving, spreadsheet-writing and history-interested guys most of us are, and therefore they have focused more on action and immediate entertainment than the more complex features that paradox is so good at. So let us let paradox do what they're good at, instead of asking for a system that is unattainable at best, gamebreaking at worst. (Hate to leave it at that, but I'm gonnaYou're incorrect. If you have the troops to take the city, then just take the city. That would in any case automatically allow you to seize the nearby resources. However, the option is thereby open that if you don't have enough troops to seize the city, you can strike at other assets.
If you play at the highest speeds, then you should be able to ignore all the micro. It shouldn't be a problem to overpower the enemy with sheer numbers without worrying about finess if you choose. But again, greater depth is here for the more 'pro' players.