Advantages of one unit type over another (rock, paper, scissors)
Terrain impact
Benefit of attack from multiple fronts (as per Advanced Tactics)
The benefit of outnumbering your opponent
The benefit of out-ranging your opponent (modern artillery can safely be miles behind the front line)
The fact that not all units can participate in combat at any one time
The vulnerability of archers / artillery when not protected by infantry (particularly to cavalry)
Flanking attacks
All ranged units can fire over the heads of the friendly units in front of them
No way of throwing multiple units into combat simultaneously
A single unit can defeat an entire stack
Units don't stack (i.e. only one unit per tile)
Units are a balanced army / navy. For army, there would be Infantry (cheapest), Cavalry (fastest) and Composite force (strongest)
Weighted average damage system
discrete units like Civ II
units can be moved onto tiles with enemies in (ends their move)
combat is resolved at the end of the turn
units have hitpoints
During each player's turn, units are told their destination, but don't actually move
At the end of all players' turns all the movements resolve
Multiple units can be ordered to move into a particular location, which eliminates the Civ II single unit attack problem
e.g.
army1 = [
{type:"infantry",
quantity:100},
{type:"cavalry",
quantity:50}
]
army2 = [
{type:"infanty",
quantity:20},
{type:"cavalry",
quantity:100}
]
infantry does 0.1 damage to infantry per step and 0.05 damage to cavalry per step
cavalry does 0.2 damage to infantry per step and 0.1 damage to cavalry per step
Step 1
army1's attack
There are 120 enemy
Damage done to infantry by infantry = 20 / 120 * 100 * 0.1
Damage done to infantry by cavalry = 20 / 120 * 50 * 0.2
There is no reflection of "size", i.e. multiple infantrymen attacking a single tank -> possible to modify with a size parameter per unittype
Not the optimal attack each round (unittype A may be effective against unittype B, but not against unittype C, but it's attack is spread over both B and C)
Unit types have a DistanceFromFrontLine, which represents their deployment distance from a (potentially notional) front line
At the outset of combat all elements are arranged on a virtual line (perpendicular to the front line) according to their DistanceFromFrontLine
Each round elements attack everything that's in range, or move forward my their move per round
The concept of a front-width allows a battle to be modeled in two dimensions. For example in CoE3, the front width is 20 units, so only 20 melee units can engage the enemy each turn.
Set global front-width
Front-width per terrain type
Front-width per tile
Several front-widths per tile, defender picks one (i.e. to their advantage)
Within the turns: Civilisation, Advanced Tactics, XConq
Inbetween turns: Conquest of Elysium 3
The within-the-turn model allows units to do multiple attacks per turn.
Possible method of handling different levels of experience: create different element types, and convert from one to the other. E.g. infantry, veteran infantry
Execution order property by unit type, unique
If have experience / readiness at a per component level, when there's potentially 100 million components in the game, how to a human player decide what to transfer when units are transferred?
Selection at random (BUT not deterministic)
Some arbitrary but reproduceable order
Hitpoints per element represent the ability of the element to take hits (e.g. a tank can take multiple hits) OR hitpoints per element represent the number of sub-elements within the element (e.g. the number of men, the number of tanks, etc)
If have naval units in a city (or base) that end a turn with unused action points then, if an enemy unit tries to pass this city, the player is provided with details of the enemy ships, and is given the following choices:
Attempt to blockade
Ambush
Attempt to charge a passage fee
Do nothing