Units

List of units with action points remaining

Variables

Here is a list of variables, many of which can be used to describe real-world military, however there is great difficulty in translating these variables into game mechanics.

Given the difficulty in translating these variables to game mechanics, combat variables can be simplified to the amount of damage a unit of one type will do to a unit of another type per turn. The table would be as follows:

This is quite labour intensive in setting up units, but key attributes noted in the table above can be modelled. For example the Flak with a lower vertical range than a bomber's ceiling would be able to do zero damage to that bomber per turn.

Element attributes (for unit/element system similar to Advanced Tactics)

Leader:Yes/No

Requires Leader:Yes/No

CanBuild: list of element types

BuildCostModifiers: dictionary of resource, quantity modifiers (note: help UI shows the modifier and the buildcost)

BuildCost: dictionary of resource, quantity

FillsTile: Yes/No (e.g. a city will fill a tile)

HitPoints: integer

Resistances: dictionary of attacktype, quantity

MovementCostModifiers: a dictionary of terrain, quantity modifiers

AttackTypes: a list of attacktypes

AttackStrengthModifiers: a dictionary of attacktypes, attackstrength modifiers

AttackChanceModifiers: a dictionary of attacktypes, attackchance modifiers %

DefenceChanceModifiers: a dictionary of attacktypes, attackchance modifiers %

DamageModifiers: a dictionary of attacktypes, damage modifiers (if integer then absolute, if float then relative)

ConstructionPointsPerTurn: integer

ConstructionPointsMaximum: integer

MovementPointsPerTurn: integer

MovementPointsMaximum: integer

AttackPointsPerTurn: integer

AttackPointsMaximum: integer

Terrain attributes:

MovementCost: integer

Attack type attributes:

Name: String

AttackStrength: Integer (i.e. the number of hitpoints removed)

AttackChance: %

Modifiers

    • terrain types

    • infrastructure (especially forts, roads, railroads)

    • surrounding (attack from multiple sides)

    • home soil bonus

    • amphibious assault

    • morale, experience, training, readiness

Domains

    • Land

    • Sea surface

    • Sea sub-surface

    • Seabed (e.g. Godzilla)

    • Air

    • Space

Modus operandi

The range of modus operandi gives the player more options, more playability. There is little value to other unit types if their only distinguishing feature is higher attack value. The list of modus operandi should include:

  • Submarine

  • Paradrop

  • Missile (e.g. ICBMs)

  • Teleport

  • Transport

  • Airlift (destination dependent on what terrain types the aircraft can land on e.g. should be able to airlift a naval unit from a sea square to a sea square using a seaplane)

    • Carrier (allows aircraft to be transported in and take off from) (flying aircraft carriers, land based aircraft carriers and submarine aircraft carriers would be good)

  • Stealth

  • Construction (i.e. ability to build instrastructure)

  • Demolition (i.e. the ability to destroy infrastructure)

  • Unit creation (i.e. the ability to build other units)

  • Behind-the-lines - get a penalty if not accompanied by a sufficient quantity of frontline units

  • Frontline

  • Aircraft: stays in flight at end of turn (e.g. zeppelin), sortie (i.e. returns to land at airfield/carrier, e.g. fighter/bomber)

  • Gains supply (or another variable, e.g. mana/hitpoints) from attacks

  • Destroyed after attacking (e.g. missiles, kamikazi, etc)

  • Aircraft: ability to land anywhere (e.g. dragon, winged monkey)

  • Amphibious vehicles

  • Hovercraft

  • Ekranoplan

  • Railway-based units

  • Capture enemy units

  • Transforming units (see Transformers - would take action points to transform)

  • Seaplanes, amphibious helicopters

  • Gliders

  • Satellite based weapons (light, laser, nuclear, kinetic energy)

  • Anti-satellite weapon

  • Earthquake creating weapon (see HAARP, The Core)

  • Biological weapons

  • Chemical weapons

  • Weather control (see HAARP)

  • Tsunami bombs

  • Anti-ballistic missile

  • MIRV warheads

  • Airbourne laser

  • Tactical High Energy Laser

  • Active Denial System

  • Long range acoustic device

  • Directed energy weapon

Modes such as amphibious vehicles, hovercraft, ekranoplans and railway-based units can be modelled by having a move rate variable for every terrain type, and having a vulnerability to rough seas variable.

Ways of controlling aircraft

In Civilisation, aircraft are pushed around the map like other units. In Advanced Tactics aircraft make sorties from an aircraft carrier, city or airfield.

The advantage of the Civilisation model is flexibility. A plane can move, attack, and then land in a different city. But it creates two problems: the micromanagement of unit moves; and aircraft running out of fuel.

A possible add-on for the Advanced Tactics model is a complex sortie option, such that the player can build sortie where the aircraft can attack multiple target and then (optionally) land at a different place.

Other futuristic or super weapons

Not all futuristic or super weapons have different modus operandi than existing weapons, they may just have very high performance at a particular variable. These are included below as they are worth considering when thinking of variable caps:

    • Supergun

    • Supergun that places projectile into orbit, which then re-enters anywhere on the planet (therefore a gun with planet-wide range)

    • Railgun

    • Mass driver

    • Coil gun

    • Scram cannon

    • Light gas gun

Building thereof

Central budget (as infrastructure).

Infantry - can build on any friendly square

Cavalry - can build on any friendly square

Artillery - requires foundry improvement

Vehicles - requires vehicle factory improvement

Aircraft - requires aircraft factory improvement

Ships - requires shipyard improvement

Experience

Experience should be modelled at the unit level, increasing with combat, decreasing over time (as personnel are replaced). Additionally, for each unit type (technology), there should be a nation experience level (embodying tactics) that is proportional to:

    • the number of units of that type the nation has

    • the number of engagements of that type of unit

This again should decrease over time, as experience is lost if not used.