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
Biological weapons
Chemical weapons
Weather control (see HAARP)
Tsunami bombs
Anti-ballistic missile
MIRV warheads
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.