Logistics and Super Fleets
So why don't you have fleet combat in GalCiv?
Because we don't want fleets to be a tactical advantage.
Why not?
Because then the game would end up where you had a handful of "Super fleets" ala MOO or HOMM that go around the game.
Why would that be bad?
Because GalCiv's map is free form. It's not a bunch of jump points or very distinct paths. Ships can move anywhere. A handful of super fleets would take away a lot of the strategy of the game because GalCiv is ultimately about clashes of civilizations, not tactical combat. It's about who is building the superior civilization. Therefore we want our game to be won by the people who can create the strongest economies, the most powerufl industries, the most advanced technologies. Not the guy who has managed to out tactically fight.
Rommel was a great tactician but the allies were the ones with such immense logistical superiority that they had enoguh spare room to send over chocolate bars and cake across the ocean.
So then what?
The thing is, I would like to see eventually, maybe not in GalCiv 1 but in some future sequel some level of tactical combat and most definitely ship design. We need a way for a civilization to express its technological and industrial superiority in more specific, meaningful ways than just "bigger, better" ships.
And we don't even go into logistics which, IMO, is a failing of GalCiv. We should have found a way for logistics.
But I think I've come up with a way to have logistics:
The fleets.
What if to sovle the "super fleet" problem we put a limit on the # of ships in a fleet? And that this limit is based on a civilization's "logistics" capability?
And in fact, a ship would use up X logistic points. So a battleship might use up 3 logistic points whereas a fighter might only use 1.
So at the start, you might have a logistics capability of say 10 points. As you reserached new technologies, you would improve that logistics capability so that you could have larger and larger fleets of more and more powerful ships.
Best of all, logistics would be a totally different tech path so you would have to go out of your way to improve this area. This would open up other kinds of strategies. Lots of wimpier ships in a fleet or a few big capital ships on their own?
Throw in ship design where youc an make trade offs to try to get the logistics requirements of the ship down and you have a pretty solid game mechanic.
Add to that have the # of starbases you can support in the game based also on this logistics ability and then that ability rises up thereith your economy ability and industrial ability and morale ability and culture ability.
Once you do this, you can have ship design and manageable fleet combat without making tactics overwhelm the game. The fleet combat merely becomes an expression of your civilization's strength and your overall strategic ability.
The game play translation is that the end game portion does'nt involve tons of units flying around. The number of distinct units running around in the game remains relatively constant with those units being merely combined as your abilities increase later in the game.
What do you think?