Hello.
I'm designing and developing Civilization like turn based strategy game where all the unit movement action happens simultaneously. What I mean is that players give orders for units where to move, but units don't move instantly. Instead they all move at once, when all players have finished their turns. All the players play their turn simultaneously too. System like this is used for the board game Diplomacy I think. I hope you understood what I'm talking about.
If you wondering why I'm planning this kind of system instead the more conventional Civ TBS movement, I give you few reasons:
- It's more faster and fair for multiplayer experience. Players can play their turn simultaneously but there is no hurry to move units as fast as you can to win the important battle or something.
- AI moves can be calculated at the same time while the players are playing their turn. No waiting between the turns! Waiting the AI doing its turns is something that really bugs me in modern versions of Civ games.
- Just for the experiment: there aren't too many computer strategy games with this kind of movement approach, at least I don't know many ( Please feel free to inform me if you know some game that you think I might find interesting.)
Anyway,let's get into my problem(s). I find that there are some issues with this kind of approach of movement:
- Units have different movement rates. Infantry may move 1 tile per turn, while modern ship could possibly move 5 or 6 tiles.
- It may feel more chaotic that the 'true' turn based movement. Especially when you tell unit to move for example 3 tiles and enemy tells unit to move 3 tiles. Neither of you see that you are moving your units to same tile and battles may happen unintentionally. Also keeping track the big picture is harder when the map is filled with arrows that tells where your moving your units.
My best solution to tackle these issues is as follows:
- Unit can only move 1 tile per turn, no matter what the movement rate is.
- Unit movement points can go negative, and then the unit has to rest certain amount of turns after the move. For example: Infantry moves to grassland terrain (movement cost 6). It has to rest 5 turns before it can move again. Meanwhile other infantry unit is moving on railroad tile to railroad tile (movement cost 1): it can move the very next turn again.
I find this solution pretty good since it allows units to have different movement rate and it makes the situation clearer to see since not all units necessary are moving every turn. Downside is that it makes the game, especially the early game, much slower. The game will have more turns and the unit building costs/training times have to be carefully balanced too.
Other solution is to divide the turn into parts (let's call them segments) There is the city management segment that comes the last and then there is the unit movement segments before city management. For example, there could be 6 unit movement segments in one turn and the unit could move 1 tile in any segment, if it still has movement points left. However this solution is also slow, and somehow the first solution feels more natural to me.
Third solution is simply to tell unit where it moves even if it moves many tiles per turn. But as I pointed out this might result very chaotic experience.
I'm very interested to hear any opinions and possibly new ideas.