Fond memories here too. Actually, I’m lucky enough to still have an oldschool tabletop circle. But “the scale being quite different” is a heck of a caveat here. Most wargames have more or less appropriate weapon ranges for their hex-scale, simply because it isn’t that difficult or limiting a restriction.
A “realistic” treatment of scale has the largest armies in one hex given the size of the map,
Again I wholeheartedly agree with the perils of “realism,” but it isn’t totally preposterous to “pretend” that the armies are corps/army strength in the post-Napoleonic era, and (somewhat less plausibly) seperate armies before that. The alternative would be some sort of sliding concept of military units, a no-go.
Just bear with me and imagine this:
Maximum of 2 melee or 1 melee + 1 civilian/ranged/GP per hex.
Ranged units fire into adjacent hexes without retaliation.
Advantages:
A: The AI’s tactical clumsiness automatically is mitigated by unit density; conversely, the human’s ability to think 2-3 turns ahead and massacre the AI is minimized.
B: The AI can be instructed to ALWAYS keep its ranged units stacked with a defender, at a stroke eliminating the “suicidal ranged unit” issue and more or less guaranteeing better value-for-money for the AI’s military production.
C: Easier pathfinding without resorting to what could really be called SoD.
D: Less gamey. There is an element of fun to placing one’s archer in the correct hex to shoot safely, but I am always bit conscious of this being one of civ’s sillier moments: Ok, my bronze-age bowmen now have a clear shot at their target unit 600km away (standard earth map). And the computer can’t compete in this somewhat arbitrary and abstract chess-game of safe-ranged-hexes, either on offence or defence. Whereas with “ranged advantage = no retaliation,” “safe hex = defended hex,” the AI can’t go wrong as long as it has any melee units left.
To my mind those are a lot of pros as against limited cons:
A: a tiny step back towards the stack of doom. A stack of pensive foreboding, say.
B: Cheesing the AI and riddling his units full of arrows at twice the range of a V2 missile has a certain “brain massacres brawn” fun element. At first.
Again, I realize any number of objections can be made against a simple large scale wargame and the ranged system does suffice for me, I just see no reason why it’s wonderful and indispensible. I guess I’m thinking mostly of modders, since I doubt these features will change in patches. Too central to the game design.