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| View Poll Results: Do you like the possibility of a 1 unit per tile rule in Civ5? | |||
| Yes |
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252 | 52.72% |
| No |
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180 | 37.66% |
| Don't Care |
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46 | 9.62% |
| Voters: 478. You may not vote on this poll | |||
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#1 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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1 Unit per Tile Rule
I've been pretty vocal against a 1 unit per tile rule, but what are your thoughts on the subject? It seems we have good amount of people on either side, and love or hate it, it's a interesting feature for Civ5 to possibly include.
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#2 |
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The Original Party Worm
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It doesn't seem like the ideal way to do so, but I support any way to end the SoD.
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#3 |
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Caswallan
Join Date: Mar 2007
Location: Orlando
Posts: 322
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interesting, but that would make it hell to form an army.
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#5 |
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Needs to post more
Join Date: Jul 2008
Location: New Hampshire
Posts: 190
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I don't think that there will be one. The units were probably spread out on the screenshots so you could get a better look at them. I'd be content with a unit limit on each tile, but I'd want it to be in the range of 3-5 units rather than 1.
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#6 |
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Deity
Join Date: Jan 2001
Location: Gidea Park, Essex, England
Posts: 6,703
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It depends on how many units a city can host.
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I play under the name DeviousDevil, but I've retired from Civ.
I was a member of GOD, twice CCC champions and formerly the best Civ4 Clan in the World and also played with KC, MUD and *A*. I am a former KAC Tournament Champion The honeymoon period for Civ V is over I'm back to playing Alpha Centauri ![]() |
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#7 |
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Warlord
Join Date: Aug 2008
Location: One-tile island
Posts: 233
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It's pretty simple: just ask yourself how would you do this if you were to make the game.
Personally I do not like the idea of one unit per tile. I think it would be better to have a limit based on terrain type: 1 for desert, ice, marsh and mountains, two for hills and forests, three for plains, grassland, floodplains and cities regardless of terrain.
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#8 |
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On An Island
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Personally, I don't care what happens. If no SODs are allowed it just involves more strategy to defeat your opponents.
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#9 |
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Deity
Join Date: Nov 2003
Location: Europe, more or less
Posts: 5,284
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A judgement is absolutely not possible at the moment as we do not know what the unit system is like in civ5. You all assume it is similar to Civ4 and I must agree that a one-unit would make no sense at all in this system. However there can be a "armies&garrisons"-system, a mixed-unit system or perhaps one-unit per tile means some sort of zone-of-control. I don't know. Let's
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#10 |
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Chieftain
Join Date: Feb 2006
Posts: 13
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I trust Sid Meier and Firaxis to create a system that runs smooth and works fine, whichever way they go. Both ways have their pros and cons, and I trust Firaxis to work around the bad and emphasize the good of whichever they choose.
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#11 |
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Mongol Warlord
Join Date: Dec 2008
Posts: 62
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I would like to see units lose health if too many are stacked together, esp. on unhealthy or barren terrain (i.e. desert, jungle tundra). Also, sort of related, I think at least some units should be able to go over mountains, but risk major loss of health and possibly life. But back to the main topic, I definitely don't think there should be an actual cap on unit stacks, just penalties.
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#13 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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If you combine limitless units per tile with ranged bombardment, then you can create such large stacks of ranged attackers that you can completely annihilate enemies from a distance during your own turn. Limitless units per tile automatically makes massing ranged bombardment units the way to go. So you will need some limit of units per tile or some other limitation to ranged bombardment.
I'd personally go for a system where the number of units per tile is increased with certain technologies and I'd pick technologies that improve the logistical capabilities of a civilisation to have such an effect. A nice result of a limit of units per tile is that it will move the focus of wars away from cities. As you need more terrain to position all of your units, you cannot just position them all in one tile: the city centre. So you'll automatically get some form of front lines which shift from turn to turn. By the way, is the one unit per tile confirmed somewhere?
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#14 |
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Prince
Join Date: Nov 2004
Posts: 366
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I'll have to see it in action before I pass judgment. SoD syndrome has been a problem for a long time, Civ4's intended solution of collateral damage just compounded the problem as you needed to get a big enough stack to prevent the collateral from hitting every unit.
I assume aggressive military action will be more difficult in this game due to this. Makes sense that conquest was changed to capital only if this is the case. |
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#15 |
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Prince
Join Date: Sep 2008
Posts: 460
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Wow, poll is pretty balanced so far. 1/5th don't care and the remaining is split in two.
Personally, I doubt unit stacking is going to be completely out. It just wouldn't make any sense from a game-play perspective to do things like that. Stacks might be more limited, but I really can't see them being out for good. If they are, either attacking or defending a city is going to be ridiculously hard (depending on whether or not units can stack in a city). |
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#16 |
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Warlord
Join Date: Aug 2008
Location: One-tile island
Posts: 233
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The problem with one unit per tile rule is that it makes siege units vulnerable, as bringing them next to the city would leave them open for a counterattack. It can be avoided by giving them range greater than one tile, but that results in catapults becoming laser guided missile launchers.
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#17 |
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Deity
Join Date: Dec 2005
Location: France
Posts: 2,118
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1 unit per tile is very much like what existed in Civ and civ 2. From a defender's point of view, having several units in one tile was suicidal. Except, and that's a big exception, in cities. I wonder whether the one unit per tile limit will be valid in cities too.
In Panzer General and other similar games (fantasy general, battle for wesnoth, elven legacy...), the limit is not an issue, it makes the game more challenging tactically, although sometimes you can have issues maneuvering your troops through chokepoints. |
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#18 |
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Dark Lord of the Regents
Join Date: Oct 2003
Location: Muncie, IN. USA
Posts: 185
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I think a better idea would be, a one unit per branch limit on a tile. That way you can still have catapults, and air support and whatnot. Or your infantry would still be able to travel with tanks....
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#19 |
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Deity
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There are DOZENS of ways to pull off a one unit per tile system that would work quite well, and myriad thousands that would be horrible. Till we know precisely how they have done it, we have to assume that they grabbed one of the reasonable dozens, and hope they found the best one.
Heck, we don't even know if a unit needs to move into the same tile as an enemy to engage in battle. Maybe you just declare battle and you plus all units in tiles adjacent to yourself participate. Thus combined Arms would be performed naturally, without needing additional units per tile. Cities may have their own defensive fortifications via buildings, and thus no units are EVER allowed to exist within them, the city itself is a "unit" for purposes of defense.
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#20 |
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Warlord
Join Date: May 2008
Posts: 107
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I hated the way you could include every unit type in a stack and be guaranteed a favorable defender.
Wars were bus trips from one city to another. Catapults next to a city too vulnerable? Give them a firing range of 2 hexes. Solved Having played the Panzer General series alot, and also Fantasy General I'm pleased by the change in focus. I just hope that the number of units don't overwhelm the map but I'm sure they will do a good job. |
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