Jopo
Chieftain
There seems to be a divide between fans on this issue, some support the new "one unit per tile" system and others like myself would like to see stacking retained.
Firaxis head designer Jon Schafer has already made a decision about this, Civ 5 will have a one unit per tile (or hex) system like the old Strategy game classic Panzer General which has been an inspiration to Schafer when designing Civ 5.
I guess no one expects Firaxis and Schafer to go back on their already stated programs and change to a stacking system mid-development.
What we CAN however hope for is that they make the game EASILY MODDABLE at Firaxis and that stacking can be brought back into the game AS EASILY AS POSSIBLE.
I am aware of the problems this would cause, one of them being that the combat AI would have to be recoded. How much coding work this would take I don´t know, but I for one hope that there will be volunteers to do the work.
However, the new one unit per tile system is NOT without its problems:
First: How will you fit a large army onto an island like Great Britain or Japan? You can´t, there isn´t enough tiles. That´s ONE reason to enable stacking, to fit large armies into small spaces.
Second: How will you move several units at once? In Panzer General you had to move all units one by one, this could take time and lengthen the amount of time a single turn would take. At present I do not know if Civ 5 has any sort of system for moving multiple units at a time or if it will have any. If it doesn´t it will definetely be a step BACKWARD and weaken the game, making it more tedious and time consuming, especially with large armies. There´s a second reason to have stacking enabled, to move units quickly and efficiently.
Third: In Panzer General which had a one unit per tile system, there were constant problems of clogging and overcrowding, especially with roads. All road lines were clogged up with advancing truck-mounted infantry and artillery which were stuck to roads and couldn´t get to the front line. The only solution was to have your infantry mounted on cross-country capable half-tracks etc. to move them across fields outside of roads. In Civ 5 units can swap tiles making it a step forward in this respect, but for me this is another reason to have stacking enabled in a mod, to avoid traffic jams on roads.
Fourth: The one unit per tile system places an implicit limit on how much units there can be on the board. It is limited to as many units as there are hexes on the map. As a matter of principle and because I like large armies, I object to this kind of limiting. The modern machines can cope with thousands upon thousands of units, there is no upper limit to units in the coding and that´s how it should be, no upper limit to units.
Civ 2 had a maximum unit count and it was infuriating to get stuck in the later stages of the game as everyone was building units and no one could get any on the board.
There´s a fourth reason to enable stacking, to fit all the units on the board.
I am certain that each side can come up with numerous reasons to support their cause. Therefore I propose that the best way to solve this problem is to have a MODULAR approach to the problem. If you like stacking, you just install a module or mod that contains all the necessary data and you can play Civ 5 as you like it. Those that like 1 unit per tile have their needs met by the vanilla game.
However, there is a BIG problem with stacking aswell and that is the STACK OF DEATH (doom) problem, units clumping up into impossibly large stacks for fighting.
I propose a SOLUTION to this problem: It is called STACKING PENALTY. All units that are stacked would incur a sizable (-50% to -75% or more) minus to their combat strength, making combat in a stack impossible and MAKING THE STACK OF DEATH VULNERABLE.
Stacks would have to DEPLOY to battle formation to do combat, the stacks would be simple "marching formations" for moving things around quicker, maybe this would also make the coding job simpler, because the AI can move around in battle formation all the time, it doesn´t NEED stacking for that, like human players do.
Also this would make the huge stacks vulnerable to ambushes along their routes, making possible interesting tactical scenarios. What if a huge marching stack is ambushed in the middle of a forest by barbarians? The whole precious stack could be slaughtered in moments, more so if ALL units have flanking attack capability against stacks. You would need to escort your stacks with non-stacked units and scout ahead of the army to check for ambushes. Interesting tactical scenarios.
This I believe would solve the SoD problem making the huge stacks a liability rather than an asset. Stacking would simply be there as a TOOL to move things around quicker and to place more units in smaller spaces.
City defence would no longer be done by stacks of units but by the cities themselves as is the Civ 5 system. You can "merge" units into a city to give it more hitpoints to repel an attack.
Of course from Civ 4 there would have to be imported functions like COLLATERAL DAMAGE, FLANKING ATTACKS etc. to make a stacking system fully functional and to make the huge stacks even more vulnerable.
Of course, those that like SoD´s can just set the stacking penalty to 0 and play like it was Civ 4 with better graphics, although the combat AI would have to be imported from Civ 4 to make the tactics work, since Civ 5 combat AI will be built around 1 unit per tile tactics.
In essence with STACKING PENALTY we would have THE BEST OF BOTH WORLDS, we would have field battles like with a 1 unit per tile system and we would have stacking to move things around quicker.
For island defence there could be special units that DON´T have stacking penalties, BUT have a maximum amount of units per stack to limit SoD building. All sorts of things could be possible.
I hope that there will be a mod that makes stacking possible and I hope it will have the necessary functions to implement STACKING PENALTY.
ALL VOLUNTEER CODERS AND MODMAKERS FOR MAKING A STACKING ENABLED MOD REPORT HERE !
CHEERS ! 
Firaxis head designer Jon Schafer has already made a decision about this, Civ 5 will have a one unit per tile (or hex) system like the old Strategy game classic Panzer General which has been an inspiration to Schafer when designing Civ 5.
I guess no one expects Firaxis and Schafer to go back on their already stated programs and change to a stacking system mid-development.
What we CAN however hope for is that they make the game EASILY MODDABLE at Firaxis and that stacking can be brought back into the game AS EASILY AS POSSIBLE.
I am aware of the problems this would cause, one of them being that the combat AI would have to be recoded. How much coding work this would take I don´t know, but I for one hope that there will be volunteers to do the work.
However, the new one unit per tile system is NOT without its problems:
First: How will you fit a large army onto an island like Great Britain or Japan? You can´t, there isn´t enough tiles. That´s ONE reason to enable stacking, to fit large armies into small spaces.
Second: How will you move several units at once? In Panzer General you had to move all units one by one, this could take time and lengthen the amount of time a single turn would take. At present I do not know if Civ 5 has any sort of system for moving multiple units at a time or if it will have any. If it doesn´t it will definetely be a step BACKWARD and weaken the game, making it more tedious and time consuming, especially with large armies. There´s a second reason to have stacking enabled, to move units quickly and efficiently.
Third: In Panzer General which had a one unit per tile system, there were constant problems of clogging and overcrowding, especially with roads. All road lines were clogged up with advancing truck-mounted infantry and artillery which were stuck to roads and couldn´t get to the front line. The only solution was to have your infantry mounted on cross-country capable half-tracks etc. to move them across fields outside of roads. In Civ 5 units can swap tiles making it a step forward in this respect, but for me this is another reason to have stacking enabled in a mod, to avoid traffic jams on roads.
Fourth: The one unit per tile system places an implicit limit on how much units there can be on the board. It is limited to as many units as there are hexes on the map. As a matter of principle and because I like large armies, I object to this kind of limiting. The modern machines can cope with thousands upon thousands of units, there is no upper limit to units in the coding and that´s how it should be, no upper limit to units.
Civ 2 had a maximum unit count and it was infuriating to get stuck in the later stages of the game as everyone was building units and no one could get any on the board.
There´s a fourth reason to enable stacking, to fit all the units on the board.
I am certain that each side can come up with numerous reasons to support their cause. Therefore I propose that the best way to solve this problem is to have a MODULAR approach to the problem. If you like stacking, you just install a module or mod that contains all the necessary data and you can play Civ 5 as you like it. Those that like 1 unit per tile have their needs met by the vanilla game.
However, there is a BIG problem with stacking aswell and that is the STACK OF DEATH (doom) problem, units clumping up into impossibly large stacks for fighting.
I propose a SOLUTION to this problem: It is called STACKING PENALTY. All units that are stacked would incur a sizable (-50% to -75% or more) minus to their combat strength, making combat in a stack impossible and MAKING THE STACK OF DEATH VULNERABLE.
Stacks would have to DEPLOY to battle formation to do combat, the stacks would be simple "marching formations" for moving things around quicker, maybe this would also make the coding job simpler, because the AI can move around in battle formation all the time, it doesn´t NEED stacking for that, like human players do.
Also this would make the huge stacks vulnerable to ambushes along their routes, making possible interesting tactical scenarios. What if a huge marching stack is ambushed in the middle of a forest by barbarians? The whole precious stack could be slaughtered in moments, more so if ALL units have flanking attack capability against stacks. You would need to escort your stacks with non-stacked units and scout ahead of the army to check for ambushes. Interesting tactical scenarios.
This I believe would solve the SoD problem making the huge stacks a liability rather than an asset. Stacking would simply be there as a TOOL to move things around quicker and to place more units in smaller spaces.
City defence would no longer be done by stacks of units but by the cities themselves as is the Civ 5 system. You can "merge" units into a city to give it more hitpoints to repel an attack.
Of course from Civ 4 there would have to be imported functions like COLLATERAL DAMAGE, FLANKING ATTACKS etc. to make a stacking system fully functional and to make the huge stacks even more vulnerable.
Of course, those that like SoD´s can just set the stacking penalty to 0 and play like it was Civ 4 with better graphics, although the combat AI would have to be imported from Civ 4 to make the tactics work, since Civ 5 combat AI will be built around 1 unit per tile tactics.
In essence with STACKING PENALTY we would have THE BEST OF BOTH WORLDS, we would have field battles like with a 1 unit per tile system and we would have stacking to move things around quicker.
For island defence there could be special units that DON´T have stacking penalties, BUT have a maximum amount of units per stack to limit SoD building. All sorts of things could be possible.
I hope that there will be a mod that makes stacking possible and I hope it will have the necessary functions to implement STACKING PENALTY.
ALL VOLUNTEER CODERS AND MODMAKERS FOR MAKING A STACKING ENABLED MOD REPORT HERE !


