yet other suggestions about 1UPT and unit production cost

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Feb 6, 2006
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I don't know it it has already been discussed, I can't find, so I suppose it didn't.

After having read this thread about logarithmic increases and decreases (http://forums.civfanatics.com/showthread.php?t=386849), this has come into my mind, about 1UPT, and about unit production.

1UPT has some interesting aspects, but also Civ4 unit mechanics were quite good (first of all, the ability to go over and across other friendly civ units).
The idea is to encourage 1UTP any moment possible, while allowing a kind of "more units per tile".
So, the game should allow to "stack" units in one tile, also with other friendly civ units.
However, if a civ stacks more units in one tile, their power strength is decreased (since they have smaller space to manouver). With n units in a tile, their strength might be (for example) 60% (if n=2), 40% (if n=3), 20% (if n=3), 10% (if n=4), etc.


Also, since in Firaxis developers intentions, players should focus on FEW and WELL TRAINED units (by adding a big maintainance cost for units), unit production cost might be increased, based on the number of military units that civ already has. So, for example, a +5% or +10% of production cost, for each existing unit.
 
I don't know it it has already been discussed, I can't find, so I suppose it didn't.

After having read this thread about logarithmic increases and decreases (http://forums.civfanatics.com/showthread.php?t=386849), this has come into my mind, about 1UPT, and about unit production.

1UPT has some interesting aspects, but also Civ4 unit mechanics were quite good (first of all, the ability to go over and across other friendly civ units).
The idea is to encourage 1UTP any moment possible, while allowing a kind of "more units per tile".
So, the game should allow to "stack" units in one tile, also with other friendly civ units.
However, if a civ stacks more units in one tile, their power strength is decreased (since they have smaller space to manouver). With n units in a tile, their strength might be (for example) 60% (if n=2), 40% (if n=3), 20% (if n=3), 10% (if n=4), etc.


Also, since in Firaxis developers intentions, players should focus on FEW and WELL TRAINED units (by adding a big maintainance cost for units), unit production cost might be increased, based on the number of military units that civ already has. So, for example, a +5% or +10% of production cost, for each existing unit.

Civ 1 basically had a very effective method to end stacks of Death. In combat outside of cities and forts, multiple units were stacked in one square. The game picked the best defender in the tile, and if that unit lost, every other unit in the tile also died- this gave you a big incentive to spread out your units when at all possible!
 
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