Limit to amount of units per tile.

GeZe

elmo knows where you live
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Limit to amount of units per tile.
I think about 5 per tile.

Benefits:
1. Realistic
2. Gives less power to stacks
 
It would make sense if it were inversely proportional to map size. Larger maps, smaller area represented by the tile, fewer units can be there. On a tiny map, maybe 50 units. On a huge map, maybe 5.

mac
 
mac224 said:
It would make sense if it were inversely proportional to map size. Larger maps, smaller area represented by the tile, fewer units can be there. On a tiny map, maybe 50 units. On a huge map, maybe 5.

mac
You have my vote on this one!

-kirby
 
I'd prefer it if stack limits on tiles were more dependant on terrain types. So a plain might allow anything up to 10-12 units, wheras a mountain range might only allow 4-5. Jungles/forests would allow 7-8 units, and hills might allow up to around 9-10 units. Just for an example!
This might force players to change their tactics dependant on terrain, and might allow for the kind of situation you saw with King Leonides against the Persians!

Yours,
Aussie_Lurker.
 
if one tile is big enough for a city why there shell be a troop limit.

the entire battle system shell be improved a limit just now will not help.
to limit troops in general a more complex maintain system would help, so that population , resources and industrial aspects also play a role
 
Stack limits are needed to make fronts as opposed to stacks-o-doom. (You need more than just stack limits, but they are a start in the right direction).
 
Aussie_Lurker said:
I'd prefer it if stack limits on tiles were more dependant on terrain types. So a plain might allow anything up to 10-12 units, wheras a mountain range might only allow 4-5. Jungles/forests would allow 7-8 units, and hills might allow up to around 9-10 units. Just for an example!

I would think this would make pathing pretty complicated when moving stacks.
 
Although this idea sounds reasonable, I think it would just create another situation where the human player can run rings around the AI.


Ted
 
Everyone has to little confidence in the programmers, I think the AI will be awsome.

I like the idea that the limit should vary with technologies, terrian and terrian improvments.
 
What about combining units to a stack, for the purpose of only having to make one movement-click, and one action-selection?
Is that a feature going to be included in Civ4?
(Like the "Army"-feature in Civ3 but reversible and without involvment of a "Leader")

I really hate it :cringe: , when for instance I have six workers working together,
having to click:
  1. move there
  2. clear jungle
  3. move there
  4. clear jungle
  5. move there
  6. clear jungle
  7. move there
  8. clear jungle
  9. move there
  10. clear jungle
  11. move there
  12. clear jungle

(btw: it's also a pain in the a-s having to watch the AI move 80 units from one square to another, unit by unit)
 
spaps said:
What about combining units to a stack, for the purpose of only having to make one movement-click, and one action-selection?
Is that a feature going to be included in Civ4?
(Like the "Army"-feature in Civ3 but reversible and without involvment of a "Leader")

I really hate it :cringe: , when for instance I have six workers working together,
having to click:
  1. move there
  2. clear jungle
  3. move there
  4. clear jungle
  5. move there
  6. clear jungle
  7. move there
  8. clear jungle
  9. move there
  10. clear jungle
  11. move there
  12. clear jungle

(btw: it's also a pain in the a-s having to watch the AI move 80 units from one square to another, unit by unit)
pressing the "j" on the keyboard issues a joint movement order on all the units in a stack in civ 3.each unit will animate seperately tho.
as for the stack limit,i love the idea it woud dovetail with the Rock-Paper-Scissors unit match ups
edit:
but they shoud also limt the city defence stack to ~8 times the limit of one stack to balance the atacker-defender advantages
 
Slax said:
I would think this would make pathing pretty complicated when moving stacks.
It is exactly the objective! ir gives less power to stcaks, it makes you have difficulty using them and it even is more realistic when you move on moutains, because in civ3 infantry have no penalty traveling mountains.
 
I'd like to combine the numerous idea that are posted on this screen:

mac224 said:
It would make sense if it were inversely proportional to map size. Larger maps, smaller area represented by the tile, fewer units can be there. On a tiny map, maybe 50 units. On a huge map, maybe 5.

aussie lurker said:
I'd prefer it if stack limits on tiles were more dependant on terrain types. So a plain might allow anything up to 10-12 units, wheras a mountain range might only allow 4-5. Jungles/forests would allow 7-8 units, and hills might allow up to around 9-10 units. Just for an example!

As with many of my other suggests, I still do not want an absolute limit. I want there to be a point where the more units that are added, have decreasing fighting ability. Like every additional unit above the ideal decreases fighting ablity by 5%. So if the limit were 10, and you put 12 on there, the whole stack's fight ability would be reduced by 1.05^2 or almost 10%. (The numbers are merely suggestions, but you get the main idea.)
 
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