Combining units for movement

nzcamel

Nahtanoj the Magnificent
Joined
Feb 15, 2006
Messages
3,254
Location
Christchurch, New Zealand
Hey all,

I'm sure this probably has been discussed already, but the inability to combine units so that they move together does my head in. I can't believe that such an obvious function, which has been around since one of the expansions for CivIII, wasn't included in this game! Nor has been fixed in any of the many add-ons since...

I know that there are less units that can stack, but if I have a worker out in the open either building a road, or any vulnerable unit going somewhere, then I want a military unit to protect it every step of the way; and I don't want to have to manually synchronize their moves the whole trip! Like wise with any unit in the water that is vulnerable.

Being new to CivV -and esp as I'm starting with it at it's best with BNW added- I'm still open to how it may be a better game than CivIV. But it's something "small" like this, that will take up my time all game that'll send me back to IV pretty quickly.
Is there any plans in the works to fix this?
 
We haven't heard about this, even though it's something that's been requested for a long time! Ability to tie up a military unit with a civilian unit (worker/settler/great person), with a caravan unit, or a naval unit with an embarked unit are all some that would seem pretty obvious and quite necessary for the game, yet none of them are in!
 
Pretty amateur. It just seems like basic functionality hasn't been looked at closely.

CIV also gave more info in several different ways. It takes a lot more looking to find info in CV. I'm sure it's all still there, but it goes back to how much time you're prepared to flick between screens/scroll up n down lots. i.e. the Diplomacy screens.
 
+1
I would love an "Escort" command to attach a combat unit to a worker/settler/etc.
Bonus points if you could attach a Great General to a unit so he can keep up with mounted units. (Perhaps give the Khan UU another bonus to make up for this.)

More complicated would be the idea of a guard for a trade route. Perhaps assigning a combat unit to a trade route (from the origin city) would give it a combat strength rating and hitpoints, which raiders would have to whittle away to plunder it's valuables. (Possibly there could be new "Caravan Guard" or "Convoy" promotions for units that make them extra-effective as route guards.)
 
+1
I would love an "Escort" command to attach a combat unit to a worker/settler/etc.
Bonus points if you could attach a Great General to a unit so he can keep up with mounted units. (Perhaps give the Khan UU another bonus to make up for this.)

More complicated would be the idea of a guard for a trade route. Perhaps assigning a combat unit to a trade route (from the origin city) would give it a combat strength rating and hitpoints, which raiders would have to whittle away to plunder it's valuables. (Possibly there could be new "Caravan Guard" or "Convoy" promotions for units that make them extra-effective as route guards.)

Love what you are saying.
Prior to CV I was suggesting that they should add some sort of automated trade route; and my reasoning was that it was just too easy to get by on most maps with almost no navy - which doesn't reflect how our world is!

We live in a world with mostly continents; yet other than wars that happened deep inland a long time ago, Navies are a crucial factor in most wars. The UK was the #1 world power for around 350 years, largely based on their Navy alone regardless of how good or not their other services were.

They seem to have achieved what I wanted (I haven't played at a high enough level in CV yet to know for sure) with the trade routes, as unless you protect them, you can lose $$. I hope the ships themselves can be sunk, and resources blocked, or it's still not as harsh as I would like...
It would be nice to either as you say beable to attach a navel ship to a cargo ship; or at the very least automate them to patrol a trade route even if they don't move in sync with the cargo ship.
 
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