Obviously they didn't agree with me and made empires MUCH smaller.
Well, empire size and map size aren't the same thing, you can easily play on a huge map with 4 civs.
Obviously they didn't agree with me and made empires MUCH smaller.
I'm actually really intrigued by this idea. Let's go with it.
A hex can hold four military units. They can be any four mixed units, or specialist units, or whatever.
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I'll investigate what modding something like this would involve, but I'm going to write it out in a design document for later and see what I can do about it. I like the small stack ideas, though, but I would want to add something more to it than just four units occupying the same hex to eliminate traffic jams. It would become a "one army per hex" system.
If available you can soften up with some siege. If you are playing with RoM, just use archer's ranged attack for softening
How do a million different wargames do no stacking just fine with a competent AI?
The fact that the AI in Civ5 is at least somewhat competent and doesn't require a 10:1 ratio (probably more like 3:1 or 5:1) to win against me is good. Of course I want the AI much better, but it's leagues ahead of Civ4.
Never again will I assemble 50 units over 20 turns and drag them around the map in a stack. That is not a failed experiment, it's a no brainer.
I do have a question.... People keep talking about 150 units on the map. If I try to run with more than a token defensive force (say, a defensive unit for evey other city) plus a small offensive force of about 6 units, then a couple of workers, the maintenance cost kills me. I can't imagine being able to field 50, let alone 150 units... am I doing something wrong, or are we exxagerating to make a point with this?
The AI in civ5 requires at least twice the number and technological advantage the AI in civ4 did. AI's in civ4 would be very dangerous with only 2:1 units and a tech advantage - that's not even close to true in civ5. The overpowered promotion and experience system is part of the problem but the AI isn't really close to as good.
Battle for Wesnoth has 1upt, hexes and ranged combat and the A.I. is quite decent.Because you are categorically wrong, and no such games have ever had a competent AI.
This seems more like an issue with the turn-based nature of Civ. You have the exact same problem with stacking. I don't see an easy way around this without abandoning the sequential turn-based nature of Civ.
1) It makes the mechanics of moving clunky and the game run very slow. The CPU is spending all of it's time doing complex pathing calculations to shuffle units around, and the more units (higher difficulty) they have, the longer it takes. Tasks which were never a problem in earlier games (assigning workers to build a road) are tedious and glitchy. Moving large armies is a buggy pain, and units in battle are frequently sent to their death (both human and AI) because it can't figure out how to get from A to B.
This could be changed with a mod. I'm thinking of increasing the minimum distance between cities to at least 5, maybe even 10, so that there's more space between cities to maneuver. You'd have to tweak a lot of other things to make this work of course- like decrease the culture/gold cost of buying new tiles, decrease the maintenence cost of roads, and maybe decrease the food cost of each additional citizen. You'd also want to decrease the standard number of civs on each map size. But I think this could work.Obviously they didn't agree with me and made empires MUCH smaller.
The result is a given number of units is compressed into a much smaller amount of terrain with less room to maneuver and ultimately results in the the type of failings you list.
So if I understand the primary argument against 1UPT is scale... and movement. Wouldn't giving each unit more moves and allow movement through (non-waring) civilian units pretty much solve the problem in terms of scale? Or am I missing something where stacking units is preferable to 1UPT for an even more important reason?
I think these are actually fast calculations.
The scale problem is archers shooting across 2 hexes when one hex can fit a mountain and archers outranging modern day infantry.
The whole improbable range issue could be solved if 1 ranged unit could stack with one non-ranged unit.
Archers: Range 1
Longbows: Range 1, +1 attack strength
Seige weapons: Range 2 or 3 for artillery/rockets
Still a fan of 1UPT, or very limited units per stack.