MeteorPunch
#WINNING
Agreed 100% OP. I've been saying this as well. A limit of units per tile (somewhere between 3-5), lowered bombard ranges for archers and such, and artillery that is a "hard anti-stack counter," would help this game immeasurably.
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.
Don't build roads through neutral territory then. Or if you do, plop one of your own units down on it before the AI gets a chance. Seeing as you're the one building the road, you'll know about it first and thus get first chance to occupy the choke points, so the AI beating you to the spot should never be an issue.2) Roads are not only rare by design (fine) but almost useless in practice because of the stacking limit. Single NPC units can perma-block roads in neutral territory, and frequently do.
3) It distorts the rest of the game. Civ was designed around a different paradigm, and the changes needed to avoid unit overpopulation made the peaceful game imbalanced and boring (e.g. weak production and high costs for large empires, both driven largely by the need to avoid massive unit production.)
Modern wargames have things like opportunity fire (e.g. when you move in range of my city, or artillery, then I attack you *first* as you charge at me.) Civ 5 has taken the worst aspects of the alternating turn approach and amplified them <snip list of reasons> Civ 5 fails as a compelling wargame because it didn't pay any attention to decades of lessons from the tabletop world
Solutions? A modest stacking limit
I don't want the return of stacking units. Infinited or limited is for me the same.
What i'm ready to accept (but it's needed to develop a new entire part of the game) is to stack units on the general map for easy mass move but make a big zoom to manage the fight on a real battle field each time two stack of units are on the same tile. In this battle field, 1UPT, for sure.
To start with, I want to avoid the logical fallacy called "exclusion of the middle" which is very common here. Even if you disliked the combat in earlier Civ game there would have been other solutions than an arbitrary 1 unit per hex limit. And for this game and scale I'd contend it is an extremely poor match, and the problems with it make it hard to enjoy the other innovations in the game.
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.
2) Roads are not only rare by design (fine) but almost useless in practice because of the stacking limit. Single NPC units can perma-block roads in neutral territory, and frequently do.
I'd like to hear you speak more on this specific point actually. I'm not sure what you mean, and it's largely confusing to me.
4) It is inappropriate for the scale of the game. If you wanted to have fights resolved on a tactical map with no stacking: great idea! But when the British Isles are 4 hexes, for example, it does violence to the feel of the game. And it scales poorly with size: the feel is best when you have a lot of room to maneuver, but the game design harshly penalizes large empires and maps, favoring smaller ones where the stacking limit performs the worst.
Again, I'm a bit confused by this point. I haven't experienced any of the difficulty you're referring to in regards to scale. Perhaps specific examples would help?
4) It's prone to artificial tactics. Once these are widely known the claim that combat is now more "strategic" will be falsified - because it's false. There is a reason why wargames abandoned the "I move and attack, then you move and attack" mode. It's because it rewarded unrealistic tactics, like soldiers darting from building to building and never getting attacked when they cross the street. Modern wargames have things like opportunity fire (e.g. when you move in range of my city, or artillery, then I attack you *first* as you charge at me.) Civ 5 has taken the worst aspects of the alternating turn approach and amplified them - for example, with cavalry which not only attacks first but which can retreat, or with insta-heal combat promotions. To eliminate the extreme distortion of "all my units attack, then you go" it's important instead to give both sides a chance - in other words, if you can damage someone else then you can be damaged yourself when the other guy gets a move. It's basic wargame design, and it was ignored. Civ 5 fails as a compelling wargame because it didn't pay any attention to decades of lessons from the tabletop world (I'd bet the Civ 5 team is utterly unaware of the principles behind the boardgaming renaissance led by German designers like Reiner Knizia, for example.)
I'm just going to say that your first few sentences are misleading. All wargames are false representations of what actually occurs. You've simply decided that Civ5's representation is inadequate.
Also, I think with this point you misrepresent what the Civilization franchise is. Combat is certainly an important aspect of the series, and it's good to see that they're taking time to change it up and make it more interesting with each installment, however, it's not the point of the game, and never has been.
Civilization is about building up an empire that, to use an overused phrase, is to stand the test of time. There are five ways to win the game, and only one of them requires combat.
5) The new problems created with 1 unit are worse than the big stack problem they solved. No stacking favors big units over little ones, replacing "stack of doom" with "unit of doom". Large armies create gridlock, and the absurd consequence that you can't even use most of your units because you can't even reach the field (in a battle on the size of a continent). This is especially a problem for the AI, which gets clogged and paralyzed with gigantic numbers of units at the highest levels.
This is basically the same point as #2. You're given a system and rather then using it to the best of your abilities, you simply complain about it. What you're saying is essentially true, but rather then just dwell on how stupid you think it is personally, work with what you have to achieve success.
6) The above problems cripple the AI as an opponent. It isn't that they didn't try, it's that the problem they're giving the AI isn't soluble. A bigger army can actually be worse than a smaller one because it can't move: that's very hard to program.
I would say that there are obvious AI problems, and I hope to see quite a few patches come down the pipe in the future. I'm more or less pleased with the foundation they have in place, and I'll probably enjoy playing Civ 5 for years.
Solutions? A modest stacking limit, either with overstacking allowed (but only the "limit" worth of forces permitted to engage in military action) or the AI coded to keep itself 1 or more below the limit at all times (to allow movement.) Unlimited stacking for civilians. Combining units to create armies (and attaching generals) would be a cool idea that would work well. Ranged units can still attack more safely (but don't need to be able to do so from 2-3 hexes), and weak units can be guarded by strong ones in the same hex (a godsend for the AI.) There are plenty of answers to the Civ 4 problem, and unfortunately the Civ 5 model isn't the right one.
I believe, fairly strongly, that this thread is essentially a knee jerk reaction to an unfamiliar system. Give it time, play on a harder difficulty setting, and have hope that the Developers will release more competent AI programming.
There are some illogical decisions regarding archer/infantry (lack of) ranged combat but other than that i fin the iuph a success.
You mentioned how units cant move fast using one road...... do you know how many offensives and plans got ruined because roads and infrastructure were inefficient ?
Type in Winter war and Suomussalmi for a very good example.
I agree with all of this and want to add that a stack of units with say 2 Archers, 2 Horsemen, 2 spearman and 2 Axemen should get a combined forces bonus as they have range, shock and flanking. The stack should essentially become a unit on it's own, made up of smaller component parts. This army combination should always defeat 8 Archers, 8 Axemen, 8 spearmen or 8 horsemen.
Bonus promotions could be given to each unit, for every other unit of a different kind that the stack posseses.
This is not only the best argument I have read against stacks, limited stacks and similar.Modest stacking has the same problems as unlimited stacking (it destroys tactical combat by encouraging stacking in cities until you reach the limit and stacking the rock-paper-scissors units together so that the best one always defends with no thought on your part). The second problem is the more severe, so the only way to make modest stacking work is if you limit it to "only one type of unit per tile," so that a swordsman could stack with another swordsman but not with a pikeman, for example. Of course, in this scenario, everyone would just wait until they had the maximum stack possible (since an opponent would be doing so and a smaller stack would just get massacred). So, to avoid all the extra clicking from producing the same unit over and over again until you have a full stack and from selecting the "all units on tile move" option every time you want to move, they should make it so that when you produce one unit, the city just keeps producing more units until you have enough to fill the tile completely (no need to notify you about the production of units--just let you know when the stack finishes), and when you move one unit, the game automatically moves all of the units on that tile. So, you know, basically make in 1upt.


Could you explain why it would ruin it? Seems bad as it is.any other number per tile besides one would ruin the system and render Civ V pointless. 3 -5 upt is a horrible idea.
I disagree.
Hexs and 1 unit per tile force you to use strategy. Piling 150 units on a single squared tile was an arcade mess.
I agree with this. I like the new system. Stacks of doom are for the lazy in my opinion.
First, to the OP, absolute agreement.
I've posted this several times and agree - limited units per stack , and old era ranged units only adjacent hex range. It's so simple, so natural, so sensible.... modern artillery/rocket artillery can get two hex range.
I saw mention of a bonus for armies with combined arms - I think the bonus is natural in it's composition, I'd be wary of handing out bonuses, just being able to field a competently designed army is bonus enough. Two melee, a ranged, and a flanking unit is a nice, dangerous army that I believe stands on it's own.