Disagree with OP.
Because a system needs work does not make it unworkable.
Good riddance to stacks.
This.
1000 times this.
Disagree with OP.
Because a system needs work does not make it unworkable.
Good riddance to stacks.
Excellent OP, and I agree completely.
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An even better solution is to eliminate individual (sword, spear, horse) units entirely as map entities and use them as points that can be assigned to leaders which together would form an army, which would appear on the map. Movement allowances would have to be increased significantly (say 100 mp) so that historical movement rates could be achieved. Wars would typically be concluded in one strategic turn, at least until the modern eras. Movement would be simultaneous for all players, and done in one hex pulses, with armies moving through clear terrain and / or with faster subunits moving more often as they arrive at their next objective sooner and are available for further instructions.
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I've told you a million times not to exagerate.
What strategy can you use, that you can't also employ with 10 units on a tile?
Your argument for 1UPT is that it stops stacks of 10 units killing your smaller stack. Well, 10 units in the field placed all over the show will still kill your smaller army, the only difference is it'll take you 10 minutues to move them all providing they can actually move past the NPC unit that gets in the way.
An even better solution is to eliminate individual (sword, spear, horse) units entirely as map entities and use them as points that can be assigned to leaders which together would form an army, which would appear on the map. Movement allowances would have to be increased significantly (say 100 mp) so that historical movement rates could be achieved. Wars would typically be concluded in one strategic turn, at least until the modern eras. Movement would be simultaneous for all players, and done in one hex pulses, with armies moving through clear terrain and / or with faster subunits moving more often as they arrive at their next objective sooner and are available for further instructions.
(E.G. every unit on the map for every side could be given an order to move on pulse 100, on pulse 99 any opposing armies that were in the same hex would resolve combat, any units that had not moved on turn 100 could be given orders, as well as any units that had completed their orders.)
In my scheme there would be few armies on the map during peacetime. City garrisons and a few small units watching the borders would be all that would be active normally. Units active on the map would pay 1gp per turn per point of strength in maintenance. Units that moved would pay 2gp per turn per point. Most empires in peacetime would keep a majority of their strength in depot / port at a cost of .5 gp per turn per point. During the movement phase you could create and army / fleet by placing a leader unit in a friendly tile and assigning forces to it at a cost of -10 movement points to the army / fleet (and the higher maintenance until such time as you disbanded that unit).
Armies would be important not only for their composition, but for their leaders and the doctrinal bonuses learned through technology that could provide situational or non-situational bonuses to strength. I realize that this is a system for Civ6 and has no chance of being adopted at this late date, but it would be superior and honestly it (or any of 100 better systems) should have been done many years ago. It's ridiculous to keep trying to implement 1960s wargaming paradigms in a game that is so extremely poorly suited for them.
Brilliant. It's not a perfect analogy, but this immediately made me think of the Design Workshop - one of my favourite aspects of SMAC (Alpha Centauri) and never seen in Civ games. Yes, it's not a perfect analogy, because the units you brewed up in SMAC were map entities, and it didn't use a points system, units were more or less expensive to build depending on how high-spec/how many special abilities you loaded them with. Nonetheless, I like the idea of a roll-your-own army solution.
And, of course, you couldn't later dismantle the SMAC units into components, but some way of dismantling an army would be need here. This suggests the idea of accumulating 'Army Points' (or whatever), another form of currency - that could be traded, obtained from city states etc etc. Armies could be dismantled to give you their points back.
I suspect the idea has deep flaws I haven't spotted, but it sounds like something that could be fun.
I would be in favor of a limited stacking whereby overstacking is penalized by every unit losing 1 health per overstacked unit. This would simulate the difficulty in supplying and feeding such a large force in such a small area (foraging). New technologies would improve your supply lines so you could stack more units.
Diasagree completely with OP. 1 unit per hex has really reinvigorated my interest in combat in civ. Is it realistic that longbowman can shoot over a distance that is three times the size of London? No. But is it fun strategizing and moving units around in the game? Absolutely.
Yes, the AI is a bit handicapped right now. But I believe it will recieve some improvements in patches and expansions. Honestly, I am more interested in the potential for some exciting multiplayer action once everything is patched up.
Stacks are just so... boring. Even limited stacks would be boring. With limited stacking you could stack a pike, crossbow, and longsword in every hex. Where's the strategy in that? Strategy comes from making decisions that have trade offs. Like, putting a crossbow in this hex will give me range and more firepower, at the expense of weakness to melee attack. Any stack based game just comes down to production, as in who can make the biggest/most stacks. No thanks.