1 unit per hex: failed experiment

Because of the smaller scale, and the graphics they implemented, they cannot up the scale to any considerably larger size, because the game wouldn't be able to run on anything but the most powerful PC's.

Increasing map size won't negatively affect the graphical computing requirements. Whether you're plaing on a 40x40 hex map or a 4millionx4million hex map you're only ever viewing a constant sized portion at a given time. Indeed as the larger maps are likely to be much less densely populated with cities, improvements and units an argument could be made that they would improve graphic performance.

Where you will take a hit is your map database gets proportionately larger - which, in itself is not a big issue. However when combined with the effort needed for the AI to process the larger maps it will result in a bigger strain on PCs.

However that extra effort will not increase proportionately to map size - as the whole point is to lower the density of cities and units the actual hit should be minimal.
 
Again your bias is evident. Ok you don't like 1UPT in a Civ game, we get it.

But stop with the BS that the problems of the game are specific to 1UPT instead of poor design overall.



Again your basis for saying a large enough map with the correct desinty of cities is impractical is what?



Again design decisions - the fact that they made archers shoot 2 hexes is NOT the fault of 1UPT but the designers who made it so. They could have been range 1, and made infantry range 1 and set it so when 2 units with range 1 fight each other they do so as melee. Any other criticisim about distance usually stems from a "realism" POV (whaaaa, whaaa my archers can shoot over lakes, whaaa) which, given the huge number of abstractions and gamey features of the series since it's inception seems like a somewhat inconsistant argument.



Again design decisions - insta heal, lack of support/opportunity fire, and no incentive to leave troops dug in creates the problem, not 1UPT.




AI in the foreseeable future won't be programmed to be good at anything other than chess. Don't fool yourself - the AI wasn't good at SOD either - it won because it had production bonuses and SOD was easy to concentrate forces. If you have large maps (which despite your repeated contention are hardly 'impractical') the the AI can more effectively bring it's mass to bear in 1UPT, and present something of a reasonable challenge, despite the fact it will always do so in a half assed fashion.



Your opinion. Personally I found SOD much more tedious and boring than I ever found a PG battle.



Disagree. You may not like 1UPT in a Civ game but the fact Firaxis botched its implementation in Civ5 does not mean the concept is fundamentally incompatible.

These are interesting points. I do think that the movement/pathing issues are problems in principle with this lack of stacking approach - and this may be unavoidable at the map scale that current Civ games use. You could, however, have armies that fight in an expanded mini-map (with unlimited strategic map stacking, or some higher stacking limit than one.) Or you could cluster resources in "city" locations and have vast maps with higher movement points for individual units.

In either case you are abandoning core aspects of the Civ 5 approach: a much, much bigger map or a separate stack vs stack fight on a tactical map. I actually think the latter is more doable for two reasons:

1) the computer has a much simpler tactical problem to solve, and autoresolve should be possible;

2) the AI will have even more tactical choices on a bigger map and will probably do even worse with them.
 
The hexagonal 1 unit per square is exactly what civ needed.
(...)
A monkey could put a stack of doom together and trounce through a civ with enough units. That is not the case in Civ 5.

This forum here is full of complaints of alleged Civ4 players who complain about being slaughtered by SOD's.

Seems we have quite some people being worse than monkeys in these regards.

And as a rule of thumb, you can stop an enemy's SOD with an own stack of ca. 1/3 of the attackers numbers of units.

I am not a fan of unlimited size of stacks, but they fit much better to the scales of Civilization than any 1upt implementation.

1 upt isn't bad on its own; it's bad in combination with the maps of CIV5, where there are simply not enough hexes to go around for a good tactical& strategical warfare. Panzer General (or steel panthers) works, but that's only because it is on a different scale and also: you jumpstart with a mixed bag of units, combined you can call this your "armygroup".

Exactly.
In Civ0.V, the maps are to small and the units' movement rates are too low, rendering manouvring your units into a mess. At the end, it is clashing them against each other, with the "tactical" decision to protect your long-ranged units.
 
Again your bias is evident. Ok you don't like 1UPT in a Civ game, we get it.

But stop with the BS that the problems of the game are specific to 1UPT instead of poor design overall.
You are right; it's the combination of 1 UPT and poor balanced units on the other side that makes it bad.



Again your basis for saying a large enough map with the correct desinty of cities is impractical is what?
A map of a few square miles ? I think that is exactly what he mean. If you want to play it the PG styrl, the huge map you have now, needs to be 10X huger to get the same effect.

Again design decisions - the fact that they made archers shoot 2 hexes is NOT the fault of 1UPT but the designers who made it so. They could have been range 1, and made infantry range 1 and set it so when 2 units with range 1 fight each other they do so as melee.
But they did not, did they ? So we have to deal with it the way it is. And from a experience wargamer to another; i say: it s*cks how this is done in CIV 5.

Any other criticisim about distance usually stems from a "realism" POV (whaaaa, whaaa my archers can shoot over lakes, whaaa) which, given the huge number of abstractions and gamey features of the series since it's inception seems like a somewhat inconsistant argument.
Oke, you have those types. But i am not one of them; that's not the issue. My issue is the AI is clueless how to use those units to his advantage, and that's way, way more devastating.
As a player, it's quite easy to take out his weaker units; over and over again. With hardly any if none losses. Won't you agree that's a failure ? A bad design ?

Again design decisions - insta heal, lack of support/opportunity fire, and no incentive to leave troops dug in creates the problem, not 1UPT.
Yeah, we know that there are alot of faulty "design decisions". Thank you for pointing that out :rolleyes:

Shall i tell you why 1 UPT is a wrong design decision in this case ? Because the AI haven't got a clue how to protect his weaker forces, to defend properly and to attack properly. Due to the 1 UPT rule, the AI is forced to move his weaker forces without protection, hardly any protection. bypass his spear or whatever, nail him from the back, take out his ranged stuff first and finish the melee off with your cav, whatever. It's all too easy. Humans are superiour in manouvring to computer AI's. That even goes for PG, i can tell. Played all PG's there were, Steel Panters also and i can tell; offensive PG-like games are pretty weak; the only part that was a bit harder were defence; where they defend staticly.

Ow; last but not least; those PG scenario's were based on fixed maps, with fixed conditions, and tested thoroughly. That's another reason why "it worked". Conditions, which are lacking in CIV 5 and cannot be added due to the dynamic nature of the game. And that's why i say 1 UPT for CIV is a failure; any CIV, incl. V.
(ow well; maybe good enough for "average JOE")


AI in the foreseeable future won't be programmed to be good at anything other than chess. Don't fool yourself - the AI wasn't good at SOD either - it won because it had production bonuses and SOD was easy to concentrate forces. If you have large maps (which despite your repeated contention are hardly 'impractical') the the AI can more effectively bring it's mass to bear in 1UPT, and present something of a reasonable challenge, despite the fact it will always do so in a half assed fashion.
Nope, the AI was always dumb, there you have a point. The difference is: CIV 5 losses count more then ever, even for the AI. Because there are fewer units to go with.
Back then, the poor AI was compensated by numbers, lots of numbers; and SOD. Multliple units defending a tile/city/ whatever. What is the compensation now ?
A few more units, easily picked off by a good player, while they all come in "one-package" meals ....

Your opinion. Personally I found SOD much more tedious and boring than I ever found a PG battle.
SOD became boring, you are right about that. But I wasn't bored in building 400+ units and stacking them; it was the way you needed to handle those stacks. Like ordering 12,20,30 times my arty to bomb that city, one by one, animation after animation. Ship loading ? one by one. No gathering place (flag/hotspot) for your freshly build modern armor. So when you produced 8 of them a turn, that was 8 times a order, go to, pick the spot. Well, you catch my drift.

There are several ideas to fix this micromanament nightmare, without having to throw SOD away. TW: Rome or Shogun show how it can be done in more sophesticated way; easier to control and manage.

1UPT is broken but at a fundamental level. It does not belong in a Civ game only in tactical games like Panzer General with huge maps and small unit/tile ratio.
You are absolutely right!
 
In either case you are abandoning core aspects of the Civ 5 approach: a much, much bigger map or a separate stack vs stack fight on a tactical map. I actually think the latter is more doable for two reasons:

1) the computer has a much simpler tactical problem to solve, and autoresolve should be possible;

The problem with tactical maps is you run into the same problems as you have with either approach fighting it out on the main map:

assuming you have unlimited Civ4 style stacking on the "strategic" map then what happens when a 50 unit SOD meets a 10 unit stack on a small tactical map? You still get the same SOD arms race - the difference is unless you auto fight it you're also likely going to get a Carpet of doom too.

It would take big work to make a tactical version of 1UPT any better than the current disaster - afterall if I meet a huge stack in the middle of a square battlefield why not just abuse the AI by turtling into a corner of the map and wearing them down with ranged?
 
The problem with tactical maps is you run into the same problems as you have with either approach fighting it out on the main map:

assuming you have unlimited Civ4 style stacking on the "strategic" map then what happens when a 50 unit SOD meets a 10 unit stack on a small tactical map? You still get the same SOD arms race - the difference is unless you auto fight it you're also likely going to get a Carpet of doom too.

It would take big work to make a tactical version of 1UPT any better than the current disaster - afterall if I meet a huge stack in the middle of a square battlefield why not just abuse the AI by turtling into a corner of the map and wearing them down with ranged?

There are a number of fixes to this too. Stacking limits on the strategic map would be one way. Total War allows only a limited number on the tactical map at a time, with additional units coming on only as reinforcements after other units have been destroyed or retreated. You could also allow for the tactical map to be dynamic in size depending on the numbers of units deploying.
 
There are a number of fixes to this too. Stacking limits on the strategic map would be one way. Total War allows only a limited number on the tactical map at a time, with additional units coming on only as reinforcements after other units have been destroyed or retreated. You could also allow for the tactical map to be dynamic in size depending on the numbers of units deploying.

But part of the argument in favour of SOD is it makes the AI more challenging because it's able to concentrate it's forces against you - you play Total War reinforment style and you're back to the same problem that the AI lemmings itself against your forces as you defeat each in turn.
 
I have played Civ V for 70 hrs by now, and come to conclusion that 1UPT is surprissingly ...boring.

Why ist that?
Tactical situations are repetitive on a large scale. When I conquered my first city, It was pure pleasure. I had to think how to set up my units - completely new experience! But I had to repeat the same procedure with second city, than third, fourth, fifth ... and so on, every time playing the same scenario. Three direct combat units move on, three support units stay behind them. If the defender has still 2-3 units at his diposal, he can take one of your units away in counterattack. It is almost sure he succeeds, as the combat results are very predicatble. Than you can easily finish him off and take the city.
It seems it is not more challenging nor rewarding than flooding enemy with SOD's. Main difference is that it takes you much more time clicking to move units, what slows down the game significantly, thus lowering excitement and fun factor.
Moreover, it lacks that epic, strategic feeling i had loved in Civ series. And without cut out features, It has become just another hex tactical wargame (and not particulary good one of those I know).

I feel ... strange. So many years waiting for Civ on hexes, hating unfamous randomness, I havent expected that when my dreams will finally come true, I won't have much fun with it.

Now i wonder, whether changing 1UPT to 3UPT or 5UPT or 10UPT can change anything for better?
Maybe paper-scissor-rock mechanics, limited stacking, opportunity and return fire can fix broken gameplay?
 
The Titan boardgame had a fixed set of battle maps, one for each terrain type. You might well be able to program the AI to behave better in battles on a small set of such maps, perhaps with some customization based on improvements and neighboring hexes.
 
The Titan boardgame had a fixed set of battle maps, one for each terrain type. You might well be able to program the AI to behave better in battles on a small set of such maps, perhaps with some customization based on improvements and neighboring hexes.

Not sure I understood you correctly, but if you're talking about optimizing AI routines for pre-drawn maps, then this would probably be at odds with modding. Soren Johnson once explained that the Civ4 AI could have been better in playing the base game if it had been optimized for it, but that would have come at the cost of AI adaptablity for modded content, which they didn't want to do. Imho it's been one of strengths of Civ4 that the AI is not hardwired to work into the rules environment of the base game, and therefore can achieve decent results even when confronted with content that the developers never thought of.

(Side note: Speaking of Titan, there's also a free computer version named Colossus. The AI actually plays pretty decent tactically, though it mostly fails strategically.)
 
A map of a few square miles ? I think that is exactly what he mean. If you want to play it the PG styrl, the huge map you have now, needs to be 10X huger to get the same effect.

A few square miles? What are you talking about?

Depending on the number of Civs you want to play with and the number of cities a civ should be able to build within it's starting territory the map need only be twice the *dimensions* of the current huge map.

I think people are over stating the size a PG combat system requires to be playable to overstate their case against 1UPT. Obviously you're not going to create a world map to the same scale as say the 40x30 hexes england occupies in the Seelow scenario for example. However such scales are completely unecessary. The PG system is a GAME system, not a simulation and as such it isn't tied to any 1 particular scale - hence the same mechanics were used on the whole of balkans were also used to fight on tiny tarawa atoll. The maps themselves merely add historical flavour to the GAME being played out on top of them. The key thing is that the UNIT DENSITY is correct for the scale of the combat system, not the underlying geography scale beneath them - again it is a GAME system, not a simulation.

As such the only thing Civ needs is to be big enough to lower the city and unit density to the point where the system works for a given number of units, NOT make it big enough to match the detail of PG maps - which would require a huge increase in the number of units to retain the same density.

Given the old huge maps (~100x60) could accomodate 8-10 civs with 15-20 cities apiece, with 4 tiles between cities it seems logical that with mechanics to encourage city spread doubling map dimensions to ~200x120 would give the same number of Civ and cities but with an average of 8 tiles between them instead of the current 3 that is common in Civ5.


But they did not, did they ? So we have to deal with it the way it is. And from a experience wargamer to another; i

say: it s*cks how this is done in CIV 5.

...

As a player, it's quite easy to take out his weaker units; over and over again. With hardly any if none losses. Won't you agree that's a failure ? A bad design ?

Where do you see me suggesting that Civ5 wasn't a failure?

I'm not disagreeing it sucks, nor am I suggesting that that they could fix it without starting from scratch. I'm merely disagreeing with the post I quoted and now you that the fact that it sucks wasn't an innevitable consequence of 1UPT.

Shall i tell you why 1 UPT is a wrong design decision in this case ? Because the AI haven't got a clue how to protect his weaker forces, to defend properly and to attack properly. Due to the 1 UPT rule, the AI is forced to move his weaker forces without protection, hardly any protection. bypass his spear or whatever, nail him from the back, take out his ranged stuff first and finish the melee off with your cav, whatever.
It's all too easy. Humans are superiour in manouvring to computer AI's.

Thanks Mr. Condescending for your deep reflections upon of the obvious hurdles the AI faces with 1UPT. :rolleyes:

Nope, the AI was always dumb, there you have a point. The difference is: CIV 5 losses count more then ever, even for the AI. Because there are fewer units to go with. Back then, the poor AI was compensated by numbers, lots of numbers; and SOD. Multliple units defending a tile/city/ whatever. What is the compensation now ?
A few more units, easily picked off by a good player, while they all come in "one-package" meals ....

Shall I give you an example of why you continue to confuse the broader issues of the game as a whole as being unsolvable issues specific to 1UPT?

As you rightfully point out production bonuses are one of the mechanisms Civ4 used to compensate for the poor AI. However you are incorrect in saying those same bonuses applied to 1UPT done right couldn't make the AI more competitve. Simply put the change they made to attempt to manage army size - increase unit production costs) didn't effectively accomplish the task while at the same time divorcing warfare from the production base the AI requires to be competitive:

One advantage a human has over the AI is we're better at unit preservation, regardless of the system used, agreed? Unfortunately Civ5 borked the relationship between cost to repair and cost to replace.

In Civ5 consider the AI and I each have a swordsman. Over 2 turns I kill his swordsman at the cost of 9pts of my own strength. As long as I can pull him back to a safe place my swordsman will essentially repair all 9pts of strength FOR FREE, other than the cost of up to 9 turns doing nothing (which itself can be reduced by medic promotions or insta heal). As a bonus he gets to keep all of of his promotions and is somewhat near the theatre of operations. The AI on the otherhand has to PAY to rebuild all 10 of his strength points in a newly recruited unit, either with gold or city production time. City production time on average usually being more than field repair time. Because of this the production bonus the AI receives is not being used to maximum effect. He may get his new unit for cheaper than I'll get mine but the end result is because I got my repairs for free and am using my full production to expand my army I'm essentially getting a unit for free. Despite the fact we originally suffered near identical damage the AI is now facing 2 swordsmen to his one thus negating the production advantage supposedly given to him.

Yet you ascribe this weakness to 1UPT? Tell me if you're an experienced wargamer how many wargames have you played where units could repair for "free" **during a scenario**.

In Panzer General you payed prestige to keep your forces repaired. In more complex wargames you generally have a finite rate of replacement per turn based on abstract production or logistics constraints, to which you could apply an AI production bonus. In Steal Panthers you weren't able to repair at all.

The only one that comes to readily to mind might be SC where the Zerg and Protos "healed" themselves. But in both cases it was balanced by other factors such as the speed at which it happened relative to the production costs of the unit.

Even in Civ4, where units were only sub components of stacks, generally to keep a force up to strength required continual diversion of resources into building replacement units which cost you city time you couldn't use to expand or develope. If the AI and I each had a stack of 10 units and he lost 10 and I lost 9 the effort to rebuild our stack would be a question of production, to which the AI's bonus would apply directly. I we were fighting in his territory he gets the added advantage of being able to deliver those units into action quicker.


But instead CIV5 gives a bonus to parts of the game where a human is strong (free rapair) and penalize the areas of the game that made the AI competitive (unit production, attrition).

Yes the situation was created in part by the move to 1UPT, but it wasn't because it was an innevitable consequence of 1UPT but rather because they chose a poor solution to the requirements of the system - namely making units more survivable without paying repair costs AND increasing *fixed* production costs as a means of controlling army size.

Charging players for repair and reducing production efficiency as armies get larger coupled with larger maps sizes so the AI could actually make reasonable use of it's numbers would make the AI much more of a challenge. Yes it would still suck at tactically postioning units but as long as it could reasonably compentantly position them operationally and strategically such changes would go along way to restoring the AI's ability to win by attrition while still giving players the satisfaction of being "tactical geniuses."

That even goes for PG, i can tell. Played all PG's there were, Steel Panters also and i can tell; offensive PG-like games are pretty weak; the only part that was a bit harder were defence; where they defend staticly.

Ow; last but not least; those PG scenario's were based on fixed maps, with fixed conditions, and tested thoroughly. That's another reason why "it worked". Conditions, which are lacking in CIV 5 and cannot be added due to the dynamic nature of the game. And that's why i say 1 UPT for CIV is a failure; any CIV, incl. V.

Your analysis of both PG and SP is too simplistic - the scenarios in PG were one reason why it worked and equally the reason why it was broken - because it was a scenario it generally played out similarly every time. The enemy on turn 1 always started the same and you could always expect what kind of forrces you would run into as you moved through the map. As such your supremacy over the AI wasn't entire due to your tactical accumen but rather the fact you had already "solved" the puzzle. You never needed to worry about surprises like a big force just over the hill, or an enemy army suddenly attacking you from the opposite end. In Civ 4 how much less of a challenge would it have been if you KNEW that on turn 60 Monty would *always* appear at the same city with a stack of doom with 10 Swordsman and 4 Catapults? Obviously you'd just spend the first 59 turns positioning your forces to meet it.




Likewise SP - assuming we're talking about the free WINSP versions, (I haven't played the originals in over a decade) - I found was very dependant upon the circumstances of the scenario - if you had Tiger and Panther tanks defending a small cluster of objectives on a small, high visibility map against T-34s then yes, it was trivially easy to win without losing a tank. On the otherhand if you had an equivalent number of PzIVs defending a large map of spread out objectives with low visibility against KV tanks then it was quite a challenge despite the fact it was still the same poor AI whose only plan is "drive west".


That's really the crux of my argument concerning 1UPT: Civ5 is Tigers and Panthers firing at long range versus lemming T-34s. That doesn't mean the same incompetant AI coun't have delivered a reasonable challenge with the exact same mechanics if you design it around PzIVs vs. KVs at close range.

There are several ideas to fix this micromanament nightmare, without having to throw SOD away. TW: Rome or Shogun show how it can be done in more sophesticated way; easier to control and manage.

That there are possibilities to improve stacking does not preclude the possibility of a working 1UPT system.

I will grant, as evident by Civ5, there is a disadvantage in adopting "new" (for the Civ series) rather than tried and true. However given they had used stacks for the 4 previous games and still hadn't gotten it right isn't exactly a ringing endorsement for status quo either.
 
I think he was talking of separate tactical maps.

Well, he talked about a "fixed set" of battle maps, and referenced Titan - which had a fixed set of pre-drawn battle maps. I.e. whenever you had a battle on a mountain, you fetched the game's one pre-drawn tactical battle map for mountains, with its pre-determined (and never changing) topology. Good Titan players usually know the map layout by heart - the game also specifies exactly where the attacker and defender have to start, and some maps give an advantage to one of them, which - depending on the composition of your army - you may be able to use. Good Titan players also know that there's a ledge on the mountain map from which ranged attackers can fire, that there's a narrow passage in the brambles map which can be easily defended, etc.

Hence I understood him as suggesting to improve the battle AI be optimizing the AI's maneuvers for pre-determined battle maps, much as good Titan players do. Which, imho, wouldn't be such a good idea since it posed a strong limitation on the ease and viability of modding these parts.

Of course he could just have meant tactical maps" in general, but then I don't understand the specific reference to the "fixed set of maps" in Titan.
 
Now i wonder, whether changing 1UPT to 3UPT or 5UPT or 10UPT can change anything for better?
Maybe paper-scissor-rock mechanics, limited stacking, opportunity and return fire can fix broken gameplay?

I agree, having limited stacks is the best way for Firaxis to fix the design they didn't think out. And you wouldn't have stacks of any units, it could be made to where only different unit types could stack together. Of course, in order to make it so you don't just need to stack all unit types together to create the 'most powerful force possible', it could be made so that certain units only can use their advantage in certain situations.

For example, archers stacked with infantry would be less powerful, than if behind the infantry units. Same with siege engines. Calvary do not get a flank bonus if stacked with other units, etc...

And something like 3upt would be good, as to keep with the overall feel of the game. Many will immediately say this is horrible because they are thinking of SoD's... but this would be superior in all ways to the current system.
 
Originally Posted by Jediron
A few square miles? What are you talking about?

Depending on the number of Civs you want to play with and the number of cities a civ should be able to build within it's starting territory the map need only be twice the *dimensions* of the current huge map.
Ah, yes. So to keep the Maps managable, and enough room, the Pg-style would work on a huge map, with 4 players. Right ?
On a normal map 2 and a tiny map ? City-states only ?

I think people are over stating the size a PG combat system requires to be playable to overstate their case against 1UPT.
Really ? I think some people are UNDERestimating the size needed.

The maps themselves merely add historical flavour to the GAME being played out on top of them. The key thing is that the UNIT DENSITY is correct for the scale of the combat system, not the underlying geography scale beneath them - again it is a GAME system, not a simulation.
Well, the underlying geography scale as you put it; is actually quite scaling well with the place, where the scenorio is historicly located. Yes, i know it is a game, just as CIV is.

As such the only thing Civ needs is to be big enough to lower the city and unit density to the point where the system works for a given number of units, NOT make it big enough to match the detail of PG maps - which would require a huge increase in the number of units to retain the same density.
I am not talking about detail, we both talking (i guess) about enough room to manouvre your units, so that you can actually use their abilities properly. You know, assembly area, offensive routes, deployment etc. In scal of things, i estimate that on average the unit vs hex ratio is about 1 unit to 8 a 10 hexes on average.

Given the old huge maps (~100x60) could accomodate 8-10 civs with 15-20 cities apiece, with 4 tiles between cities it seems logical that with mechanics to encourage city spread doubling map dimensions to ~200x120 would give the same number of Civ and cities but with an average of 8 tiles between them instead of the current 3 that is common in Civ5.
8 tiles between cities, would be reasonable, sure.

Shall i tell you why 1 UPT is a wrong design decision in this case ? Because the AI haven't got a clue how to protect his weaker forces, to defend properly and to attack properly. Due to the 1 UPT rule, the AI is forced to move his weaker forces without protection, hardly any protection. bypass his spear or whatever, nail him from the back, take out his ranged stuff first and finish the melee off with your cav, whatever.
It's all too easy. Humans are superiour in manouvring to computer AI's.

Thanks Mr. Condescending for your deep reflections upon of the obvious hurdles the AI faces with 1UPT.
Excuse me :mischief:

Shall I give you an example of why you continue to confuse the broader issues of the game as a whole as being unsolvable issues specific to 1UPT?
Please, enlight me ;)

As you rightfully point out production bonuses are one of the mechanisms Civ4 used to compensate for the poor AI. However you are incorrect in saying those same bonuses applied to 1UPT done right couldn't make the AI more competitve. Simply put the change they made to attempt to manage army size - increase unit production costs) didn't effectively accomplish the task while at the same time divorcing warfare from the production base the AI requires to be competitive:
Not exactly; atleast the old AI could protect those weaker unit better; with multiple units on a tile. And yes, they increased production times and limited army size; but still; for the AI it gets cheaper on the high levels; it can still muster a bigger army then you; in that sence, nothing have changed.

One advantage a human has over the AI is we're better at unit preservation, regardless of the system used, agreed? Unfortunately Civ5 borked the relationship between cost to repair and cost to replace.
True. And that is indeed not 1 upt related.

In Civ5 consider the AI and I each have a swordsman. Over 2 turns I kill his swordsman at the cost of 9pts of my own strength. As long as I can pull him back to a safe place my swordsman will essentially repair all 9pts of strength FOR FREE, other than the cost of up to 9 turns doing nothing (which itself can be reduced by medic promotions or insta heal). As a bonus he gets to keep all of of his promotions and is somewhat near the theatre of operations. The AI on the otherhand has to PAY to rebuild all 10 of his strength points in a newly recruited unit, either with gold or city production time. City production time on average usually being more than field repair time. Because of this the production bonus the AI receives is not being used to maximum effect. He may get his new unit for cheaper than I'll get mine but the end result is because I got my repairs for free and am using my full production to expand my army I'm essentially getting a unit for free. Despite the fact we originally suffered near identical damage the AI is now facing 2 swordsmen to his one thus negating the production advantage supposedly given to him.
Ow yeah, another good example of a poor battle AI (and reinforcement system).
Another difference with PG (for example) is the fact that in PG you could not endlessly muster new units into the fight. You have limited resources (and re-inforcements) , a few objectives to take; and that's it.

Yet you ascribe this weakness to 1UPT? Tell me if you're an experienced wargamer how many wargames have you played where units could repair for "free" **during a scenario**.
No, i don't. I goes beyond healing and replacements. Besides, PG and the like were simplifications of the mother of hex-tiles wargames; HPSSims is the "god" mode for hextiles wargaming.
Look! SOD's! :eek: :lol:

But instead CIV5 gives a bonus to parts of the game where a human is strong (free rapair) and penalize the areas of the game that made the AI competitive (unit production, attrition).
Game balancing issue enough , yes. On top of that the bad one UPT rule.

Charging players for repair and reducing production efficiency as armies get larger coupled with larger maps sizes so the AI could actually make reasonable use of it's numbers would make the AI much more of a challenge. Yes it would still suck at tactically postioning units but as long as it could reasonably compentantly position them operationally and strategically such changes would go along way to restoring the AI's ability to win by attrition while still giving players the satisfaction of being "tactical geniuses."
That still won't solve the AI's weird behavior; like barbs, not attacking you, while you are attacking them. Enemy Archers, who won't fire (for whatever reason).

Your analysis of both PG and SP is too simplistic - the scenarios in PG were one reason why it worked and equally the reason why it was broken - because it was a scenario it generally played out similarly every time.
You call it broken, i would say the re-playebility factor isn't great. That's what they intended to do. It was good enough. Anyway, i did not have the intention the analyze it with you "in depht" here. Just some "shortcuts". What you say makes perfect sence, and i know exactly what you speak of. We might have another opinion about it, but that's all.

The enemy on turn 1 always started the same and you could always expect what kind of forrces you would run into as you moved through the map. As such your supremacy over the AI wasn't entire due to your tactical accumen but rather the fact you had already "solved" the puzzle.
Like i could say you are too simplistic here as well, but i don't. There was a little more to it, and you know it an i know it. That's enougn for me :p

You never needed to worry about surprises like a big force just over the hill, or an enemy army suddenly attacking you from the opposite end.
Until PG-3D cam out you mean. Surprises on a regular base, new forces kept flowing in, from multiple directions. Sometimes a real pain in butt.

Likewise SP - assuming we're talking about the free WINSP versions, (I haven't played the originals in over a decade) - I found was very dependant upon the circumstances of the scenario - if you had Tiger and Panther tanks defending a small cluster of objectives on a small, high visibility map against T-34s then yes, it was trivially easy to win without losing a tank. On the otherhand if you had an equivalent number of PzIVs defending a large map of spread out objectives with low visibility against KV tanks then it was quite a challenge despite the fact it was still the same poor AI whose only plan is "drive west".
Yep, but that is on a whole different scale; isn't it.

That's really the crux of my argument concerning 1UPT: Civ5 is Tigers and Panthers firing at long range versus lemming T-34s. That doesn't mean the same incompetant AI coun't have delivered a reasonable challenge with the exact same mechanics if you design it around PzIVs vs. KVs at close range.
No, it's about a player who know how to use a Tiger, and a AI which is clueless to use a Tiger. you can change the unit types, the issue stays the same.

I will grant, as evident by Civ5, there is a disadvantage in adopting "new" (for the Civ series) rather than tried and true. However given they had used stacks for the 4 previous games and still hadn't gotten it right isn't exactly a ringing endorsement for status quo either.
Well, maybe they can borrow some employee from the TW-development team :lol:
 
Well, he talked about a "fixed set" of battle maps, and referenced Titan - which had a fixed set of pre-drawn battle maps. I.e. whenever you had a battle on a mountain, you fetched the game's one pre-drawn tactical battle map for mountains, with its pre-determined (and never changing) topology. Good Titan players usually know the map layout by heart - the game also specifies exactly where the attacker and defender have to start, and some maps give an advantage to one of them, which - depending on the composition of your army - you may be able to use. Good Titan players also know that there's a ledge on the mountain map from which ranged attackers can fire, that there's a narrow passage in the brambles map which can be easily defended, etc.

Hence I understood him as suggesting to improve the battle AI be optimizing the AI's maneuvers for pre-determined battle maps, much as good Titan players do. Which, imho, wouldn't be such a good idea since it posed a strong limitation on the ease and viability of modding these parts.

Of course he could just have meant tactical maps" in general, but then I don't understand the specific reference to the "fixed set of maps" in Titan.

The basic idea is to come up with puzzles that the AI can do well on - and something like the Titan maps could fit the bill. There is no reason why you couldn't add your own as mods if they're properly implemented. But I'd take an AI which had a battlefield that it could fight on properly - you could even get some clever tactical ploys out of it. It's all about reducing the AI problem to one that is tractable.
 
In my opinion, Civ warfare really moved in the wrong direction. Instead of evolving torwards more strategic-level warfare, they did the complete opposite in Civ5 and moved towards inappropriate tactical warfare which humans will always be better at! The only way that the AI can defeat you if with superior numbers but then what's the difference between this and SoD system in essence???

What they should have done is expand on the air-mission model to all combat.

You'd setup "armies" or "fleets", then told it where to go and gave it "missions" and rules on what to do upon contact and is resolved simultaneously at the end of all turns. Then warfare becomes a matter of strategic-level decision making. How large are my armies and fleets, what are their compositions, where are they going, and what are they trying to do when they get there?

With a strategic-level combat system like this, the AI can absolutely handle it because it is no longer trying to move individual units and fighting with them which it will NEVER do well compared to the human. Instead, it would make strategic choices based on its situation and these it can do well.

Here it would be more about strategic level combat. You would be making decisions like assembling your fleet for Pearl Harbor attack and go! Or assembling your invasion fleet for D-Day and go! Beyond that you would not be coordinating individual units to fight these battles and let them resolve themselves with army-vs-army-vs-fleet combat system!
 
As for needing possibly even only slightly bigger maps, like 4x the largest map now, rather than much bigger like 10x, that is still a really big drawback of 1UPT. With stacks, playing with any map size is feasible. With 1UPT only the biggest maps can work! So again 1UPT fails!

A more strategic-level from of combat would have been the best. Even CTP system would have been okay. But 1UPT that is only feasible on the biggest maps available is not good. Many people like to play on standard or even smaller maps. Stacked units allow that but 1UPT makes those maps unfeasible.
 
Interesting :drool:

That gives them a oppertunity to polish the "animations' up, of such conflicts. Like a mini-size movie, such you see in TW, sabotage missions for example. With more possible outcomes....

Because somehow, they must bring it alive "and kicking".
And about fun, i would love to see some more humor into the game, then i think of the animations of "eliot" (you fool...) in "Jagged Aliance".
 
I said beforehand that 1 unit per tile was an inherently bad idea for Civilization.
Changing scales, 5000 years of history, not principally a wargame, etc.

If people did not like the number of units in Civ IV, and wanted to reduce the average number of units for some reason, one could have tweaked the shield cost for producing units and/or the maintenance cost for units. (The maintenance costs could have kicked in sooner, could have increased with a faster slope, and/or could have increased more than linearly.)

Units beyond a certain number in a single space could have had some penalty such as a health penalty. There are things that can be tried.

I do not know, but perhaps someone has already tried some of these in a mod of Civ IV.
 
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