1 unit per hex: failed experiment

Some people are exaggerating for the sake of making an argument.
There are a lot of military decisions to make in Civ IV:

Tradeoff between building military units, military related buildings, and other stuff.
Decisions on whether to research militarily technologies or other technologies.
Decisions on what military units to build and where.
Decisions on where to station your units.
Decisions on when to go to war and on whom.
Decisions on how far you can afford to expand your empire and where.
(I would like to found a city way over there, but it would be tough for me to defend it.)
When you are war, how to move your units.
(strategic rather micromanage as with 1 unit per tile.)
When you are at war, when to make peace (if it is possible.)
How many military units can you afford to have, and how few military units can you afford to have.

Get someone without experience playing games to try to make these military decisions in Civ IV, and it should become clearer how many decisions there are to make.

The "military decisions" interact with economic, diplomatic, technological decisions, etc. There is often not a clear line between the different aspects of the game.

Some of these may not be decisions some players enjoyed making.
Different players like different features of a game.

In Civ IV, you do not have to pay a lot of attention to "tactical maneuvering" as per the attempt in Civ V. For some of us this is a plus for Civ IV.

Different strokes for different folks.
 
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 ?

What is your point? That for any given size map you'll get less content with 1UPT than you would Stacking? Obviously. If you're going to 1UPT you're going to need more map space for a given number of units. So the "normal" map has to be made bigger - as long as you're not increasing the number of cities or the amount of tiles requiring worker improvement it's not like this is a big deal?

Well, the underlying geography scale as you put it; is actually quite scaling well with the place, where the scenorio is historicly located.

I'm sorry I'm not following your english so I'm not sure whether you agree or disagree (or understand) the point I was making.

However:

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.

We seem to be on the same page that what is needed is space to manouvre, without which 1UPT bogs down into a pointless slogging match? 8 to 10 hexes per unit land unit is entirely reasonable. Given the current (civ4)huge size map is ~100x60*50% land that's 3000 tiles. At 1UP10T that's ~300 land units.

The question is, assuming the area was divided equally how many land units do you want an average civ to posses? And more to the point how much "growth" space do you need for the AI to be able to deploy it's superior force in order to be competive?

If you want more units per civ then obviously you need fewer civilizations for a given map area or make the map proportionately larger.


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.

But a bigger army is irrelavent if you can't deploy it - again it goes back to matching map size with a maximum number of units you're going to allow on it and then ensuring the system you pick will actually hold the numbers of units to it. Increasing production times was an insufficient cap because it was quite possible for the player, and the AI to exceed the desirable number of units in a given space and clog the map with units. Once that happens the fact the AI has a production advantage is irrelavent because without SOD it doesn't have the space to bring it's advantage to bear.


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:

Of course there are other factors beside healing and replacement - I said "EXAMPLE", not "complete analysis of everything wrong with civ5". But you implied in your previous post that the AI was disadvantaged because 1UPT made each unit more important:

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.

I was just pointing out it wasn't because there were fewer units that made them more important - afterall Civ4 units might not have been important but the AI lost them in droves - but rather the proportionate increase in difficulty in *replacing them* during wartime directly cripples the strenght of any civ series AI, namely that it would out produce you to challenge you.

And other than the fact that it's war and it's played on hexes what relavence does an HPS *SIMULATION* have to do with the point I was trying to make, or designing a viable warfare system for a Civilization series *GAME*? I've only played a half dozen but the former are geared towards detail and is even more dependant upon pre-made scenarios for 'balance' than PG, while both Civ and PG are geared to the slightly above beer and pretzels level.

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).

Again what relavence does this have to the suitability or otherwise of 1UPT?

You seem to be missing the point I'm trying to make - not that 1UPT doesn't have it's flaws or that Civ5 isn't a poor wargame but rather don't ascribe every flaw in the failure that is Civ5 as being an *inherent* flaw of 1UPT instead of the Devs doing a poor job. Do you think Barbarians or Archers not attacking you is an inherent defect to 1UPT as a system itself and that no reasonable AI within the power of a modern PC could handle the stress of having a barb attack on 1UPT? Or was it more likely the result of the same half assed job Firaxis did on coding and testing the AI in general that had AIs rage quitting and offering you all their cities? For that matter do you think because it had stacking Civ4 was immune to weird AI behavior?

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

All I'm saying is the success or failure of a certain approach in one game does not necessarily reflect the possibility success or failure of a similar approach in a different context.


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.

Given that Civ5 most closely resembles the mechanics of the original PG/AG I assumed the discussion was limited to those. But yes the scenarios of PG 3D did involve more randomness which atm Civ 5, despite the fact it's dynamic has failed to deliver. New forces do not keep flowing in - production is so slow once the AI has shot it's bolt it's done. Likewise unless another civ declares war on you there's not much surprise which direction the attack comes from when the AI only has a 10hex border to cram it's 30 units into it's attack.

Yep, but that is on a whole different scale; isn't it.

You were the one who brought up SP. ;)

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.

No it's about accepting that no matter what system you use, compared to a player an AI will always be clueless how to use a tiger and therefore any such system will have to be designed in such a fashion that the AI can successfully compete with a player by using steamroller tactics. Partly by giving the AI more tigers, partly by ensuring it understands to concentrate them, and partly by giving it enough map room that the point of attack isn't so predictable that the player can build a wall of doom in front of it and partly by giving the players Sherman's instead.


Firaxis adopted a 1UPT combat system but didn't put enough thought into the changes needed in the rest of the game to a)keep it fresh; b) accomodate the obvious handicaps any AI would would have with such a system; c) not doing nearly enough testing to catch even basic behavioral problems that are entirely independ of 1UPT.

As a result Civ5 with 1UPT is a failure.

However I disagree that, accepting certain axiomatic features of 1UPT, such a match couldn't have been made to work.


Regardless Civ5, short of an AI miracle, will never be rebuilt sufficiently to "fix" it so continued debate in the context of "what might have been" is largely a waste of time.... I'll pick up the debate again when CivVI is announced =P
 
There is an aspect of one unit per hex (OUPH) which I have not seen discussed. OUPH changes the scale of the game. In C3C you are a Theater Commander deploying a force of Corps, Divisions and Artillery Brigades and are fighting for a continent. In C4 the same with Divisions and Assault Gun Brigades (for some reason the designers of C4 chose to have artillery engage in close combat and fight to the death). In C5 the military mechanic is very different. You are a Brigade Commander micromanaging a force of battalions, squadrons and batteries. The ground scale dropped to that of a country about the size of Spain or France. A country which, oddly enough, is populated with every race and culture from Ainu to Zulu.

I make no value judgement. Each game should be judged on its merits. All I say is C3C & C4 can be planitary in scope. C5 can, at best, represent an average size European Nation.

An exaduration? At Waterloo three armies deployed 357,000 men and 867 guns, about 19 Corps, in an area smaller than one C3C tile. In C3C and C4 Waterloo can be refought with the Anglo_Allied Army in one hex and the French_Army in the hex adjacent. With C5 it would take a large map to refight Waterloo even if the armies were scaled to Brigades and Regiments.
 
Stack of Dooms were terrible, terrible, terrible and Civ V is greater than Civ IV for this change alone. SoD's made combat topsy turvey. Not only does it completely remove the possibility of relatively small but plucky countries who out fought larger forces of being viable but also it devalues the whole concept of defense and terrain control. A bunch of longbowmen on a hill? Just walk around them! If they try to attack your stack they're screwed. And there's no reason for you to take the hill because it doesn't mean anything. A big stack just moved next to you? Turns out they are the ones in trouble because on your next turn you suicide some of your many many siege and wipe them out without any casualties from your main combat units. If the computer actually knew what it was doing it would always be waiting for you to make the first move because Civ IV combat is game of rocket launcher tag. The attacker is the one with the advantage. That's why Protective is so pooed on and lot of players don't bother with walls and whatnot.

The real dumbing down happened in IV where they moved to a singular strength system. Limited stacking could only work if you returned to the older concept of having multiple stats for each unit. For instance if you could stack 3 units per hex and a shooty man had 4 attack and 1 defense and a pokey man had 1 attack and 4 defense so you could have a glass cannon with 12 attack made up of only shooty men, a tank of pokey men, or a somewhat more balanced attack or defense biased unit of both. Basically for a stack to work each unit you add has to change its character somehow. If it's just a flat consolidation of power it becomes an absolute good and is a no brainer.
 
Firaxis adopted a 1UPT combat system but didn't put enough thought into the changes needed in the rest of the game to a)keep it fresh; b) accomodate the obvious handicaps any AI would would have with such a system; c) not doing nearly enough testing to catch even basic behavioral problems that are entirely independ of 1UPT.

As a result Civ5 with 1UPT is a failure.

However I disagree that, accepting certain axiomatic features of 1UPT, such a match couldn't have been made to work.


Regardless Civ5, short of an AI miracle, will never be rebuilt sufficiently to "fix" it so continued debate in the context of "what might have been" is largely a waste of time.... I'll pick up the debate again when CivVI is announced =P


I think that's the same opinion of most of us who do oppose 1upt. It's not 1upt... it's that 1upt definitely has drawbacks. Those drawbacks were not thoroughly explored by the developers.

I have no doubt, in six months, we will be hearing plenty of new and exciting complaints about the shortfalls of the current 1upt system.

The AI can be corrected, probably fairly easily, once tons more play and exploit/rinse and repeat methods are exposed by determined players. This is the natural progression of AI programming.

The problem is, the way it is set up hurt immersion. It was an attempt to jam the square peg panzer general into the round hole civilization, instead of taking the edges off of 1upt to make it a round peg to fit into a round hole.

I have my serious doubts that most people defending the current 1upt system will be playing civ V in a year. I could be wrong... but I have this hunch that the whole "SODS are teh suxxors!!" will be replaced by an even larger "1UPT is teh worst evar!!1!!". And when civ VI is announced, with a new (fingers crossed) 1upt system, many who played civ V for 6 months and got bored and decided 1upt was "too exploitable" and simply "too complicated for the AI" will be up in arms, demanding the old SoD's back. So hopefully, the marketeers at firaxis will say it is not SoD or 1upt... it is 1Apt.. ;) meaning 1 army per tile.
Then I think you could have something worthy of a civilization franchise.

I dunno, 50% of what I read about civ V just makes me go... :( ...and what really makes me blue is I think of all teh ideas and wants floating around here...

...and I cant think of one that was actually implemented, save hexes and the "SoD" problem.


BTW... I now play FFH2 (wildmana, to be specific) mostly... and I rarely if ever use SoD's, although the AI still does. Also, things like bombarding archers and assassins attacking the weakest units made the game actually incredibly tactical. Yes, you could always beat a giant AI stack of doom, but it took a ton of foreplanning and thought.
 
What is your point? That for any given size map you'll get less content with 1UPT than you would Stacking? Obviously. If you're going to 1UPT you're going to need more map space for a given number of units. So the "normal" map has to be made bigger - as long as you're not increasing the number of cities or the amount of tiles requiring worker improvement it's not like this is a big deal?
My point is, that is was perfectly possible to play emperor/huge map with older CIV's. But if we change it like you suggest; making the maps bigger; you'll still need a much bigger map for those 12-16 civs, now doens't it ?
Anyway, you will be crippled; compared to the other CIV-maps.

We seem to be on the same page that what is needed is space to manouvre, without which 1UPT bogs down into a pointless slogging match? 8 to 10 hexes per unit land unit is entirely reasonable. Given the current (civ4)huge size map is ~100x60*50% land that's 3000 tiles. At 1UP10T that's ~300 land units.
More or less. A bigger map would help manouvring . Bu that still doesn't make the AI smarter, does it ?

you need for the AI to be able to deploy it's superior force in order to be competive?
Well, yes. That's one thing. Atleast, as long as the AI can't think properly. Making "smart" moves.


If you want more units per civ then obviously you need fewer civilizations for a given map area or make the map proportionately larger.
Thnks to 1 upt, yes. And no, i am not waiting for even larger maps. They are large enough already.

But a bigger army is irrelavent if you can't deploy it - again it goes back to matching map size with a maximum number of units you're going to allow on it and then ensuring the system you pick will actually hold the numbers of units to it. Increasing production times was an insufficient cap because it was quite possible for the player, and the AI to exceed the desirable number of units in a given space and clog the map with units. Once that happens the fact the AI has a production advantage is irrelavent because without SOD it doesn't have the space to bring it's advantage to bear.
You are right, but did i say diffently ?
Antway, if you stick with 1 UPT , then yes, MAPsize must be bigger; or better said: you need more hexes! That another reason why i don't want 1 UPT for CIV . Not on a scale like CIV. I don't think 1 UPT will work with CIV, for a number of reasons. There are just too many drawback, on the ideas you come up with. Yes, you can play with four CIV's on a HUGE map as is; but do we want that ? I am not looking for a PG-remake ;-)

However I disagree that, accepting certain axiomatic features of 1UPT, such a match couldn't have been made to work.
I agree it can be worked out. I disagree that it can be done properly on the CIV scale.
Either you end up with a enormous map to house 12 CIV's , or restrict it to just four CIV's. And no, playing with just "four" computer Civ's is not my cup of Tea.
I was perfectly happy, playing agains ALL Civs/Huge map , on Emperor in III; for example. Infact, that was the only type i played. The more CIV's , the more fun.
 
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!

Sigh... you just don't get it do you?

1UPT doesn't take 4x the area of the largest map as an absolute minimum.

It takes 4x the area of the largest map if you want to play with with the SAME number of cities and Civs as you did in Civ4 on the largest map WHILE gaining the benefits of moving to 1UPT.

HUGE difference.

If you want to play with the same number of civs you did on a tiny map you're not forced to play on a 4xhuge map - you play on a 4xtiny map size.

Yes the map is bigger but I fail to see how that is in anyway a disadvantage as long as the rest of the game scales itself out to stay constant: Unit numbers don't increase, you're not adding 4x the cities, or 4x the improvements or 4x the turn length. ALL you're adding is empty space to give you movement options.

If all you like to do was move your units from friendly city A to enemy city B then by all mean stick with Stacks as 1UPT is a pointless complication. If on the otherhand youwant the possibility of having to swing around to C or D on the way to B then 1UPT and proper space gives you that option.

And that empty space is hardly demanding on computer resources - we're long past the 286 days where every bite of data was critical - so long as the rest remains constant you could increase the map database 10 fold and not make a dent in a modern computer's resources.
 
And that empty space is hardly demanding on computer resources - we're long past the 286 days where every bite of data was critical - so long as the rest remains constant you could increase the map database 10 fold and not make a dent in a modern computer's resources.

I thought so, but they seem to do things funny in civ. In civ IV, as far as I could tell, revealed or not, every detail of the map was stored in floating memory, and perhaps even rendered then culled. It seemed very ungainly to me... also, their was no fog of vision clipping, and if you moved the camera into fly mode, and got parallel with the map surface, the map would actually render repeatedly ad inifinitum like two mirrors opposed to each other. I am pretty sure this actually physically blew out my graphics card.


Civ V would have been hella neat if the range of control of cities was moved out to 4 or 5 hex rings, and overall spread of the urban areas walls etc were also beyond more than just one tile.

All the computing power required, and a clean slate to completely redesign civ, I am just miffed as to why we see this current product.
 
My point is, that is was perfectly possible to play emperor/huge map with older CIV's. But if we change it like you suggest; making the maps bigger; you'll still need a much bigger map for those 12-16 civs, now doens't it ?
Anyway, you will be crippled; compared to the other CIV-maps.

Yes you need bigger maps, probably 3-4 times the dimensions of the "huge" size if you want 12-16 civs - but I still fail to see why that is such a big issue because you're not increasing everything else in proportion to the map space like you would have had you given Civ4 a "super huge" map size. Space goes up, cities and unit numbers remain constant, game play time remains the same. Again from a computer resource POV the map database is a minutely small portion of the resources Civ takes to run.

More or less. A bigger map would help manouvring . Bu that still doesn't make the AI smarter, does it ?

It doesn't make it smarter - but it doesn't place a premium on it's ability to suffle a traffic jam forward in the optimal configuaration to break your continent spanning wall of death either like Civ5 currently does.

I am not looking for a PG-remake ;-)

I am looking for a PG remake with the "cute-ness" of that combat system coupled with the near infinite replayability and unpredictability (relatively speaking) of civilization.


Unfortunately I am still looking :-(



I agree it can be worked out. I disagree that it can be done properly on the CIV scale.
Either you end up with a enormous map to house 12 CIV's , or restrict it to just four CIV's. And no, playing with just "four" computer Civ's is not my cup of Tea.
I was perfectly happy, playing agains ALL Civs/Huge map , on Emperor in III; for example. Infact, that was the only type i played. The more CIV's , the more fun.

I guess my POV is given that they changed from stacks to 1UPT I would have had no problem had they properly adjusted the notion of just what constitutes "civ scale" to match it. As long as it's not increasing the micro proportionately, larger map sizes would have been entirely acceptable to me.
 
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.

I'd like to point out that there are actually 2 main issue with the new combat system which are not 100% interdependent :crazyeye::

1. The 1UPT paradigm - which is by itself a very debatable choice for a Civ-like game, but I fell that it could be managed somehow in the end;
2. Lack of randomness in battle ... and this aspect is fundamentally wrong one in a computer-game ... :( ... and also from "realism perspective" is wrong ( remember that von Clausewitz states very clear in his book that : "{...}random luck is an important factor in any battle{...}" ;) ).

IMHO the combination of those two result in an absolute killing combination. :sad:
 
Haven't read the entire thread...

Overall I would say I am 1upt++

That being said I could see some tweaks..

Any developers / modders out there that think this could be done...

'Convoy'
- 'Embark' for land untis. Armies are not deployed for combat but rather tight formation for speed of deployment / transport.

Effect: 1upt ignored (or raised)
Visibility cap 1 (no scouts, etc so limited visiblity)
+1 Move
No attack
Initial No Defense (just like embark, though trait / special perhaps allow partial defense)

---------------------------------------
The above would greatly help the 'deployment / reserves' aspects of an army, while keeping the strategic value of terrain and 1upt combat..

My Ideal would be a modification of the stack rules to recognize three types: Military / Civilian / Convoy.

For Military Units: Stack limited to 1 military OR convoy unit.
For Civilian Units: Stack limited to 1 Civilian Unit
For Convoy: Does not check stack limits
 
Few more thoughts.
I opt for :
- 3UPT or max 5UPT (bigger unit cap is almost of no use).
- Specific tiles or improvements should allow to increase the units cap number (city tile, fort tile improvement, barracks building in city etc.)
- archery and gunpowder units should have 0 range bombardment ability, working similar as first strike in Civ4.
- catapults, trebuchets, cannons - 1 tile range; modern artillery 2 tiles
- ranged attack units should have possibility of opportunity fire, when enemy enters thir range
- stack should be defended by most powerful unit in tile. However, before resolving combat, attacker unit should be "softened" by fire of "0 range" units in the defending tile. (I did sth like this in Civ3 and it worked great, e.g. stacking pikemen with arquebusiers)
- units in defending tile should receive one third to half amount of damage delivered to fighting unit. Some tiles, improvements (city, fort, walls, bunker etc.) and unit promotions (cover), as well as fortify command should decrease this effect.
- flanking bonus and friendly units close bonus should apply
- to limit unit numbers in game, maintenance costs should be increased. Eventually, units may use also food besides money: total number of units x food cost divided by number of cities should create food modifier applied to each city. This should effectively stop spamming too much units.
In my private Civ3 modification, I also made all units cost population in production.

Any additional ideas or comments are welcome.
 
I totally agree with the OP. the english Island example is enough, what you do when you are limited in hexes? was England historically limited in troops becasue England is a small Island? then how did the English empire reached from far east to far west?

The best solution and the only solution in between the 1UPT and SOD whould be (as many people suggested in different threads):

A seperate tactical map

How this works? exactly as in total war games, free movement and unlimited stacks but when war begins you enter a seperate map where you have to place your units individually. Sid meier pirates had a system like this as I remeber.

please also note that we still need solid AI to handle combat in seperate maps, the problem is not totally solved it is just moved to another map, but at least the pressure of movements micromanagment in main map is released, and if this is combined with advaced AI (hopefull after several patches) it will be perfect,
 
hmm, 1upt, in civ-terms and scale violates common sense. 1upt was perfect for panzer general where battles are fought in real time, although the turns are not simultaneous, and skirmishes were set in a field of operation the size of which is equivalent to a tile in civilizations. stacking units in panzer general would be counterintuitive as that would mean infantry getting squished under a line of tanks or something.

I DON'T get the tactical thrust of a game like Civilizations where battles are merely representative and symbolic of army composition, size and movement. Why go the tactical route in the first place, like panzer general???? there's no justifying tactics in a game where the fundamental rules dictate that each movement or tactical maneuvering theoretically takes YEARS per TURN and where tiles cover an expanse of hundreds of thousands of square (hex) kilometers! BS!

SODs are relatively unique to the civilization series. Like it or not, in civ terms SODs make perfect sense, at least to me of course. The series should not pretend what it is not. If a player wants a game on tactics, there's always HoMM3, Master of Magic, Panzer General, Dominions 3, EU, close combat, x-com and so on. These games are perfect for 1upt because these are precisely made to SCALE with respect to TIME and SPATIAL DIMENSIONS.
 
hmm, 1upt, in civ-terms and scale violates common sense. 1upt was perfect for panzer general where battles are fought in real time, although the turns are not simultaneous, and skirmishes were set in a field of operation the size of which is equivalent to a tile in civilizations. stacking units in panzer general would be counterintuitive as that would mean infantry getting squished under a line of tanks or something.

I DON'T get the tactical thrust of a game like Civilizations where battles are merely representative and symbolic of army composition, size and movement. Why go the tactical route in the first place, like panzer general???? there's no justifying tactics in a game where the fundamental rules dictate that each movement or tactical maneuvering theoretically takes YEARS per TURN and where tiles cover an expanse of hundreds of thousands of square (hex) kilometers! BS!

SODs are relatively unique to the civilization series. Like it or not, in civ terms SODs make perfect sense, at least to me of course. The series should not pretend what it is not. If a player wants a game on tactics, there's always HoMM3, Master of Magic, Panzer General, Dominions 3, EU, close combat, x-com and so on. These games are perfect for 1upt because these are precisely made to SCALE with respect to TIME and SPATIAL DIMENSIONS.

Stack of Dooms don't make sense because they don't represent combat as it occurred in the history of civilization. And I'm not referring to grognardy details like attrition either but basic stuff like a smaller army beating a larger one when both are at technological parity, the power of defense, blocking off territory, evasive delaying tactics (withdraw sort of does this but unless you kill the stack in the same turn your troops are dead since they can't withdraw in defense and not all troops get it) Under the Civ IV BTS model Persia would beat the Greek City States every time. There would never be a Thermopylae.
 
Under the Civ IV BTS model Persia would beat the Greek City States every time. There would never be a Thermopylae.
Under Civ4 BTS Thermopylae would be a hill (perhaps fortified), on which several highly promoted units dug themselves in (Spartan battle proficiency), and against which Persia would throw a huge stack of unpromoted units in a failed attempt to win by strength of numbers. Add in some better experienced mounted units on the Persian side which get ripped by Spartan spearmen. Perfectly feasible in Civ4 imho. Of course, players would complain about the stupidity of the Persian AI.
 
Stack of Dooms don't make sense because they don't represent combat as it occurred in the history of civilization. And I'm not referring to grognardy details like attrition either but basic stuff like a smaller army beating a larger one when both are at technological parity, the power of defense, blocking off territory, evasive delaying tactics (withdraw sort of does this but unless you kill the stack in the same turn your troops are dead since they can't withdraw in defense and not all troops get it) Under the Civ IV BTS model Persia would beat the Greek City States every time. There would never be a Thermopylae.

On the contrary, if we really dig deep into details we'd find that the example you used to refute my point only proves it. Under the 1upt paradigm, Xerxes would have been hard put to mass his army and drive them into a single choke point. Units cannot co-mingle and share a tile, a fortiori, cannot even maneuver about a reasonable space without exploding or disintegrating first, like matter and anti-matter meeting at a point, because of the 1upt rule. Unless of course theres a combat overseer who would see to it that archers do not step over a certain line or that other units do not violate the 1upt rule.

But I digress. Back on point, to simulate the wave of melee attacks of the Persian army against the Spartans, turn for turn, would also necessarily mean that each defeated regiment would have to pull back after an attack to make way for the next wave. Remember that each turn in civilization spans several hundreds of years. With each movement point used to maneuver the troops under a 1upt rubric the battle of thermopylae would necessarily have dragged on for a millennium. Under the SOD rubric, the conflict would have been resolved in a single turn which can be taken to mean a period of a month, a week or even a day.

Next, like what the above posters mentioned, a highly promoted Phalanx (incidentally, a greek unique unit---how cnvenient), with combat I, guerrilla I, and cover I (assuming barracks and a positive random event for the last two) on top of a hill and fortified for a few turns, can effectively hold its own against an SOD composition of archers, spearmen, axemen and a number of chariots before dying. If we attach a general (Leonidas), we get additional promotions that would make such scenario reminiscent of the 300 movie. As if these examples arent enough to prove my point, Legends of Revolutions actually have a world unit wonder, the 300, which can do all these things in simple fashion.

So you see, in terms of historical accuracy or at least verisimilitude, the SOD comes close to simulate your example and not the 1upt.
 
Back
Top Bottom