@ Ankh.
Thanks for your reply (and don't worry about the language barrier - you expressed yourself well).
First of all, both of our opinions are just that; opinions. Anyway, I understand what you mean when you write about tactical decisions. Having played a lot of wargames I understand the concept of 1UPH (even when the board/table didn't have tiles or hexes it was only possible to have one unit in one place at any one time), however I don't actually see much tactical difference between stacks and 1UPH (stay with me here!). Both systems require decisions to be made on the basis of a) offensive opportunity, b) tactical defence, and c) terrain and movement. 1UPH makes these decisions horizontal, whilst stacks make these decisions vertical.
Let me explain what I mean. You are correct when you state that you need to consider protecting units etc. This is also true of stacks. Now, some have written that a stack looks like; 15 trebs and 1 pike for stack defence. Possibly, however that one pikeman had better be the mother of all pikemen! Because that 1 pike is going to have to absorb a lot of punishment. In fact, I would expect that pikeman to be weakened quickly to the point where its defensive utility is zero, at which point the more valuable (in strategic terms) siege units will be defending themselves (poorly). This scenario forces me to carefully consider the composition of my stack - it effectively forces me into combined arms stacks with a variety of capabilities; defensive and offensive, with a balance between them.
In this respect there is no real difference, to me, between stacks and 1UPH - the tactical decisions will largely be the same.
However, I need to articulate my real problems with 1UPH. Firstly, let me state that it has nothing to do with the AI. My personal problems with 1UPH are;
1) Utility of movement; I have no problem with 1UPH combat. However I find moving units outside of combat in a 1UPH environment to be deeply tedious. Stacks are a perfect way to quickly move groups of units around a map.
2) Available space; even if, as you state, the carpet of doom is only encountered on higher levels I still see this as a deep conceptual problem (particularly for higher level players!). 1UPH can only work if the available space can never be completely covered by units, thus paralysing all movement. The mother of all wargames, chess, ensures that the maximum space taken by units in a 1UPS manner is 50% of the available space. It can never be more than this. Now, if we could somehow double the number of chess pieces, would we have as enjoyable a game? My answer is that it is doubtful that we would.
3) Civilization games are not wargames; 1UPH is fine for wargames. But the civ series are not solely wargames. They are empire building grand strategy games. If I want to play a wargame I'll play Cossacks or Total War, or even get the little painted men out again and set up a table top game, and in those games I will use 1UPH. But in those games my movement will be tactical, not strategic.
Now, my points 1 -3 are personal gripes. I'm glad for you that you like 1UPH, and I hope that you continue to have fun with ciV. My problem is that this mess will possibly continue with further editions of civ, and eventually those of us who have problems with 1UPH will be left behind by a series we have invested a lot of time in. The combat mechanics of the series have never been particularly good IMO, but then for me civ has never been about combat in particular. Unfortunately, I feel that ciV forces a tactical system on to a strategy game (to say nothing about the other problems with it - but that's for a different thread), and is schizophrenically attempting to be both a strategy game and a tactical wargame.
And for that reason my copy is back in its box and is unlikely to come out again.
Thanks for your reply (and don't worry about the language barrier - you expressed yourself well).
First of all, both of our opinions are just that; opinions. Anyway, I understand what you mean when you write about tactical decisions. Having played a lot of wargames I understand the concept of 1UPH (even when the board/table didn't have tiles or hexes it was only possible to have one unit in one place at any one time), however I don't actually see much tactical difference between stacks and 1UPH (stay with me here!). Both systems require decisions to be made on the basis of a) offensive opportunity, b) tactical defence, and c) terrain and movement. 1UPH makes these decisions horizontal, whilst stacks make these decisions vertical.
Let me explain what I mean. You are correct when you state that you need to consider protecting units etc. This is also true of stacks. Now, some have written that a stack looks like; 15 trebs and 1 pike for stack defence. Possibly, however that one pikeman had better be the mother of all pikemen! Because that 1 pike is going to have to absorb a lot of punishment. In fact, I would expect that pikeman to be weakened quickly to the point where its defensive utility is zero, at which point the more valuable (in strategic terms) siege units will be defending themselves (poorly). This scenario forces me to carefully consider the composition of my stack - it effectively forces me into combined arms stacks with a variety of capabilities; defensive and offensive, with a balance between them.
In this respect there is no real difference, to me, between stacks and 1UPH - the tactical decisions will largely be the same.
However, I need to articulate my real problems with 1UPH. Firstly, let me state that it has nothing to do with the AI. My personal problems with 1UPH are;
1) Utility of movement; I have no problem with 1UPH combat. However I find moving units outside of combat in a 1UPH environment to be deeply tedious. Stacks are a perfect way to quickly move groups of units around a map.
2) Available space; even if, as you state, the carpet of doom is only encountered on higher levels I still see this as a deep conceptual problem (particularly for higher level players!). 1UPH can only work if the available space can never be completely covered by units, thus paralysing all movement. The mother of all wargames, chess, ensures that the maximum space taken by units in a 1UPS manner is 50% of the available space. It can never be more than this. Now, if we could somehow double the number of chess pieces, would we have as enjoyable a game? My answer is that it is doubtful that we would.
3) Civilization games are not wargames; 1UPH is fine for wargames. But the civ series are not solely wargames. They are empire building grand strategy games. If I want to play a wargame I'll play Cossacks or Total War, or even get the little painted men out again and set up a table top game, and in those games I will use 1UPH. But in those games my movement will be tactical, not strategic.
Now, my points 1 -3 are personal gripes. I'm glad for you that you like 1UPH, and I hope that you continue to have fun with ciV. My problem is that this mess will possibly continue with further editions of civ, and eventually those of us who have problems with 1UPH will be left behind by a series we have invested a lot of time in. The combat mechanics of the series have never been particularly good IMO, but then for me civ has never been about combat in particular. Unfortunately, I feel that ciV forces a tactical system on to a strategy game (to say nothing about the other problems with it - but that's for a different thread), and is schizophrenically attempting to be both a strategy game and a tactical wargame.
And for that reason my copy is back in its box and is unlikely to come out again.