Thoughtful Thug
Deity
One of the few best addition to the game. But I don't mind the old ways. I just wish we had the option of both.
Boring; composing my army/SoD isn't simply an exercise in quantity. Firstly, I have to consider what type of troops my enemy is using. If cavalry is predominant in my opponent's arsenal, then spearmen/pikemen are necessary, in numbers, for stack defense. How large does the stack need to be? It depends on how large my opponent's army is. Is his army turtled up in a border city? Then I might want to hit it first, making the rest of the conquest quicker and easier. If that's the case, then it might be advisable to include a larger siege component. Is speed essential? Then my army should be primarily mounted. I don't find this kind of problem-solving boring at all.
Stupid; see above. Not an overstatement to say that intelligence is required to increase the probability of success.
Unrealistic; Not at all. Prior to the Napoleonic era, I can think of only two exceptions to this rule--a nation/empire's military might was marshalled into one large force, and operated accordingly. Whether we are talking about Frederick the Great or Assurbanipal, an army was the operative element in military activity. The two exceptions were the Mongol toumans and the Roman legions. The Mongols invaded Kwarism and the Sung state with 3 armies on both occasions. The Romans divided their legions into small armies very often, however, when the Romans fought a prolonged war, they combined many legions into a large army. Trajan used 10 legions when he invaded Dacia. Marcus Aurelius used 8 to fight the Marcomannic War.
In military theory, Concentration of Force is a well-known concept, and the army/SoD exemplifies it well.
Infinite; exaggeration. Historically, there have been VERY large armies created, even in the pre-modern periods. Darius' force at Arbela was immense, yet Alexander defeated this giant army with a skilled deployment of a combined arms force--see the first paragraph above. Or read a translation of Arrian. Penguin copies are inexpensive.
All that said, the idea of limitations is good. Terrain and habitation seem to be the primary limiting factors in pre-modern warfare. The Roman legions had no real logistic apparatus, allowing the soldiers to either forage or purchase their grain from local people--but there had to BE local people with grain to sell. Look at any map of Imperial Rome at its height and then apply this idea. The border stopped where food supplies stopped. Germania being the only exception. Terrain absolutely should be a limiting factor. Taking a large stack across an expanse of desert tiles IS certainly unrealistic. The solution would be to assign a support factor to specific types of tiles, augmented by habitation levels. Heavily populated grasslands/floodplains/plains should be able to support high military concentrations, whereas empy deserts should NOT be able to do so, with unit attrition, either hit points, or outright unit elimination, being the result of an attempt to cross such. Following out this idea, techs called "Plunder" and "Depots" in the early modern era (1500-1800) would allow armies some flexibility in terms of support, the former negative, impacting populations and economies, with the latter positive, with no adverse effects, but more limits. After 1800, industrial techs (Steam power, Assembly line, etc. and possibly a "Logistics" tech) would allow greater flexibility still.
I understand the rancor regarding stacks, but see further refinement of the idea as a solution, not elimination in favor of a wholly inadequate and inapplicable tactical system in its place. MO.
All that said, there is another element that I see missing from these polarized discussions; the middle ground. These discussions, more especially the theoretical discussions regarding possible fixes to the current state of CiV combat, seem to be a typical false dilemma fallacy--EITHER SoD, OR 1upt. In most of my late game wars, I do not use SoD at all, but instead build a very large military and invade on a broad front. Units do often coalesce around enemy cities when they turtle up, concentrating prior to the assault, but often move in 2 unit stacks, often with inf/art as a combined unit. Used carefully this approach can and DOES work, and it avoids the peril of a single cat appearing and hitting the army/SoD thereby doing lots of damage to lots of units. Identifying WHERE the enemy stack is located and disposing adequate force to counter it is necessary as well, but using the Broad Front strategy has proven very effective. Late game wars, including continental domination campaigns can progress with extraordinary speed. (I play habitually on Noble, huge continental maps, marathon speed)
I think your example here illustrates the flaw of the stacks of doom approach ... two giant stacks of doom facing off don't give the opportunity for the kind of tactical manuever that Alexander used to defeat Darius at Gaugamela or Arbela (your choice).Infinite; exaggeration. Historically, there have been VERY large armies created, even in the pre-modern periods. Darius' force at Arbela was immense, yet Alexander defeated this giant army with a skilled deployment of a combined arms force--see the first paragraph above. Or read a translation of Arrian. Penguin copies are inexpensive.
For.
Even if it's not perfect. But, stacks were too dumb.
Today, when i want to play Civilization, i think that i prefer launching the unperfect Civ V instead of the perfect Civ IV because of that.
Mounted units who survive an attack (win or retreat) when defender is not in a city will inflict flanking damage to seige in the defending stack. But the seige are not the selected defending unit in the combat. The affected siege lose some hit points, similar to collateral damage, except that there is no limit ... enough flanking damage can kill them outright.I was under the impression that mounted units may attack siege units selectively in an army/SoD, thereby making unfeasible the combinations cited by Madrat. Rat, am I missing something here? I do recall seeing odd messages after a combat regarding "flanking damage" to specified units. Not sure I understand what is happening there, though. Can you (or anyone, for that matter,) explain?
It's awesome
Against. The idea of a single unit/army(?) of swordsmen/pikemen/archers/whatever solely occupying a single tile that is apparently supposed to represent hundreds of square miles of terrain is too jarringly unrealistic to tolerate. Civ combat systems have always been rudimentary when compared to games that specialize in warfare exclusively. Doesn't mean that the system shouldn't be improved. 1upt seems to be swinging the pendulum back all the way to civI and civII combat problems. A moderate solution seems elusive for the current design team. Short of abandonment, I see no solution for this. Unlike so many others, I saw no problem with the SoD. Using that acronym for a stack (in this forum especially) seems to be a pejorative. More accurately, a stack is simply an ARMY. Why the idea of an army is so unacceptable is still, to me, a mystery. At some risk of flaming reponses, my speculation regarding this is that so many have been victims of a large enemy army. Association? Perhaps.
A clear winner
A clear winner
I voted against because the AI can't handle it and it seems that a CTP system would be a better compromise which would get rid of stacks of doom and would be usable by the AI .
But you are not voting against 1UPT. You are voting against the game having good AI, which it clearly doesn't.