1 Unit Per Tile Help ????????

Indugo

Chieftain
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Is there a MOD To allow multiple units per tile or something similar ?
 
Here you go:
https://forums.civfanatics.com/threads/multiple-unit-per-tile.604487/

Now, there’s actually just a global parameter that says you can only have 1 UPT, which people realized could be changed pretty early on. But, there are some other side effects like units would still swap places etc. so the above link did the legwork to resolve that.

NOTE. There is no promise the AI will be at all able to use this properly. Idk. You mod at your own risk.
 
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Last time I tested the AI can't use mUPT in civ6.

Pathfinding and combat seems to work, but IIRC the game ignore the global parameters when checking for accidental stacks at the end of an AI turn and unstack all their units.
 
Corps and armies are already in game
that's just a limited merging option: you end up with one stronger indivisible unit following the same hardcoded 1UPT rules.
 
Corps and armies are already in game
Yes, and it's a very poor solution to the 1UPT game design disaster. It only partially adresses the logistical fiasco once at mid-game, but all the others problems persist.
 
Yes, and it's a very poor solution to the 1UPT game design disaster. It only partially adresses the logistical fiasco once at mid-game, but all the others problems persist.
Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT option
 
Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT option
Easier rule for the AI, and easier to move armies around the map.
 
Here you go:
https://forums.civfanatics.com/threads/multiple-unit-per-tile.604487/

Now, there’s actually just a global parameter that says you can only have 1 UPT, which people realized could be changed pretty early on. But, there are some other side effects like units would still swap places etc. so the above link did the legwork to resolve that.

NOTE. There is no promise the AI will be at all able to use this properly. Idk. You mod at your own risk.


From what I am reading this MOD does not work anymore. Also it would be nice to have the AI have it working for them also mmmmmmmmmmmm
 
Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT option

The complaints I've seen are mainly that it meant a more challenging AI, as the AI's ability to outproduce you from bonuses on higher levels translated more directly to a military threat. I.e. if the AI had 5 units to your one, that could be stacked on one tile and attack you 5 to 1, not slowly rearranged to attack you one at a time while you pick them off.

Also logistical complaints re: logjams for units (i.e. try getting 5 units through a mountain pass on a hill) and the resulting micromanagement. Though to me that aspect is 6 of one/half a dozen of the other, I found stacking also a micromanagement nightmare (even with all the UI additions/short cuts like rally points). World conquest always ended in a chore in like all versions.

I'd say I've not seen a lot of people who dislike it as a theoretical mechanic as opposed to the resulting impact on the single-player game (I'm not sure I've seen any multiplayer complaints about it). I.e. if it had debuted in conjunction with a cutting-edge tactical AI, and say a smaller grained map and some associated grouping UIs (like in a lot of RTS), I'm guessing there would be minimal complaints.
 
About the tactical aspect, IMO changing the combats mechanism is part of changing the UPT rules.

With some kind of combat units stacking, you can get ride of ancient archers firing over 100km and have them use 1 range attacks from a stack.

On the other hand you should have support fire (first strike, counter fire, ...) and other concepts (flanking, shared damages, supply limits, pick best defender) included with nUPT.

Most are impossible to mod ATM, so I would still use "hardcoded" to describe 1UPT in civ6 even if AI units where not automatically unstacked.
 
About the tactical aspect, IMO changing the combats mechanism is part of changing the UPT rules.

With some kind of combat units stacking, you can get ride of ancient archers firing over 100km and have them use 1 range attacks from a stack.

On the other hand you should have support fire (first strike, counter fire, ...) and other concepts (flanking, shared damages, supply limits, pick best defender) included with nUPT.

Most are impossible to mod ATM, so I would still use "hardcoded" to describe 1UPT in civ6 even if AI units where not automatically unstacked.

^This.
 
Here you go:
https://forums.civfanatics.com/threads/multiple-unit-per-tile.604487/

Now, there’s actually just a global parameter that says you can only have 1 UPT, which people realized could be changed pretty early on. But, there are some other side effects like units would still swap places etc. so the above link did the legwork to resolve that.

NOTE. There is no promise the AI will be at all able to use this properly. Idk. You mod at your own risk.
is there a fixed version of this MOD ?
 
Yeah the 1upt feature is a good thing for multiplayer games because it has enhanced a lot more strategies around warfare. Human brains can play around this easily.

But a bad thing for singleplayer because devs actually can't code the AI properly to feel a real challenge.

The civilization 5 (mega)rant thread has 50% of complaints around the AI/1upt syndrome.
 
1 ranged with 1 melee ?

That's possible.

How does the AI handle it? The mod based on yours hasn't been updated since the June patch.

Only reason I need it is for the AI. They still produce too many siege units which are left unprotected. So a mod would also have to alter how AI handles tactics to at very least keep the siege units protected. I've read it several times that altering tactics is not moddable atm.
 
How does the AI handle it? The mod based on yours hasn't been updated since the June patch.

Only reason I need it is for the AI. They still produce too many siege units which are left unprotected. So a mod would also have to alter how AI handles tactics to at very least keep the siege units protected. I've read it several times that altering tactics is not moddable atm.
It will not actively try to protect its ranged units with melee, but as it tries to keep its units together and as stacking is only allowed for 1ranged+1melee, it happens "naturally". The AI is not smarter, but it helps it a bit. It's more effective when the AI as enough units to mass them of course (should reduce land units production costs), and when it doesn't build more ranged than melee (that last part should be moddable BTW)

No idea if that mod is working ATM, not supporting it separately, those rules are included in my overhaul. Just pointing that it's already possible.
 
About the tactical aspect, IMO changing the combats mechanism is part of changing the UPT rules.

With some kind of combat units stacking, you can get ride of ancient archers firing over 100km and have them use 1 range attacks from a stack.

On the other hand you should have support fire (first strike, counter fire, ...) and other concepts (flanking, shared damages, supply limits, pick best defender) included with nUPT.

Is there a reason these could not theoretically be in a 1upt game? I understand if the choice is nUpt and having them and 1Upt and not why people would pick the former. As someone who mostly likes 1Upt I would those ideas integrated,
 
I mean it as a prerequisite to nUPT, not as an advantage, of course some of those mechanisms can be adapted to 1UPT if the engine allows it.
 
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