So, I've played maybe 3-4 hours of Civ 5 thus far, in two or three different starts. I admit that I've not gotten particularly far along in any of them (although I've hit the Medieval era twice?!). I've tried one war with 1UPT so far, on the TSL Standard or Large (can't remember which) map where I was playing as Rome, with Greece and Germany as next-door neighbors. I decide to go to war with Greece just to see how combat works (aside from barbarians, that is).
I have to say that I'm really NOT convinced that 1UPT works, given the scale of this game. The game world, to me, seems like it needs to be MUCH bigger to make 1UPT really function well. Maybe this changes in the later game with more powerful units, but I'm betting the power balances stay fairly constant. Anyway, here's what I noticed.
So, you have 1 unit per tile (1UPT for those who may be confused). Ok, fine and dandy. You've also got zones of control (there's a blast from the past...). Both factors limit maneuverability and prevent stacking. What this means, though, is that you can only field as many units at a time as you have SPACE to PLACE those units. If your enemy maneuvers effectively, you can basically be stopped dead in your tracks, or at least slowed down. I'm still not sure if you can have production halted (IE: can't have two infantry units in the same city at the same time due to 1UPT), but I AM sure that you can rapidly run out of space.
Given that cities are harder to take now (especially with their ability to bombard, and their inherent even-with-no-units defense) it strikes me that you could end up being unable to take a city merely because you don't have the land to stick troops on.
Thus, in order to field really large armies, you need an ENORMOUS map just to find the space to stick 'em. This leads me to question the SCALE of the game maps, and to find that it just doesn't seem to fit with 1UPT. As a game concept, 1UPT is interesting, but only if you assume far far smaller armies. This begs the question of just how strong you need your force to be to take a city (the game says "at least 4 units" -- but what if you don't even have the space on the board for those 4 units to threaten the city?). It also makes it seem that the scale of the land for OTHER purposes doesn't really "fit" with the scale of battle required in the game in order to be effective and the scale for armies.
In Civ 2 (and Civ 1? Can't remember now...), you had zones of control, which added an element of tactics to the game, but you could still stack units. If the concern was that "stacks o' doom" turned Civ 4 into too much of a question of "who can tank/axe rush first", it strikes me that there could've been better options than 1UPT (higher unit costs, ZOC, limiting armies to certain compositions -- IE: not more than 4-5 units per tile, and only of a certain mix, etc.). As it stands, I think 1UPT doesn't quite belong in a game of Civ's scale where each city occupies a tile.
Again, it seems to me that this is something the designers didn't really consider in terms of keeping the scale of the game even marginally consistent. Civ's never been a particular stickler for managing that level of consistency, but in the past, you could still stack units, so it was perhaps less obvious (at least to me). With 1UPT, it seems like the combat just doesn't really "fit" on the game board, at least at certain levels. Maybe this gets better on maps that are Large or Huge, but it still strikes me that 1UPT doesn't quite....fit, given the scale of the game.
That's not to say that I don't like the concept of it. It's actually one of the few things I find intriguing about Civ 5. I like how it can add an element of tactical decisionmaking that wasn't quite as relevant in previous games. But it seems like the REST of the game hasn't been adjusted to fit this new system. So you have a potentially cool system, but the rest of the game isn't scaled to fit it.
I have to say that I'm really NOT convinced that 1UPT works, given the scale of this game. The game world, to me, seems like it needs to be MUCH bigger to make 1UPT really function well. Maybe this changes in the later game with more powerful units, but I'm betting the power balances stay fairly constant. Anyway, here's what I noticed.
So, you have 1 unit per tile (1UPT for those who may be confused). Ok, fine and dandy. You've also got zones of control (there's a blast from the past...). Both factors limit maneuverability and prevent stacking. What this means, though, is that you can only field as many units at a time as you have SPACE to PLACE those units. If your enemy maneuvers effectively, you can basically be stopped dead in your tracks, or at least slowed down. I'm still not sure if you can have production halted (IE: can't have two infantry units in the same city at the same time due to 1UPT), but I AM sure that you can rapidly run out of space.
Given that cities are harder to take now (especially with their ability to bombard, and their inherent even-with-no-units defense) it strikes me that you could end up being unable to take a city merely because you don't have the land to stick troops on.
Thus, in order to field really large armies, you need an ENORMOUS map just to find the space to stick 'em. This leads me to question the SCALE of the game maps, and to find that it just doesn't seem to fit with 1UPT. As a game concept, 1UPT is interesting, but only if you assume far far smaller armies. This begs the question of just how strong you need your force to be to take a city (the game says "at least 4 units" -- but what if you don't even have the space on the board for those 4 units to threaten the city?). It also makes it seem that the scale of the land for OTHER purposes doesn't really "fit" with the scale of battle required in the game in order to be effective and the scale for armies.
In Civ 2 (and Civ 1? Can't remember now...), you had zones of control, which added an element of tactics to the game, but you could still stack units. If the concern was that "stacks o' doom" turned Civ 4 into too much of a question of "who can tank/axe rush first", it strikes me that there could've been better options than 1UPT (higher unit costs, ZOC, limiting armies to certain compositions -- IE: not more than 4-5 units per tile, and only of a certain mix, etc.). As it stands, I think 1UPT doesn't quite belong in a game of Civ's scale where each city occupies a tile.
Again, it seems to me that this is something the designers didn't really consider in terms of keeping the scale of the game even marginally consistent. Civ's never been a particular stickler for managing that level of consistency, but in the past, you could still stack units, so it was perhaps less obvious (at least to me). With 1UPT, it seems like the combat just doesn't really "fit" on the game board, at least at certain levels. Maybe this gets better on maps that are Large or Huge, but it still strikes me that 1UPT doesn't quite....fit, given the scale of the game.
That's not to say that I don't like the concept of it. It's actually one of the few things I find intriguing about Civ 5. I like how it can add an element of tactical decisionmaking that wasn't quite as relevant in previous games. But it seems like the REST of the game hasn't been adjusted to fit this new system. So you have a potentially cool system, but the rest of the game isn't scaled to fit it.