Maybe knick Europa Universalis 4's attrition/manpower to punish stacks of doom - you can push a big stack together for a one off battle, but without supplies they'll soon start starving and you'll lose men?
Anyway 1 upt has to go.
As a side project I made a chess-style tactical AI for civ and it works.
well... that was surprising.
seems like the vast majority of 1UPT-proponents have in fact started out with MUPT - which I never would have guessed.
Also: despite very vocal criticism of 1UPT (and related AI & scaling issues), most people prefer it to MUPT (thanks for the explanations offered for this divergence, btw!).
I'm glad so many have participated - and thanks for elucidating both sides
Something I found interesting in the discussion so far:
MUPT is mostly equated with stacks of doom - historically, that's understandably.
However, there have been a lot of developments in the last years to discourage SoDs in CIV4 mods:
In my experience, SoDs have become much rarer - mostly only appearing, where they make sense, ie defending -but not attacking- cities, guarding fortresses, at choke points or on that single forested hill tile, overlooking the endless plains
- collateral damage: bombard a stack with an artillery-type unit and damage several/all units in the stack. alternatively: suicide-dive 3 or 4 artilleries into an enemy SoD, and it's gone. Whoops.
- flanking: attack a stack with a cavalry unit & damage several/all of the slow artillery units at once
- surround & destroy: attacking bonuses, based on how many tiles surrounding the target you have units on
If I had time, I'm certain I could mathematically prove that you are wrong.
In Chess, with an 8x8 board (less than 1/5th the size of a civ board) and the ability to move *only one unit per turn*, the number of possible outcomes is so vast that it takes a super-computer and TONS of heuristics to beat a skilled player.
I can see where you are coming from, but I think that balance/pacing has been mentioned a couple times in this thread. It is, however, the first time I saw the game mechanics necessary for 1UPT/MUPT being used as an argument for 1UPT.My own point seems to have been somewhat neglected, but for me, while SoD is a convenient moniker for the system as a whole, the issue is less with the stacks and more the game mechanics they need to support them. Multiple units per tile = a need to build more units. Build times need to be shorter and build queues repetitive.
One of the biggest challenges unearthed by 1UPT was writing a competent combat AI. I wasn’t the one who developed this particular AI subsystem, and the member of the team who was tasked with this did a great job of making lemonade out of the design lemons I’d given him. Needless to say, programming an AI which can effectively maneuver dozens of units around in extremely tactically-confined spaces is incredibly difficult.
The reason why this wasn’t an issue in Panzer General was that their AI didn’t actually need to do anything. It was always on the defensive, and a large part of that game was simply solving the “puzzle” of how to best crack open enemy strongholds. It was plenty sufficient if your opponents simply ordered a single tank to stir up some trouble every so often.
What made Panzer General fun was you blitzkrieg-ing through Europe while your enemies quickly and dramatically fell before your might. However, in a Civ game, the AI has to be capable of launching full-scale invasions, sometimes on different landmasses. Needless to say, we’re talking about a challenge on completely different scale.
Speaking of scale, another significant issue with 1UPT was that the maps wasn’t really suited for it. The joy of Panzer General was pulling off clever maneuvers and secretly encircling your helpless enemies. Unfortunately, in Civ 5 nasty bottlenecks aren’t uncommon and this tempers much of the natural value added by 1UPT. Ultimately, there just wasn’t enough room to do the fun part.
Or implement unit upkeep factored into unit production. You have 5 units? Units are 5% more expensive. You have 10 units? Units are 20% more expensive. You have 20 units? Units are 80% more expensive.In order to avoid the "Carpet of Doom" (Having units occupy literally every hex of the map) which nobody wants, you are forced to make changes in many areas to accommodate 1UPT.
I can see where you are coming from, but I think that balance/pacing has been mentioned a couple times in this thread. It is, however, the first time I saw the game mechanics necessary for 1UPT/MUPT being used as an argument for 1UPT.
I remember in the early days of Civ5 there were some really well thought through analyses of 1UPT vs MUPT and the most important aspects seemed to be not the tactical advantages, not the AI, not SoD vs CoD, but how the core-mechanics of CIV had to be changed to allow for 1UPT and how that was detrimental to the game.
Or implement unit upkeep factored into unit production. You have 5 units? Units are 5% more expensive. You have 10 units? Units are 20% more expensive. You have 20 units? Units are 80% more expensive.
I think the economic impact of 1UPT wasn't solely to 1UPT alone but also due to Firaxis' will to make the game a bit more "boardgame-like", i.e. have less cumulative effects and more transparent mechanics.
Blaming 1UPT for that is easy but not guaranteed to be the case - and in G+K and BNW, they tightened up the pacing a lot without touching unit production and overall 1UPT too much.
All in all, Firaxis just has to get creative. No 1UPT but no SOD, either.
There is a good discussion on alternatives to 1UPT here. Valkrionn has some excellent ideas in particular:
I think the economic impact of 1UPT wasn't solely to 1UPT alone but also due to Firaxis' will to make the game a bit more "boardgame-like", i.e. have less cumulative effects and more transparent mechanics.
I like 1UPT, it's more some design philosophies that kind of frustrate me about it - like civilian units not being able to pass through opponents, civilian units not being stackable, being able to move a group of units together but having to click every single one separately, etc. Those aren't problems inherent to 1UPT, but rather things that could (and should've, with BE) been improved on to make 1UPT more feasible.
On the other hand, just because a computer can do it, it doesn't mean you understand what it's doing (intuitively). I think something they really tried (and 1UPT makes sense in that context as well) is going for simple rules with complexity arising from the interactions.Computers can do so much more than boardgames and their relatively simple rules and I'd prefer they took advantage of that.
On the other hand, just because a computer can do it, it doesn't mean you understand what it's doing (intuitively). I think something they really tried (and 1UPT makes sense in that context as well) is going for simple rules with complexity arising from the interactions.
An example are the Civ4 (and earlier) sliders: shifting around the culture slider causes complex changes, because it recalculates outputs, affecting culture, affecting yields again. But the effect is quite simple: you get more culture.
The Civ5 system is going exactly the opposite route: building up individual culture buildings and getting great artworks is in terms of rules, but due to the interaction with other rules systems (which are also fairly straightforward), you can get long-lasting effects.
Probably not the best and most concise examples, but lot of Civ5 decisions make a lot of sense if think about it that way: they wanted something like chess. Simple rules, complex play.