bitula:
Well one thing is that you had most of these in Civ4 as well, if not in BTS then in mods. The second thing is, that this is not 1UPT. For example, Ranged units I would concider a real feature. Although not a major one. There are no major features in Civ5 btw, just lots of small features, like ranged units, but since overall there are lots more of removal of major features and simplifications of previous features than addition of new small features, the game altogather is much-much less then Civ4. Ofcourse that AI is too dimb to utilize the 1UPT system doesnt help anything as well...
I've just played BTS again. Despite Civ 5 being "rough," since it IS a reboot of the concept, I'd say that it's a better game in nearly every respect.
There's more than just Ranged Units in Civ 5 that make it different. It's founded on 1UPT, but Ranged Combat is not the only difference, and if that's the only difference you see, then perhaps it's just as well that you only fight the AI and take advantage of its obvious flaws.
Ok but you cannot be serious that you enjoy this part (micromanaging inbetween A-B)... If you enjoy this, then we are probably from different planets... Also keeping the formation requires no creativity, just memory - static and boring.
Skill and preplanning allows you to move all your units in formation, quickly, efficiently, and without need of much micro. I mean, there is such a thing as the "Move" function, you know. If the terrain is mostly flat, you can just use that and trust the AI to auto-move the units for you.
Were you moving all your units all the time individually every turn to the site of battle? Wow. That WOULD be tedious. I hope you weren't using arrow keys or anything like that.
TomMcV:
I agree with Bitula that the management of units outside of combat (moving your troops to the front line) is incredibly tedious. I abandoned a game recently that I was destined to win simply because I couldn't bear the idea of a global war and moving, retreating, healing 50+ units per turn. For 20 turns or however long it would have taken. ("Fortunately" the civ5 game end is so lacklustre and disappointing i don't really care about finishing games I know that I have effectively won).
You have WAY too many units. Most of those just sucked up hammers and are continuing to suck up maintenance. You can conquer the world with 6 units, and probably can only use 10 to any effect. What the hell would you want to do with the other 40 units?
Windsor:
Current interface:
- Select unit 1. Order it to move from A1 to B1
- Select unit 2. Order it to move from A2 to B2
Better inferface:
- Select unit1+unit2. Order them to move from A1 and A2 to B1 and B2.
Less clicks, exactly the same outcome in terms of formation, vulnerability, choke point and so on. Scale this to 30-40 units and you'll save a bunch of clicks.
Why do you even have 30 to 40 units?!?! The longest ranged unit in the game that still respects 1UPT is a Range upgraded Rocket Artillery. Generously, such a unit would be useful in maybe 10 unit formations, assuming that the terrain is absolutely, completely flat and featureless. With that many Rocket Artillery, you'd need one Tank to capture cities, and maybe 2 Infantry for the odd flank position.
That's 13 units, on a wide featureless plain, straining the map with their sheer mass. How are you fielding 40 Rocket Artillery to any use, let alone 40 Archers?