Yes.1) You don't like 1UPT the way it works.
Yes.2) If the main map was SOD and then there was a different map with 1UPT, that would be okay.
Whats the problem? Cant you imagine a sub-level combat map, like in HOMM, POD etc?How these two maps would work together is something that only you understand.
Yes, except for the higher spec.3)You would have been fine with Civ 5 taking more time to program, being more complicated and requiring higher spec machines to run, thus making it less accessable to the majority of the population.
8) Collaterate damage is distributed accross enemy stack units in a scriptable way. In Civ5 1UPT collatarate damage doesnt even make sense...
So now I hope everyone agrees, that SOD is more complex to manage, has more management facilities implemented within, and finally this is why 1UPT is a
simplification of SOD or as to say so a simplified management of unit-tile relations. Im really surprised why do I have to explain this at all? it should have been self evident.
It doesn't make sense because it isn't there. Civ 5 has ranged attacks, whereas Civ 4 had units which could pound all of units in a stack, no stacks, no collateral damage. Something which is not there is bound to make no sense.
1upt is not a simplification of stacks, it's the absence of them. Something you seem determined to universally ignore.
And how are you coming to the conclusion that stacks are more complex to manage?
1. Build stack.
2. Kit stack out with collateral damage units and high damage giving units.
3. Move to melee range
4. Attack with stack
Sheesh, I could teach my 2 year old to use stacks. 1upt warfare is more dynamic and tactical. And I can assure you that Friaxis are not going to rewrite the entire game to make SOD warfare possible again.
1upt is a fundamental part of Civ5, then entire game is built around that style of combat, so I would recommend you get used to it.
So now I hope everyone agrees, that SOD is more complex to manage, has more management facilities implemented within, and finally this is why 1UPT is a
simplification of SOD or as to say so a simplified management of unit-tile relations.
I think you'll find you did.
Civ, Civ2, and Civ3 all allowed stacking. The only difference in the first game was that if you killed the defender in a stack, the entire stack was destroyed.
Yes in its context. You shouldnt read it out of context. That statement is true in its own, but not for any meaning of the word management. Again the context is the context of 1UPT and SOD and not AI or tactics.
Of all of those only 4) is an intrinsic feature of stacks. (And several of them were not even features of civ4)Yes.
SOD has all these, and additionally (these are all features):
4) Yoy can move more than one unit to a tile thus creating a stack. The stack is not just a notion but a human and AI managable feature.
5) Units of a stack are displayed and are managed in a seperate control panel.
6) On the control panel you can select one unit, multiple units, or a group of units of a given type.
7) Any selection can be activated in for example combat, like you can attack with single units, with arbitrary multiple units or with a chosen group.
8) Collaterate damage is distributed accross enemy stack units in a scriptable way. In Civ5 1UPT collatarate damage doesnt even make sense...
9) There is difference between defending and attacking units during combat, since for example strongest defender is chosen to defend when you are attacked.
10) Marksman units attack the weakest unit in a stack.
11) Several actions, like healing, take into account not just a single unit, but all units in the stack, which means that it has a limit of units being
affected and strength of the effect per unit.
Why do you fail to understand that adding an obstacle can add complexity?So now I hope everyone agrees, that SOD is more complex to manage, has more management facilities implemented within, and finally this is why 1UPT is a
simplification of SOD or as to say so a simplified management of unit-tile relations. Im really surprised why do I have to explain this at all? it should have been self evident.
But this is the point that you're almost purposefully avoiding.
The 1upt design is symbiotic with the AI and tactics. Civ 5 takes the strategy element of the game and merges it with tactics like never before. It simply wouldn't function as the same game with stacking units.
Civ 5 has introduced a strategic element that depends on 1upt as a baseline for production, terrain, science, victory conditions and a lot more that I don't have time to type.
It can't be simply unplugged and the introduction of stacking units would make both the AI and overall game virtually unplayable. It simply can't be introduced as the foundation level concepts prohibit it.
What you had before was checkers, where the rules are pretty basic and your strategy is almost preset. What you have now is chess. If you can find a way for chess to work with stacking units without utterly rewriting the game and making it something entirely different then I salute you.
I wasn't taking you out of context, I took you at exactly what you meant. You mean that the so called "carpet of doom" has replaced the "stack of doom". You've neatly avoided the fact that those concepts are utterly different in their execution. Their management styles are completely different and comparing them is like comparing a pineapple to a walrus.
As you've said previously, you're a builder not a warmonger, so building lots of units and sending them off to do a job will naturally make more sense. But what you've got now is a mix of building and premeditated strategy. You can't just mass produce units to the point of near invulnerability and get away with it. You need to plan what you're doing in advance and adapt to a nearly live situation. You're not supposed to build dozens of units and the focus on building libraries. The game makes you make a decision.
If you want to build, deploy and forget then you're playing a passive game, but you'll still need the standing army as a deterrent if nothing else. 1upt doesn't prevent that, it actually works a lot better as you are almost required to line your borders. But the stack is dead. IMO it was a rubbish concept anyway which Civ 4 made more than apparent as late game city capture was a nightmare of unit mass production.
That's not the game anymore.
So you want to talk about the capabilities of fish without mentioning water...
I dont fail to understand it. Ive always agreed with this. So I fail to understand, why are you asking this question?