I'm sure this topic has been discussed many times before, but I've been playing Endless Legend recently and was reminded of how much I dislike Civ's VI's (and V's) handling of the One Unit Per Tile mechanic. I absolutely hate the fact that the map in Civ VI quickly becomes cluttered with dozens of individual units -- player, majors and city states -- all standing around just taking up space and blocking movement. With the wonderful addition of Districts, the strategic map is now much more interesting and important, but the much of the effect is undermined by the sheer number of AI units aimlessly wandering the map at any given instant. The game even has to go through the ritual of having the AI pointlessly shift some of its static units each turn just so they don't block movement for everyone else. It's just a messy confusion of map scale that achieves nothing but eat up processor power.
There is much that's imperfect about the combat mechanic in Endless Legend, but it does one thing really well. On the strategic map, multiple units are stacked (ala Civ IV). When a battle begins, however, the game switches to a tactical map that covers a multi-hex area that generally replicates the terrain of that location on the strategic map. In essence, instead of cramming 1UPT combat into the strategic map, with all the traffic jam headaches that creates, the game offers an expanded tactical map where units have room to maneuver and coordinate. Ranged units can stand off. Infantry can form a defensive wall. Cavalry can attack flanks. And local variations in terrain matter. The battles feel like actually tactical battles, instead of the awkward confusion of map scales in Civ VI.
First on my wish list for future Civ iterations is a better approach to the 1UPT combat mechanic. Endless Legend (and I know there are others like it) offers a nice alternative.
There is much that's imperfect about the combat mechanic in Endless Legend, but it does one thing really well. On the strategic map, multiple units are stacked (ala Civ IV). When a battle begins, however, the game switches to a tactical map that covers a multi-hex area that generally replicates the terrain of that location on the strategic map. In essence, instead of cramming 1UPT combat into the strategic map, with all the traffic jam headaches that creates, the game offers an expanded tactical map where units have room to maneuver and coordinate. Ranged units can stand off. Infantry can form a defensive wall. Cavalry can attack flanks. And local variations in terrain matter. The battles feel like actually tactical battles, instead of the awkward confusion of map scales in Civ VI.
First on my wish list for future Civ iterations is a better approach to the 1UPT combat mechanic. Endless Legend (and I know there are others like it) offers a nice alternative.