frenzyfol
Chieftain
- Joined
- Oct 10, 2008
- Messages
- 68
Forgive my lack of knowledge, I gave up on Civ5 within weeks of its release so I'm not sure if they solved the problems I had with 1UPT.
Were all the micromanagement of units resulting from 1UPT fixed in subsequent patches /expansions for civ5? Primarily, when units pass each other on a single road does one of the units still have to get off the road?. There are many other problems cause by UPT, Sulla sums it up nicely in http://www.sullla.com/Civ5/whatwentwrong.html, but this road shuffle always bugged me in particular.
I understand the reason for adding 1UPT was to remove mega stacks, but the downside of unit micromanagement and knock-on production effects broke the game in my opinion.
So how do you remove mega stacks without the problems?
How about some kind of additional unit scale. Treat the entire stack as a single unit and add its cumulative attack strength with scaling. Here's an example with 20% scale.
1 Swordman (strength 10).
2 Swordman (strength 10 + 0.8*10) = 18
3 Swordman (strength 10 + 0.8*10 + 0.6*10) = 24
and so on.
The % modifier can be set at 50% for all I care, it doesn't matter
If the stack looses in combat ALL the units are lost.
This somewhat emulates the effectiveness of large armies. Larger armies ARE more powerful, but they are also less mobile, harder to supply, and susceptible to massive collapse (Battle of Agincourt).
Now you have a decision to make. Keep your units separate and more effective, or stack them for more power and higher risk. You also don't need to micro units in and out of cities, as they pass each other on roads, etc.
Thoughts?
Does anyone know what civ6 is doing with regard to 1UPT ?
Were all the micromanagement of units resulting from 1UPT fixed in subsequent patches /expansions for civ5? Primarily, when units pass each other on a single road does one of the units still have to get off the road?. There are many other problems cause by UPT, Sulla sums it up nicely in http://www.sullla.com/Civ5/whatwentwrong.html, but this road shuffle always bugged me in particular.
I understand the reason for adding 1UPT was to remove mega stacks, but the downside of unit micromanagement and knock-on production effects broke the game in my opinion.
So how do you remove mega stacks without the problems?
How about some kind of additional unit scale. Treat the entire stack as a single unit and add its cumulative attack strength with scaling. Here's an example with 20% scale.
1 Swordman (strength 10).
2 Swordman (strength 10 + 0.8*10) = 18
3 Swordman (strength 10 + 0.8*10 + 0.6*10) = 24
and so on.
The % modifier can be set at 50% for all I care, it doesn't matter
If the stack looses in combat ALL the units are lost.
This somewhat emulates the effectiveness of large armies. Larger armies ARE more powerful, but they are also less mobile, harder to supply, and susceptible to massive collapse (Battle of Agincourt).
Now you have a decision to make. Keep your units separate and more effective, or stack them for more power and higher risk. You also don't need to micro units in and out of cities, as they pass each other on roads, etc.
Thoughts?
Does anyone know what civ6 is doing with regard to 1UPT ?