Another variation on multiple units per hex

ShadowWarrior

Prince
Joined
Jun 7, 2001
Messages
411
A similar idea might have been floated around by another person long before. If so, then I apologize.

I am proposing that each hex can be occupied by no more than 5 military units. HOWEVER, a great general can boost the number to 7 units (making a total of 8 units including the great general itself). A great general that has acquired experience points above a limit will be able to increase that number further to 9 (a total of 10 units including the great general).
 
I know that alot wants that idea, so you can stack units on each others. But in my oppinion, it kinda ruins the Sid Meier's Civilization series.
By having only one unit on each tiles also balances the game much more. Because if you could stack units, everyone would just stack 5 units on each city state, making it impossible to capture. And even stacking late game units on each others, makes it impossible to get past that one tile.
 
By having only one unit on each tiles also balances the game much more. Because if you could stack units, everyone would just stack 5 units on each city state, making it impossible to capture. And even stacking late game units on each others, makes it impossible to get past that one tile.
This can be balanced by giving artillery type units a collateral damage ability against stacks, reducing movement speed of stacks etc. I think it can be made more balanced and manageable rather than having infinite numbers of units on a tile. There was another thread with a few suggestions.

I like the idea of Great Generals being used to create stacks / armies (using something similar to the existing linking function), with xp earned by units also going to xp earned by the General for various promotions benefiting the stack.
 
There are already games that work along this premise. For instance, GalCiv2 is 1UPT but it works off a Fleet mechanic where you can't battle ship to ship (unless both Fleets are just one ship) but can alter the offense/defense of your fleet and against which based on the ship design. It's not too shabby and it's fairly easy for the AI to grasp. But it is kind of simplistic - even more simplistic than stack combat and it's a little easy to outsmart the AI. And it still makes carpets of fleets, actually.

I think the current Corps/Army balance and mechanic is where we should stand for now, but maybe move the Corps mechanic a little earlier and the Army one a little later. As it is, there's not that much use for a Corps other than a very short placeholder until you get Armies. You either field a bunch of single units for coverage, or an Army for power.
 
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