Arioch's Analyst Thread

To both of the above statements, the answer would likely be to make only units of the same type stackable. This still gives you the tactical part that you are so craving, but greatly reduces the micromanagement aspect of all the individual units. (That is just my quick answer!)

No it doesn't. What would be the point of that? If you have 5 swordsmen in a stack, and are going against a guy with 5 crossbows or whatever if a good counter for swordsmen, that's pretty much still 1:1.

How does it reduce micro? It isn't like you're fielding hundreds of units like in CivIV


To that note, you say that the sizes of the tiles are purely my own imagination... Take a look at the standard Earth maps that ship with the game for reference. When compared to a map of earth, each tile covers a huge amount of space. To say that a single tile is only large enough to hold one unit is crazy. It is too much!!!

Gameplay>Realism

Seriously, 1UPT isn't going away.
OUPT works when you play a game on a more focused scale. The scope of Civilization is far beyond that. I could go on... but I have to go out and don't have much time. I will end this part by saying that if you envision CIV as how you described... that is fine! Don't rob me of how I imagine and interperut the game!

No one is. Go play CivIV.
 
Limited stacks only work if they are limited further, if you throw in a "only same unit type" and "needs a great general to create the stack of 3" then bada boom you have your FLLSOD (Further Limited, Limited Stack Of Doom) or... General Army for short, like my explenation of how civ3's army could work, which would basically introduce rare limited stacks. Which could work okay. But as for Limited Stacks in general, you remove the "loss of tactical play" when you limit it to units of the same type, but you still don't get rid of the main point which is, anything less than the stack maximum would be pointless. So you may as well just have 1UpT, again, pointless.

As for your imaginings of what scale civ land tiles are, you decide whatever helps you get through the day, but theirs no reason to tell everyone else "what the size definitely represents" when your just making it up, Frixasis didn't decide when making the game to section the game up in 732.67 Miles squared segements, and from this decision calculated the size of the tiles, no they just used a normal measurement to display the tile size on the computer screen and then stuck terrain features into it to make it look like a game world and not some cold deserted place, the fact that they decided to make Earth like maps on the game in no way dictates what they thought the game map would represent scale wise, infact I'm fairly sure they never cared much about it, we can see this from huge units in comparrison to cities, everything is just meant to slot into the tile, unit/cities/terrain and the tiles map a "board" anything you imagine to be true after this point like "Tile has XXX land value" is just your meanlingless imaginings. The game was not designed with scale in mind, this is clear in so many ways, if they wanted the game to scale properly then it wouldnt of been that hard to do something to make it so. Although it wouldn't of been the hit "board game like" turn based strategy game that it is. It would have been a different beast entirely, say like Heroes of might and magic which has towns and terrain and a guy on horse back all scaled quite nicely to look like they are all in the correct place, and then when it comes down to a army vs army fight, (the guy on horseback is the armies representitive) then you zoom in to a tactical field, but as I said, it wouldnt have been the same game if scale was thier focus, it wasn't and this is why the game is like it is. So no, 1UpT is no less believable than anything else, Civ is based very loosely on reality, its a game where you play through history as you see fit, and thats about all it bases on the reality of our world.

1UpT will work fine, they are merging tactical (zoomed in normally on other games) combat with the normal workings of civ, why have armies (stacks) and zoom into fights when this will allow units to spread out on the terrain of the game map and introduce tactical combat directly without having multiple game layers like some other tactical games.
 
1upt is the best possible thing that could happen to civ I think :)
For my part anyway.

Finally terrain will mean something, positioning will be important.. with the addition of ranged units and the control-zone mechanics finally combat will be interesting..
It seems like you can field less units, which makes it even better, and the tile system is sure to create choke-points that are easier to choke since there are 2 less directions of movement and so smaller maps will play very tactically.

And this combined with the long times it takes workers to build things and the need to keep roads at a minimum due to upkeep... the whole military side of the game is going to be 400 times deeper and more intricate... better than previous :)

I <3 the 1upt
 
No it doesn't. What would be the point of that? If you have 5 swordsmen in a stack, and are going against a guy with 5 crossbows or whatever if a good counter for swordsmen, that's pretty much still 1:1.

How does it reduce micro? It isn't like you're fielding hundreds of units like in CivIV

How do you know how many units you are fielding? Some may not field many, some may field a lot more. Personally, I am an army builder... I rely on my army to defend my nation. The larger my empire, the more troops I must field to cover all points of entry. With a good mix of unit types, that can grow to a sizable force. You will see when you play the game.

Gameplay>Realism

That is only true half of the time. When realism is completely removed, then you are removed from the game. You may like that, but I don't. I like to have some semblence of recognition. Otherwise, I never would have begun playing Civ to begin with. Seriously... I am really getting tired of that argument.

Seriously, 1UPT isn't going away.


No one is. Go play CivIV.

I never said that OUPT is going away. I am just making my arguments against it. Nonetheless, it is very arrogant and selfish to deny me my right to play the next game just because I don't agree with something. There are features that I DO like about CIV V. Features unavailable in CIV IV, making it, therefore, inferior. As a gamer and a fan, I have every right to complain when I feel that the franchise that I love (though it has never been perfect) is going in the wrong direction. In the end, we will see.

Limited stacks only work if they are limited further, if you throw in a "only same unit type" and "needs a great general to create the stack of 3" then bada boom you have your FLLSOD (Further Limited, Limited Stack Of Doom) or... General Army for short, like my explenation of how civ3's army could work, which would basically introduce rare limited stacks. Which could work okay. But as for Limited Stacks in general, you remove the "loss of tactical play" when you limit it to units of the same type, but you still don't get rid of the main point which is, anything less than the stack maximum would be pointless. So you may as well just have 1UpT, again, pointless.

Well, it seems that you are madly in love with the idea of OUPT and I can do nothing to even convince you otherwise. I do wonder, however, why so many people argue that I MUST keep an open mind, yet they refuse to hear any other suggestions... Is it blind devotion, or just complete stubborness?

As for your imaginings of what scale civ land tiles are, you decide whatever helps you get through the day, but theirs no reason to tell everyone else "what the size definitely represents" when your just making it up, Frixasis didn't decide when making the game to section the game up in 732.67 Miles squared segements, and from this decision calculated the size of the tiles, no they just used a normal measurement to display the tile size on the computer screen and then stuck terrain features into it to make it look like a game world and not some cold deserted place, the fact that they decided to make Earth like maps on the game in no way dictates what they thought the game map would represent scale wise, infact I'm fairly sure they never cared much about it, we can see this from huge units in comparrison to cities, everything is just meant to slot into the tile, unit/cities/terrain and the tiles map a "board" anything you imagine to be true after this point like "Tile has XXX land value" is just your meanlingless imaginings. The game was not designed with scale in mind, this is clear in so many ways, if they wanted the game to scale properly then it wouldnt of been that hard to do something to make it so. Although it wouldn't of been the hit "board game like" turn based strategy game that it is. It would have been a different beast entirely, say like Heroes of might and magic which has towns and terrain and a guy on horse back all scaled quite nicely to look like they are all in the correct place, and then when it comes down to a army vs army fight, (the guy on horseback is the armies representitive) then you zoom in to a tactical field, but as I said, it wouldnt have been the same game if scale was thier focus, it wasn't and this is why the game is like it is. So no, 1UpT is no less believable than anything else, Civ is based very loosely on reality, its a game where you play through history as you see fit, and thats about all it bases on the reality of our world.

Do me a favor... boot up CIV IV, play a couple rounds of a game... then check the statistics page. Notice that the "Land Area" is given in Square Miles (or KMs)? Now, go back and count the number of land tiles within your borders. You may be surprised to find that the total land area is divisible by the number of land tiles you have. So, yes, it was Firaxis that decided the SCALE of the tiles.

You say scale doesn't matter, yet you reference it in your argument that CIV is not a game based on reality. You said that CIV is a game where you play through history. That is the grandest scale of a game ever. It is not like other games where you play during a specific period. Scale is important! Let me be clear... when I say scale, I am not referring to the size of the units on the map. Those units are representative markers. Just as everything else is representative markers. It appears to me, from your arguments, that you are taking the game literally. Each unit represents a number of troops. Each resource represents an abundant cache of that resource. I can use my imagination to fill in the game. But OUPT stretches the imagination thin. Beyond believable proportions.

1UpT will work fine, they are merging tactical (zoomed in normally on other games) combat with the normal workings of civ, why have armies (stacks) and zoom into fights when this will allow units to spread out on the terrain of the game map and introduce tactical combat directly without having multiple game layers like some other tactical games.

OUPT works great in small scale projects. I've said time and time again that it will be great in scenarios. But in full scale CIV... it will be a distraction. Let me give an example of how a distraction interferes with enjoyment. When I worked at EB (many moons ago), we had a Dreamcast demo unit on the floor. One game really bugged me when it was in the unit... NBA 2K. The graphics looked sharp, but I noticed a problem that really stuck out to me. When the players moved up and down the court, the reflection of the overhead lights on the floor moved with the camera as if they were attached to it. This was a glaring distraction that constantly pulled me out of any enjoyment of the game.

With CIV V, I can see having an army of 5 or 6 units spread out across the entire country of France. This would, too, be a glaring distraction that would just pull me out of the game. YOU may think it minor or petty... but, to me, being pulled into the game is a very important aspect. If I can't be pulled into the game, than the game is not enjoyable... plain and simple!

Post note: 12agnor0k - I edited my previous post, but in case you didn't catch it there, I did a search but could not locate the thread that you mentioned. Could you please provide a link?
 
I believe that when they get a terrain advantage, it will be 3 times better than normal.
 
I believe that when they get a terrain advantage, it will be 3 times better than normal.
Sorry, it means that they have three positive abilities (One of which is certainly the spearman bonus vs mounted), and that we don't know what they are.
 
With CIV V, I can see having an army of 5 or 6 units spread out across the entire country of France. This would, too, be a glaring distraction that would just pull me out of the game. YOU may think it minor or petty... but, to me, being pulled into the game is a very important aspect. If I can't be pulled into the game, than the game is not enjoyable... plain and simple!

Its not a simulation. That you want it to be a simulation just means you'll be disappointed in the same manner as someone wanting a Civilization FPS or 2D fighter.

The problem is your expectations. Civilization's history is firmly in themed boardgames than history simulations adapted for play.
 
Its not a simulation. That you want it to be a simulation just means you'll be disappointed in the same manner as someone wanting a Civilization FPS or 2D fighter.

The problem is your expectations. Civilization's history is firmly in themed boardgames than history simulations adapted for play.

Where did I say that I wanted a simulation? Regardless of whether it is a similuation or not, there has to be a degree of realism. It is funny that the majority of the people who argue against "realism" in the game often state that "CIV is not a simulation" or "Gameplay trumps realism". Yet, I fear that they really don't understand the concept of the game. It is about taking a Civilization from the dawn of recorded history, through the ages up to the modern era and beyond. You are simulating what would happen if certain things went certain ways (whether the terrain of the earth was different, if X Civ was never conquered by Y Civ or otherwise fell, etc.).

No, CIV is not a true simulation. There are many more factors that would have to be included, least of which are elements which have been existed before and were taken out (like corruption or affects of religion). But even games that are labeled as Simulations are not true simulations. Games like SimCity and The Sims, for that matter, are not true simulations. They are just games! The simulation aspect comes from the number crunching to determine certain outcomes and directions. Civilization has that as well! Dungeons and Dragons does that, too, yet it is a game. As do those "board games" that you reference. (Oh, and if by "board games" you mean Risk and the like, then I would have to strongly disagree. If anything, I would say that Civilization is more derived from the tabletop War Game genre which, in and of themselves, contain simulation aspects.)
 
You are simulating what would happen if certain things went certain ways (whether the terrain of the earth was different, if X Civ was never conquered by Y Civ or otherwise fell, etc.).
No, you're not. Even when you say you don't think of it as a simulation, this line suggests you do.

Its a history-themed game, not a game about history. Accuracy is not essential and frequently detrimental.


Edit: Besides, your whole idea of scales, tiles, stacks and how many units can fit is wrong even by your own terms. Its more realistic that a single thing can fit into a limited space than a potentially infinite number of entities can fit into a limited space.
 
No, you're not. Even when you say you don't think of it as a simulation, this line suggests you do.

Its a history-themed game, not a game about history. Accuracy is not essential and frequently detrimental.


Edit: Besides, your whole idea of scales, tiles, stacks and how many units can fit is wrong even by your own terms. Its more realistic that a single thing can fit into a limited space than a potentially infinite number of entities can fit into a limited space.

Apparantly you did not actually READ that statement. If you noticed, I italicized the word "Simulation". There was a point to that. You apparantly did NOT read my post at all.

And how do you see that one unit in a tile is more realistic? By scale, there would have to be a LOT of units in a stack to break that limitation of the tile boundaries.
 
Guys, this *really* isn't the place to be having this debate. There are plenty of other threads that deal with this issue, so can you please not jack this well thought out Analysis thread?
 
Apparantly you did not actually READ that statement. If you noticed, I italicized the word "Simulation". There was a point to that. You apparantly did NOT read my post at all.
I read the statement. It was wrong. You are not simulating what your italicised word said you were simulating. It showed that your expectations are wrong. You don't understand the concept of the game.

And how do you see that one unit in a tile is more realistic? By scale, there would have to be a LOT of units in a stack to break that limitation of the tile boundaries.
You can't contain an infinite number of physical objects in a finite space. That the Civ4 engine allows you to do so would be, by your terms, unrealistic. And since it is disobeying physical laws of the universe, it is less realistic than the idea that a single guy with a bow is the only military unit in XXXsq. km.
 
I read the statement. It was wrong. You are not simulating what your italicised word said you were simulating. It showed that your expectations are wrong. You don't understand the concept of the game.


You can't contain an infinite number of physical objects in a finite space. That the Civ4 engine allows you to do so would be, by your terms, unrealistic. And since it is disobeying physical laws of the universe, it is less realistic than the idea that a single guy with a bow is the only military unit in XXXsq. km.

Your statement that I am wrong has no backup. You can say that I am wrong all you want, but you do not further detail or prove your own argument. I are simply making assumptions about what I want or expect. What I want is for a game to pull me in and make me feel that I am part of that world. Whether it be a strategy game, simulation, RPG... there has to be believable elements to pull that off.

As far as the tiles and units go, yes, theoretically, you could have an infinite number of units in a single tile with an "unlimited stack". That is, in part, why I have mentioned the "Limited Stack" earlier in the thread. Still, it is unlikely the threshold of units that could "fit" in a tile would ever be reached by a player in any game of Civ (without cheating).

This will be my final word on the matter (here anyway) as a voice of reason has spoken...

Guys, this *really* isn't the place to be having this debate. There are plenty of other threads that deal with this issue, so can you please not jack this well thought out Analysis thread?

Thank you for your interjection. You are, of course, correct. I apologise to you and Arioch for letting them get to me and taking part in the "hijacking" of this thread. I guess my nature is that I have to have the last word. ;)

Still, it amazes me how gaming forums can be worse than most political forums. You can barely make a simple statement without being attacked on all sides by others who don't share your point of view.
 
Alright, whos got some new screenshots?

I WILL agree with that! What this thread needs is new information before us posters start ripping each other to shreads. So, do you hear that Firaxis/Take 2? If you want to have customers to buy your game, you should release more details about the game for us to chew on! ;)
 
So, do you hear that Firaxis/Take 2? If you want to have customers to buy your game, you should release more details about the game for us to chew on! ;)

Right. For example, I can't stop wondering if the English longbowman will have a range of 3 hex, or if it will just be stronger. Three hex would be brutal, but historically accurate of their importance. It would be the range of a knight, so they wouldn't be invulnerable ... but put them on a hill, protect them with pikemen, and it's the Battle of Crécy all over again.
 
Right. For example, I can't stop wondering if the English longbowman will have a range of 3 hex, or if it will just be stronger. Three hex would be brutal, but historically accurate of their importance. It would be the range of a knight, so they wouldn't be invulnerable ... but put them on a hill, protect them with pikemen, and it's the Battle of Crécy all over again.

As I've said elsewhere, the extra range would make them too over-powered--far over-powered than any unique unit I've ever seen in Civilization games.
 
As I've said elsewhere, the extra range would make them too over-powered--far over-powered than any unique unit I've ever seen in Civilization games.

What if they have range 3 but cost 2x as much (both to build and maintain) as a Crossbow.

or like the CKN they have less power?
 
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