dagriggstar
King
While I've always felt the combat in each version of civ gets progressively better, I believe all that can be done with 1UPT has been done and the next step is to re introduce stacking to the combat system, for civ 7. I would describe 1UPT as a hard rule, it completely prevents you from doing something. I think the next step will be to instead have a series of softer rules to discourage doom stacks but allow the player to use them if they like.
I've always felt the game has struggled with differentiating unit classes/roles beyond the simple spear > horse > swords > spear rock paper scissors thing. What even is the difference between heavy and light cav again? Reintroducing stacks will allow for different types of roles. The only attempt at an anti stack unit previously was suicide siege units that did limited collateral damage in iv, a role they simply weren't effective in.
Anti cav = bonus vs all cavalry units. Cheap grunts of your army.
Ranged = These guys deal damage based on how big the opposing unit stack is. Something like +5 strength for each unit in the opposing stack. Deals unlimited collateral damage (damages all units in stack same amount can kill). Very weak in 1v1 situations. Until renaissance range of one, increasing to 2 and maybe later to 3 depending on gameplay. Expensive. Logic is that firing say 100 arrows at 1000 targets standing in a confined space will result in more hits than if there's only 50 targets in the same space.
Light cavalry or recon = when attacking the attacker chooses which defender in the stack to attack. Generally a weak unit good at taking out ranged units. These represent skirmisher type units throughout history used to harass large forces.
Heavy cavalry = if a heavy cavalry unit gains a decisive victory over a defender in a stack of units, the unit stack is dispersed randomly to the 3 tiles behind it. Dispersed units take additional damage depending on terrain that they disperse to. If units cannot disperse (mountain, occupied tile by enemy) a further penalty is applied. Logic is that usually heavy cavalry is reserved for the decisive blow, causing routs.
Having units specifically designed to counter stacks should make the meta strategy to spread your forces out to avoid big losses from stacks.
I've always felt the game has struggled with differentiating unit classes/roles beyond the simple spear > horse > swords > spear rock paper scissors thing. What even is the difference between heavy and light cav again? Reintroducing stacks will allow for different types of roles. The only attempt at an anti stack unit previously was suicide siege units that did limited collateral damage in iv, a role they simply weren't effective in.
Anti cav = bonus vs all cavalry units. Cheap grunts of your army.
Ranged = These guys deal damage based on how big the opposing unit stack is. Something like +5 strength for each unit in the opposing stack. Deals unlimited collateral damage (damages all units in stack same amount can kill). Very weak in 1v1 situations. Until renaissance range of one, increasing to 2 and maybe later to 3 depending on gameplay. Expensive. Logic is that firing say 100 arrows at 1000 targets standing in a confined space will result in more hits than if there's only 50 targets in the same space.
Light cavalry or recon = when attacking the attacker chooses which defender in the stack to attack. Generally a weak unit good at taking out ranged units. These represent skirmisher type units throughout history used to harass large forces.
Heavy cavalry = if a heavy cavalry unit gains a decisive victory over a defender in a stack of units, the unit stack is dispersed randomly to the 3 tiles behind it. Dispersed units take additional damage depending on terrain that they disperse to. If units cannot disperse (mountain, occupied tile by enemy) a further penalty is applied. Logic is that usually heavy cavalry is reserved for the decisive blow, causing routs.
Having units specifically designed to counter stacks should make the meta strategy to spread your forces out to avoid big losses from stacks.