MaximusPlatypus
O.O
I don't even know why I open these threads.
(cue up the "so why even comment" comments)
(cue up the "so why even comment" comments)
Except that those are arguable points. The tactics, the production, the unit roster, and so on, and so forth. You are taking these things as some kind of factual basis when in fact this is just your analysis of the complaints.
We're getting into semantics awfully-fast. But, as you insist:Not so. I did not state them as fact. I stated they were "oft-repeated complaints". They may be arguable points, but that hardly makes them any less valid, nor does it mean they should be disregarded, as you seem so quick to do.
The complaints are oft-repeated. The link between them and 1UPT is one that you stated without explanation, as a factual statement.
I mean, I said a lot more than just that sentence, so it's kinda hypocritical that you ignore the rest of my post and then talk about what I disregarded! I disregarded nothing. I pointed out that your logical leap is something that could in fact be argued (individually, for each complaint that people have given about Civilisation 6, and their apparent relation to 1UPT), and I'm willing to debate it! But I'd rather qualify what we're debating before going off on a wall of text, and you trying semantics at the first hurdle doesn't inspire me with confidence.
It's very easy to list all the negatives of something without the positives. People do this with MUPT too, it's true. But you need to consider that there are viable counterarguments to the theories you hold, because they're not as self-evident as you think they are.
4. Traffic jams are a direct result of 1UPT, but they're also an intended result. They make other methods of transport useful. Instead of shoving everything into a stack and onto a railroad, you actually have to consider logistics. Tactics. Strategy, even.
Nah, 1UPT just encourages giving the AI combat bonuses.Your preference to MUPT because it allows the AI to benefit more from it's inherent Production / resource bonuses is purely a preference, and isn't actually good games design because it doesn't solve the problem of making the game AI better. 1UPT actively drives that goal by making more intelligent AI necessary. As I think you've said elsewhere, nobody expects a "true" AI in a video game. But we can expect and ask for improvements. My argument is that it has been improving (and likely will continue to do so). This is not a failing of 1UPT. This is 1UPT exposing the core design issues in contemptory video game AI design.
There's no "dim" and "distant" about it. It's a thing that's already happening. Certainly, the AI in earlier Civilisation titles was hardly immune to criticism. MUPT presents issues as well - issues I tried to point out by explaining why developers trended to simply giving higher-difficulty AI better bonuses to compensate. The AI understands 1UPT, just as it understood MUPT. It wasn't ideal at either. MUPT worked with other AI-programmed mechanics to give the AI an edge.On MUPT v 1UPT imo you miss the point. You might like the fact that 1UPT puts the AI on a road that will make it more intelligent at some dim distant point in the future but we're not anywhere near such a future. I don't care that maybe because of 1UPT we might have a Civ game with a truly intelligent AI 20 years from now. We're not living in the future, we're playing these games now.
What makes a game against an AI better? A system where the AI moves intelligently but can't pose any threat because right here and now it can never be intelligent enough to threaten in any meaningful way or a system (MUPT) it can actually understand and use to create a challenge to the player?
This is an aside, so I'll leave it here. But you're completely discounting the PC vs. console paradigm in terms of software development (and many other factors. But this is an aside). I own 381 games on Steam alone and I don't sit around having bugs ruin my enjoyment of them.And on the point about bugs in older video games:
I owned roughly 250 spectrum games, around 40 mega drive games, and around 60 PS1 and PS2 games. In all I would say there were bugs in maybe 30 of my spectrum games and not one of my mega drive or PS games had bugs.
I own around 30 PS4 games, not one of them didn't require at least one update to remove bugs which were present on release.
I stand by my comment![]()
Simply saying that arguments aren't worthwhile, doesn't make them not worthwhile. But if that's your critical response then unfortunately it doesn't look like there's any point in continuing this. To wrap it up:@Gorbles Of course VI production doesn't feel particularly slow compared to V. It does, however, feel slow compared III/IV. That's the point. Comparing VI to V doesn't make any sense in terms of production gaps, this is about 1UPT vs. MUPT, and Civ V uses 1UPT. Production was slow in V too, because it uses 1UPT.
You don't have to agree with the solution with religious units. I don't agree with it either, as a decision. It does, however, serve as evidence to prove the point, whether you agree with it or not.
Again, comparing unit variance to V highlights the flaws. V had too many units. That was okay in a system that allows stacking, like IV, where units could have specific purposes and more variance. In 1UPT, they cannot do this, because of the problems observed in V. That is why they scaled unit variance back in VI. My point is the game has fewer units and less unit variance because of the limitations of 1UPT and slowing down production. Which is the complaint. It was fine to have lots of different units in IV, because unit production was faster.
As for your points on AI... well, let's just say I don't agree. Frankly, it's delusional. The AI is worse than it was in Civ V, not better. I don't think debating the issue with you will accomplish much. Suiciding units is much better for an AI that gets massive production advantages than being overly timid.
These aren't valid, though. In most cases they aren't even counter-arguments, it seemed like you completely missed the point.
Collateral damage, penetrating stack damage (units underneath suffer diminishing returns of damage, etc), are all mechanics implemented to try and make MUPT worthwhile. You advocate for their existence and yet you argue against giving 1UPT the same time to mature. Why?But you realize that you already had to do this in IV?
If you put all your units onto railroads and they get within reach of enemy Artillery or similar, that will not end pretty for your stack.
It's puzzling how stacking often is reduced to simple logistics, collateral damage can be deadly in IV, they gave counters against it. Rock Paper & Scissors also offers some very nice possibilites, what's so great about taking the probably best mechanic in IV away? That you now cannot shorten your turns by moving units together? Oh i see.
Looks more like Fippy was dismantling your characterization of MUPT to me.Collateral damage, penetrating stack damage (units underneath suffer diminishing returns of damage, etc), are all mechanics implemented to try and make MUPT worthwhile. You advocate for their existence and yet you argue against giving 1UPT the same time to mature. Why?
That wasn't my argument, though. However as unit organisational paradigms, one has been allowed a lot more time to develop and mature.Looks more like Fippy was dismantling your characterization of MUPT to me.
"1UPT is great because MUPT has some perceived flaws" isn't a very good argument. That goes double when the perceived flaws aren't actually accurate.
1. Again, some comparative values would be helpful here. I didn't play much of III, and despite owning IV I've never touched it. I had my fill on the original Civ. and SMAC, and Production was always something to consider there. Despite my asking, you haven't provided anything that could advance this discussion. It's just your feelings vs. my feelings.
2. One example of how they looked at religious combat doesn't make for a trend. It supports your theory, of course, but it isn't proof in of itself.
3. And my point (which you apparently didn't read) was that there are plenty of other reasons for reducing unit variance. Including the pacing of the tech tree. Production speed has little to do with it (in fact, it's the reverse given how District costs rise based on the amount of techs / civics you possess, and Districts are a lot of the driving factor in both Production and Gold).
4. You can disagree with me on the AI without calling me delusional. Poor form. And no, the AI on release in CiV was an absolute shambles. If you're comparing fully-patched BNW to Civ 6 on release, then that's a bucketload of poor analogies for another time!
I finished a game as Gilgamesh last night and realized that there was nothing else I really wanted out of Civ 6. I deleted it. I might check in later after a patch or two, but I don't think Civ 6's big problems are patchable. I should say that I do not feel ripped off or aggrieved - I tried all of the civs at least once, and I won with every victory type. I had my fun and I think the developers did a good job, little things like the insane unit cycling notwithstanding. Maybe, as some have said on this board, the civilization concept is just a bit tired now. How could anyone make the concept fresh at this point?
I feel compelled to share my thoughts as a kind of post mortem.
1) I know this is "settled law," but the way that naval units work sits wrong with me. I was chasing a damaged chariot unit across a frozen peninsula, and when they reached the coast, it just turned into a boat and sailed away. I saw them waving facetiously as they left. Where did these boats come from? Perhaps it would be better if units could embark and "turn into boats" only at harbors. If you launch an amphibious invasion, you cannot just call it off and go back to the ocean; it's capture a harbor or your units are gone.
2) Religion clearly needs to be reconceptualized. Needing to send hundreds of religious units across closed borders so they can convert ancient holy cities just makes no sense. I like the idea of a religious dimension to the game, but when I see a carpet of missionaries coming my way, I just sigh. A religious victory perhaps could consist of collecting X holy relics from each of the five world religions? This needs much more thought than it has received.
3) Most importantly: the sense of urgency is sorely lacking. Civ 4 had this sense of urgency throughout, at least until the game was in hand - you needed to get that second city; needed to get iron hooked up; needed to get those cottages in place as an investment in the future; needed to do the next thing until the game was over. Civ 5 didn't have it because you just needed four cities to win. Civ 6 doesn't have it because after the opening era (when the warmonger penalty is zero and the AI seems willing to start wars), wars only happen if the player starts them. And one always knows one will win because the AI cannot play the 1UPT game, and couldn't in Civ 5 either. (Given that the designer of Civ 5 admits that 1UPT was a failure, I don't understand why it was revived, almost completely unimproved, for Civ 6. There are so many possibilities available.)
4) Related to number 3: Eurekas make the tech tree go by too fast, and there's too much gold floating around, allowing anyone to build a flash army whenever needed, rather than building a strong defense and maintaining it. Because of the ample supplies of money, I can just buy great people at will by the midway point.
Finally: a constructive suggestion: A hard cap for number of units per civ. This would avoid the carpet of doom problem, and also perhaps help with the fact that the game is too easy even at the hardest levels. Let's say that at the beginning of the game, with the chiefdom government and no special cards, the human player would be under a 10 unit cap. (6? 8?) This could be increased with more aggressive government types or with certain government cards, such that a warlike modern government might support 40 units (25? 30?), and a peaceful modern government support only 10, or even fewer. Also, the AI could get higher caps than the player at higher difficulties: at Prince, AI gets 10; at King: 12; and so on. I am not certain of the optimal numbers, but if everyone only had X units, each unit would become very important, and choosing the right balance would be paramount.
I very much like the idea of armies as the only military unit - at the outset you get one or two armies with three to four slots, and this number grows as your government matures - because it would solve the carpet of doom problem and yet make the military part of the game more strategic. (One army of just archers? One siege unit in each army? Interesting choices....) But I think this won't happen, even though it's not that far removed from the mechanics in place already.
Farewell Civ 6, and for those who enjoy it, best wishes and carry on. I think I like reading your thoughts about the game more than playing it!
Hasn't Civ V had plenty of time to mature? Yet the AI in VI is no improvement.Collateral damage, penetrating stack damage (units underneath suffer diminishing returns of damage, etc), are all mechanics implemented to try and make MUPT worthwhile. You advocate for their existence and yet you argue against giving 1UPT the same time to mature. Why?