Ok, could sound cool but this is all packed in one parameter strength. That doesn't fit. Tile size and unit size is important too avoid overcrowding and outbreak of scary diseases.what many people fail to take into account is that each "battle" takes place over the time space of a turn and is not necessarily a formation of guys attacking an opposing formation of guys.
I find it difficult to see axemen taking on rifflemen but at the same time if its 10 axemen vs 1 riffle man its not like the axemen attacked down a hall way one at a time. you have to imagine the whole stack of 10 axemen brigades attacking 1 rifflemen brigade which has to defend its area. that means that some time the axemen ambush patrolls, some time the axemen choke off supplies and some time the axemen suicide attack.
over the course of the turn (a year or two) the axemen lose 80% of their people but their determination wins through and try even eventually defeat the rifflemen and reform into 1 full and 1 degraded unit.
this is why i dont see stacks as horrible. CIV combat takes place at a strategic level not a tactical level.
its well known that seige is done poorly in civ4
i would much rather see seige as simply an addition to standard units rather than a unit in and ofthemselves. doing it as some kind of earned or purchased promotion is possible but limited.
i think the best way would be to limit stacks in such a way that all of the units on a stack are considered one army with all of the benefits of the units in the stack.
thus if a stack of say two swordsmen an archer and a catapult attacks a city the entire stack will first attack for collateral damage, deal ranged archer damage (with possible first strikes) and then deal melee damage from the combined swordsmen.
the pressence of cavalry or other units would provide different benefits or abilities to the battle stack.
one of the abilities of a general would allow a stack to be larger. for example a standard stack is up to 4 units and a general allows up to 6 or 7 units to form a battle stack.
My 10-point recipe for Civ VI:
1. Start with Civ IV BTS gameplay/design as a reference.
2. Analyze features and identify ones that don't work well, are unbalanced, unfun, or just not really used all that much.
3. Decide which ones are worth keeping and improving, and which ones should just be dropped entirely from Vanilla.
4. Try and identify other "unfun"/tedious parts of the game (including user interfaces/menus), and introduce a few new concepts to try to improve them. Be careful not to reduce player choice or over-simplify the game. Optional governors and automation to guide newbies and casual players are OK.
5. Play-test the heck out of the game to balance the new stuff in #4 and make sure it is an improvement and fits within the rest of the game.
6. I repeat, play-test the heck out of the game. Be sure to involve Civ veterans, both single-player and multiplayer, in beta testing.
7. Implement new design on a more modern graphical engine. Try to design things under the hood to utilize multi-core processors as much as possible.
8. Don't worry too much about leader animation or having leaders read text in their native language. Just make sure they're not too freaky-looking (*cough* Sury *cough*).
9. Go with Grammy-nominated Baba Yetu for the menu theme, unless you are REALLY sure some other song would work better. Leonard Nimoy would be nice for the tech voice-overs, but you can't always get everything you want.
10. Did I say play-test the heck out of the game before launching?
sadly, I think there's a high chance that there won't be a civ 6 at all. The declining PC market, and the disappointmnet of civ 5 have really harmed the series. But if there is a civ 6, I'd like to see it designed fully to support multiplayer games. Single player is fun, but no AI can compare to a real human.
Well said. a couple of additional pointers:
1) Keep to historical realism. This is what made Civ1-4 great.
2) Constrain the micromanagent and amount of options so that an average completed game takes ~1-4 hours, or one evening of playing. Or even shorter. You can always play marathor or epic if someone wants that. Handicaps for micromanagement of building/workers/units might work, this could simulate the way planned economies were less efficient due to central government interference.
I'm sure there will be great games that continue the CIV legacy.The CIV series is not a war or even strategy game. Its a resource development game. Even if CIV series was dead and buried, there are many other great pieces in the same genre. Master of Magic (and now Elemental) added fantasy elements to this genre, Master of Orion and Alpha Centauri added sci-fi elements. Maybe one of these will compare to CIV IV one day.
But then I am an obsessive micromanager, and a game lasts me up to 160 hours of playing time.
Lol, wut? Are you serious? It takes me about 5-6 hours to play an 'epic' length game, and I do alright without spending 32 times longer on each turn... I can't imagine what you'd be doing in that time?![]()
LOL???? You want them to make me pay extra for watching over my cities making sure nothing gets randomly reassigned???