As Impaler mentions, perhaps it would be best as an upgrade for infantry (to allow them to attack at range) but I'd only like to see that implemented if it was a choice between multiple viable options so you don't just end up giving every infantry unit snipers.
That was also how it worked in Civ2 btw.In my opinion the one unit per tile rule takes us back to Civ1. There if a stack was attacked and the strongest defender died, then all units in that tile died. So you always kept them apart from eachother.
I was hoping for less units. It will make strategy and tactics more important than just dedicating two of your industrial cities in the late game to military production.
One of the biggest ills of Civ4 is that the AI just builds ridiculously large armies they couldn't even maintain without their stupid cheat economies and you're all but forecd to do the same if you don't want to look like an easy target.
It also means when Monty inevitably attacks you, you won't have to sit through three minutes of watching his neverending waves of chariots throwing themselves at your machine guns during the frst turn of the war.
Like pi-r8, I have my worries about less units cranking up the luck factor. If units are fewer, what's to keep one unlucky roll of the dice from completely squashing your army? See also: law of large numbers.
combat will not generally result in a complete kill of the losing unit.
This we know.units will only be eliminated if they've taken repeated damage without healing
Units will take damage and the loser will be forced to retreat
This is pure speculation. They've never mentioned anything about units retreating.or are unable to retreat
It's my understanding, however, that combat will not generally result in a complete kill of the losing unit. Units will take damage and the loser will be forced to retreat; units will only be eliminated if they've taken repeated damage without healing or are unable to retreat.
One bad roll isn't going to kill your entire army.
I pray it does [become Civ: Total War.]