Civ 5 - less units!?

But if modern infantry could attack over lakes (like in the pictures) they might give you a big advantage against the opponent
 
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 is NOT at all what I said, I said a sniper upgrade could allow a unit to suppress enemy strength (like the suppression concept of PG) when they engage them in normal (adjacent) combat, it would not give an artillery type ranged attack. Historically snipers did not kill many enemy soldiers, rather they demoralized them and pinned them down thus the suppression concept is the most fitting. I don't think ranged attacks are appropriate for infantry at all.
 
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.
 
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.
That was also how it worked in Civ2 btw.
 
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.

Three minutes? Napoleon once attacked me with a SOD of about 500 units. I had 250 units in a fort, but couldn't hold him back. That was two fun hours of watching the screen.
 
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.

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.
 
Well, let's hope there's more upgrades. I want to build up my division of troops to have elite veterans that have been around for 5000 years.
 
combat will not generally result in a complete kill of the losing unit.
units will only be eliminated if they've taken repeated damage without healing
This we know.

Units will take damage and the loser will be forced to retreat
or are unable to retreat
This is pure speculation. They've never mentioned anything about units retreating.

Units could easily function like Battle for Wesnoth rather than Panzer General.
 
I'll admit, this feature worries me.
I'm starting to wonder if Shafer should have just hopped on board a new Panzer General instead of trying to remodel Civilization to be Panzer General.
Given how often he brings up PG, it's becoming increasingly worrying. Maybe someone should remind him it's Civilization 5, not Panzer General 4.
 
He's not the one who keeps bringing it up - everyone else is. Shafer said that PG was an influence - not that Civ5 would play like it. Given that the map/military changes are the only elements we have ANY concrete details about, it is rather premature to say that Civ5 is "the new Panzer General".
 
I kind of like the idea of one unit type per tile that was suggested earlier by Tom, one ranged, one melee, one mounted, etc. Although I'm not really put off by the one unit per tile, the one unit type per tile just seems like the better solution to unit sprawl, to me, and I've actually been expecting it since civ2. Mini-stacks using combined arms...
 
20 elite Landsknechts a handfull of long bowman on a hill city backed up by a few dozen axe men... :(

I swear I'm going to burn their whole empire for that.

1upt is good because their no longer the system where you must attack the strongest enemy unit. I HATE watching my landsknechts used as suicide troops.
 
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.

This worries me much. First, there would be not this feeling of power when you invade enemies: being forced to kill them in several "hits" would make the things tedious.
Second, this will force to bring an optimum range of troops every fight, like being obssessed by "surrounding the enemy", with the strategy of bringing only one or two troops non viable. You may as well feel there is never enough space to move your units, what might be a micromanagement nightmare.

One bad roll isn't going to kill your entire army.

This remark is true for Civ3 and 4, not 2. Because in two, there were little chance to lose a strong units versus a weaker. I mean, combats were less random. For example, that was nearly never seen to lose a battleship against a cruiser, which is pretty often the case in Civ4. So developers would only have to bring back this feature in order "not our army being destroyed by a bad roll", instead of requiring several shots to kill a single weak unit.

But i don't know, maybe it will be fun after all? Needs to be play tested!
 
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