killmeplease
Mk Z on Steam
hmm thanks i have to check those gamesRPG's are often turn-based without having tiles. Divinity OS and Dragon Age Origins are a few examples. There are excellent UI solutions for the issues you're mentioning.
But what these RPG's always have is a limitation to the amount of units you can have. Otherwise things can become a mess. Already graphically it looks bad when more than one unit is occupying the same space, but with a limited party number you can still more or less work out who is where and who is doing what.
But imagine a Civ game with no tiles and an unlimited army number - Shaka assaulting a city with a few dozen impi and some ranged backup. Against Japan who also also have lots of units. How to prevent that from becoming a mess?
I only know games where there are either tiles or there is a strict unit limit to keep things manageable.
btw its not only about movement, but also city management. city spacing, area calculation etc. you wont be able to judge how much res will a certain area produce, what the size of that area, how fast culture can spread onto it etc. there will be big non-integer numbers just everywhere which are hard to perceive.
in a TBS its hard to get rid of tiles. tiles make things so much more managable with a bunch of units.
what I propose is smaller tiles. small as no other cic game has done before. small enouch that a city is 7hexes and rivers are a hex wide(at least downsream...), but most terrain, resources and stuff still generate at the normal size at 7 hexes (unless you want to eat up a![]()
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ton of CPU)
pop can be in much smaller increments (start with 10 pop instead of 1) and welll... everything can move out faster. you can now move your army in proper formation even through narrow passages, border grouth and everything can be more natural as well.
more tiles you have less manageable it become. compare city screen in civ4- ("big fat cross", 20 tiles) and civ5 (36 tiles in 3 rings). this is relieved though by the fact you dont have full radius before late in the game. same to unit movements. faster the movements, harder the management and less meaningful is the combat as units have more targets to attack.