Not really a Civ 8 forum here, but that's what I want to discuss. I suppose the appropriate place is where there are "lessons learned" from Civ VII, so Civ VII players would be the most appropriate audience for the discussion.
I was just thinking of how Civ 8 at this point needs to just try to be advanced Civ 4 with better graphics. Civ 9 can strive to be the "nuCiv 5". I think we need 4 again (I'd be partial to converting the villa concept into a specialty district lite)
That said, Civ 7's army commanders provides an interesting update to the 1UPT concept, which is probably somewhat here to stay for two reasons:
This would also allow for unique unit variety. Some archers may be slightly better at support on defending, others slightly better at support on attacks, others just generally better at direct volleys.
Civ 7 army commander users, what do you think? Does this concept help bridge 1UPT and DS or is it a mess of its own?
I was just thinking of how Civ 8 at this point needs to just try to be advanced Civ 4 with better graphics. Civ 9 can strive to be the "nuCiv 5". I think we need 4 again (I'd be partial to converting the villa concept into a specialty district lite)
That said, Civ 7's army commanders provides an interesting update to the 1UPT concept, which is probably somewhat here to stay for two reasons:
- Hexes are better
- Doomstacks hearken to an era of visual abstraction that modern graphics don't require. Seeing your units on a map, tactically and tactilely moving them is just part and parcel of modern graphics.
- What I imagine is that you have a field officer, which is an abstracted unit assigned anytime you have an orphan unit with no officer.
- These "units" can upgrade over time.
- When you place more than one unit on a tile, they are all under the command of the officer, so there cannot be more than one officer per tile.
- In the officer tooltip/menu, you can arrange the order of battle for the units on that tile. The top unit is the main unit and will appear visually on the tile.
- Adjacent officers can permit shuffling of units across multiple adjacent tiles with the unlocked officer ability.
- Adjacent officers can support each other, say a few soft volleys of arrows automatically from adjacent tiles if a melee unit is defending. With the requisite unlocked ability.
- Adjacent officers can provide combat bonuses, with the requisite abilities.
- Like in Civ 7, with the right abilities, officers can stack many units to move across the map faster, heal quicker, etc.
- The main unit in a stack will have full combat ability, creating a 1UPT emphasis. However, the other units are "reserve" and weaken with each order of battle. This would make them "stacks" rather than "doom stacks".
This would also allow for unique unit variety. Some archers may be slightly better at support on defending, others slightly better at support on attacks, others just generally better at direct volleys.
Civ 7 army commander users, what do you think? Does this concept help bridge 1UPT and DS or is it a mess of its own?