Gori the Grey
The Poster
- Joined
- Jan 5, 2009
- Messages
- 13,498
See my "Throne Room" thread in the general "Civ - Ideas & Suggestions" subforum for what I think of as a better way of handling the diplomacy screen.Ok, I think I've got a winner for a section on Immersion and the Diplomacy screen:
Separate topic:
I've been thinking about the drift of our discussion to 1UPT in connection with this from the OP
and at least it can be said of 1UPT that it gives you lots of impactful choices to make during a turn. (Again Civ 5 is my reference point, but I think the following is true of 6 and 7). During a battle, you will often, say, shoot an opponent melee troop with two archers, attack it with a melee troop, then finish it off with a third archer. You do it in that order because you don't want the melee troop to deliver the kill, because that will advance it a hex and make it more vulnerable to opponent attack the next turn. Sometimes there's two opponents a ranged unit could hit. You hold back his shot. Another ranged unit takes its shot at a heavily-wounded unit; maybe it will kill it (it has 28 hit points and the screen is telling you you'll do 28 damage). If you don't kill it, that first archer will "waste" the 28 damage he could do on a different unit and just do the remaining 2 damage to kill the unit, because getting that unit entirely off the battlefield is more advantageous than doing maximum damage overall. You all know the kinds of situations I'm talking about.Impactful actions: actions that are both perceptible and “move the needle” towards your goals. If your actions aren’t impactful, they are busywork.
This is what people who don't like 1UPT disparage as the "sliding puzzle" aspect of combat in 5 and 6 (and, I gather, use of Commanders in 7 in some ways only intensifies this).
But, in laying out the totality of one's attack in a turn with these considerations in mind, one is at the very least making a large number of decisions. And they can be impactful. If you advance that melee troop, and lose it, it can swing the battle. If you leave that guy with 2 hit points, you just know he's going to get a promotion next turn, use it for healing, and continue as a menace to that flank of your operations.
Challenge (how well the AI can handle such combat) is a separate issue, but just on the metric of "impactful actions," 1UPT has it in spades, on a turn-by-turn basis (when one is in a war, of course).
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