stealth_nsk
Deity
So, to gather everything up, let's start from what we had in Civ5. It's combat gave us:
Pros:
- Real tactical combat. Overshadows all cons to me.
Cons:
- AI can't handle tactical combat and without ability to throw masses on player, just loses.
- Hard to move masses of units.
- Long build time for units due to map limited unit capacity.
- Friendly civ units getting on the way (the problem which existed in all Civ games) became much bigger issue.
What we'll have in Civ6:
1. Ability to stack military and civilian units. No gameplay changes, but requires less efforts to move units, which is good.
2. Support units to stack with regular units.. We know the following support units - Ram, Siege Tower, Anti-Tank and Anti-Aircraft. It looks like there will be no more than 1 support unit per regular unit and you'll not need a support unit for each of your units. Let's say it's +30-40% to the total number of units you could build. Not so big deal against 1UPT problems, but still helpful and giving much more tactical variety.
3. Corps and armies, allowing stacking 2 (later 3) units of the same type into some kind of super-units. This measure is purely to reduce the amount of units. With 1UPT it's nearly always worth making corps/armies.
The great thing here is what this option will not be available immediately, so once you research corps (or upgrade units to those which could be stacked - the mechanic is not clear yet), you'll stack your existing units, clearing the field effectively and allowing building much more of them. After gaining access to armies, you'll not clear your field (as it's unlikely you'll be able to join corps into army), but instead you'll be building more units to convert Corps into Army.
Interesting thing here is how experience will fit the system. In Civilization 3 where armies were used before, the experience affected HP only, so joining units was easy. If we'll still have unit levels and traits in Civ 6 it's unclear how they'll be stacked and whether units will be able to get experience separately while in the army. I have a feeling the individual unit traits will be removed in favor of old-fashioned veterancy (too many issues with combining traits and armies) and customization will be done with support units, but we'll have to wait for more details.
Conclusion
We don't know all details, but so far as I see the new system can't fundamentally fix 1UPT problems, but could greatly reduce them, while improving its strong points.
Pros:
- Real tactical combat. Overshadows all cons to me.
Cons:
- AI can't handle tactical combat and without ability to throw masses on player, just loses.
- Hard to move masses of units.
- Long build time for units due to map limited unit capacity.
- Friendly civ units getting on the way (the problem which existed in all Civ games) became much bigger issue.
What we'll have in Civ6:
1. Ability to stack military and civilian units. No gameplay changes, but requires less efforts to move units, which is good.
2. Support units to stack with regular units.. We know the following support units - Ram, Siege Tower, Anti-Tank and Anti-Aircraft. It looks like there will be no more than 1 support unit per regular unit and you'll not need a support unit for each of your units. Let's say it's +30-40% to the total number of units you could build. Not so big deal against 1UPT problems, but still helpful and giving much more tactical variety.
3. Corps and armies, allowing stacking 2 (later 3) units of the same type into some kind of super-units. This measure is purely to reduce the amount of units. With 1UPT it's nearly always worth making corps/armies.
The great thing here is what this option will not be available immediately, so once you research corps (or upgrade units to those which could be stacked - the mechanic is not clear yet), you'll stack your existing units, clearing the field effectively and allowing building much more of them. After gaining access to armies, you'll not clear your field (as it's unlikely you'll be able to join corps into army), but instead you'll be building more units to convert Corps into Army.
Interesting thing here is how experience will fit the system. In Civilization 3 where armies were used before, the experience affected HP only, so joining units was easy. If we'll still have unit levels and traits in Civ 6 it's unclear how they'll be stacked and whether units will be able to get experience separately while in the army. I have a feeling the individual unit traits will be removed in favor of old-fashioned veterancy (too many issues with combining traits and armies) and customization will be done with support units, but we'll have to wait for more details.
Conclusion
We don't know all details, but so far as I see the new system can't fundamentally fix 1UPT problems, but could greatly reduce them, while improving its strong points.