Do You Like the New Movement Rules?

Do You Like the New Movement Rules?

  • Yes

    Votes: 75 51.7%
  • No

    Votes: 47 32.4%
  • No opinion/not sure

    Votes: 23 15.9%

  • Total voters
    145
  • Poll closed .
I haven't liked the movement since it was changed in Civ5. The movement points are all wrong for this type of game. I used to play Squad Leader the board game all of the time when I was a kid and typical movement points were about 6 so you could move your units around. I think the slowest unit was 4MP. Fast units were like 12 or more. This game just has all of the units jacked up at all times. No time for quick strategy changes at all.

I have gotten used to it to an extent, so I can plan ahead of it a little bit, minus major mountain ranges, which I haven't ran into yet in this game. It is nice they have added extra poibnts and not let you into a tikle that you don't have enough points to enter. Although it will let you in if it's the start of your turn and still lets you into any one tile even if you don't have enough.
 
It would be nice if scouts were quicker to get that first promotion to choose double movement in forests or hills. Even if it was something as simple as giving them enough XP from going through a tribal village to unlock the first promotion, then you can at least get the scout exploring a little faster. You're still stuck if you've given them the hill promo and they end up in a rainforest, but at least I can just call that bad luck.

I always find it sort of incongruous that the best (in Civ V, only) way to promote scouts is through combat. They are scouts, their major advantage is running from combat, not engaging in it. They should earn experience by...scouting. The XP tribal villages are a start, but I imagine a system where they get a teensy bit of XP for every turn that they expose new map tiles or something. I don't know exactly how it would work but something so they are actually rewarded for exploring the map with learning to explore it better.
 
It seems that I am able to build larger armies compared to what I did in Civ V. Not that you couldn't flood Civ V as well but I find it much easier on Imm/Deity to flood the AI with units. I think the movement in this game bothers me when I am giving the orders compared to V. I expected it to be easier to take down cities for this launch. After getting used to Civ V playing with smaller empires it is kinda funny to have huge empires in this game and no real penalty for it.
 
I like the changes. Maneuver seems to be much more important, and it actually allows people to advance and fall back in good order.
Also finally creates proper frontlines instead of unit carpets during wars.
 
It makes ranged units more powerful(a change that was definitely not needed), and increases map congestion too (again, a bad change).

It also means you can run away forever Vs a unit with the same speed, though I'm not sure if that's a good or bad thing.
 
Not as it's implemented right now. There are several problems with it:
  1. Moving armies around was a pain in Civ V, now it's ridiculously terrible
  2. The AI always keeps a carpet of units sitting around (well, I guess only on the higher difficulty settings), so you have a hard time moving around your missionaries and stuff. They really should move on a different "plane"
  3. Scouts are pretty terrible now, I stopped building them except as garrison if I take the +1 amenity for garrison policy.
  4. Makes ranged units way too powerful at the moment.
  5. Hexes are still too big for 1upt
If they increased the number of hexes by 3 or 4 and gave units twice as many moves, so you'd actually have room to manouever, I'd like it.
 
Don't like it. It's anti-Civ5 movement rules.

Civ5 system was created to reduce busywork while exploring, and this is the opposite of that.

Also, movement is generally slower in Civ6, due to this system and slow roads.
 
I do find the roads changes disappointing. Roads are essentially useless through the first half of the game, so they're kind of misleading.

In the latter part of the game when they can become important, there's no reliable way to put them where you want. The Military Engineer can only lay 2 tiles of road before it's expended; that's useless.

And a Civilization game with railroads?? I don't even know where to begin. One of the few gameplay design decisions that's really a step back.
 
My main thought on the movement is "Wow, someone looked at Civ 5 and decided ranged units need to be even more powerful."

I was cautiously optimistic because of the new road system, but the roads you get are practically worthless. Not even worth building the trade route a lot of the time.
 
So far I don't care for it. Civ didn't need its pace slowed down. Waiting for simple things like a unit to cross from one end of my empire to the other, or to respond to a Barbarian scout take seemingly forever. Hopefully with time I'll get accustomed.

I should add that in comparison with the speed with which I fly through techs and civics it just feels wonky. Standard Speed.
 
I was expecting to have a hard time adjusting to this, but it wasn't actually too bad. My only annoyance with it is that you have to manually end units' turns more often, as they're more likely to have unused movement points. One thing I do like is that it increases opportunities for units to evade each other in rough terrain.
 
It slows the game down too much IMO. There always seems to be a marsh, forest, hill, river, or some other thing in the way that keeps your units from moving through the land swiftly. Takes forever to scout even a small section of the map, let alone move an entire army across a continent. It pretty much means every basic unit has one movement point per turn. Done.
 
i haven't analyzed the unit balance yet, but i think these new rules will be bad

ranged units will be stronger than civ5, in which they were already too strong
 
There is one change which I believe would make the game feel much more fluent _and_ retain the tactical aspects:

You can enter any _unoccupied_ tile as long as you have 1 movement point left and you have no contact with an enemy unit.

This would be a middle ground and speed up the frustrating noncombat traversal of terrain, allow for tactical finesse in charging for favorable positions, and yet maintain an advantage for the defender.
 
I think it's too slow.

What they should do is allow you to move into a tile that cost more movepoints that the unit has remaining, but then they end their turn with a negative amount of movepoints which will carry over to the next turn

So a guy with 1 (out of 2) movepoint left can enter a hill tile, but will end his turn with -1 out of 2, and start the next turn with 1 out of 2

I really like this idea for general movement/exploring. It might even work with combat. A guy with 1 out of 2 attacks someone on a hill, next turn has 1. Attacks again the next turn - so the third turn has effectively 0. So loses the 3rd turn (and better seal the deal in 2 attacks!).
 
Scouts are pretty terrible now, I stopped building them except as garrison if I take the +1 amenity for garrison policy.

Yup, they're basically a 'one-and-done' build, at least on larger maps. Even though Scouts are bad, standard units are even worse at exploration. You may as well send an el cheapo unit into the remote hinterlands of the map, because Lord knows it isn't going to do anything else for you halfway across the world.

Slower movement doesn't just explain why ranged is good, it also explains why Horsemen are so good early on. You can nibble at the flanks of an army all day, and they can't actually catch you to retaliate.
 
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