Downside of 1upt

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@Ricci, if someone mentioned units being land locked they were mistaken, units will be able to simply "transform" into a transport vessel when moving onto water terrain, however this will consume the rest of thier movement points, or a whole turn or w,e.

Has it been confirmed that this can take place anywhere, or just in coastal cities with harbours, as it did in Panzer General? I have not heard which is correct.
 
Your thought ?

My thought is that they know what they are doing way better than you do. For example, I kinda bet they tested if the AI handles it or not, and maybe it was AFTER testing that they noticed the AI works better this way than with SoDs. Just as a reminder, most turn based strategic games nowadays come in this fashion, there is evidently a reason, AI wise.
 
I am SO looking forward to 1 UNIT PER HEX-A-GON!
(imagine that last bit in a Powdered Toast Man type mock superhero voice!)
:woohoo:
:banana::hammer2::bounce:
 
@confirmation, we do not have any confirmation on units turning into water vessels other than we know for a fact that its in, and what they look like, thier is a screen shot that catches them in the top left corner.
Will the ability be restrictive to cities coast tiles? No I don't think so, I assume you will simply be able to spend a turn moving onto any water tile, (might not count for lakes though) as this is the easiest and best way to use the strategy. We have no further information however other than that we know they will be in the game, maybe some more information will come out later.
 
On the topic of water vessels: I hope the transformation will be constrained to coastal cities and maybe specifically improved coastal tiles (something like fortification). Otherwise is would destroy the tactical value of land choke points. I don't know if I like the whole water vessel idea in general...
 
no it doesn't and no it shouldn't, if you don't want armies ascending from the seas to conquer you, then control your seas. Its true someone may try to avoid your heavy land defences and take on your nothing of a navy to avoid unecessary losses, this is no difference than in civ4, if you didnt protect your sea's the enemy could drop in behind you and take you by surprise, the only thing different is with 1upt you wont be so suprised as you will see the units coming and wont be like "ooo i wonder how many units their are" it would be obvious. So if anything the strategy of "Suprise!" by water has been lowered, its also worth mentioning that your navy has a much easier job of killing enemy water civilian boats, (thats practically what they are) if you can do a little "suprise! im behind you" for yourself and go round the enemy navy protecting the unarmed transports you can devestate an enemys attack, where as before if your navy wasnt as big as thiers thier 1 tile SOD on the water could not be breached, now you have a chance to stop the armada from hitting your beaches.
 
no it doesn't and no it shouldn't, if you don't want armies ascending from the seas to conquer you, then control your seas. Its true someone may try to avoid your heavy land defences and take on your nothing of a navy to avoid unecessary losses, this is no difference than in civ4, if you didnt protect your sea's the enemy could drop in behind you and take you by surprise, the only thing different is with 1upt you wont be so suprised as you will see the units coming and wont be like "ooo i wonder how many units their are" it would be obvious.

But in Civ 4 you actually had to build a water vessel (a.k.a ship) in a city to transport your troops on water - and you had to protect your transport vessels with warships (although they were admittedly not completely defenseless).

With the transformation mechanics it's a bit like "Ooh, there's a well defended outpost on that chokepoint! Let's conjure some ships out of thin air to move our complete army by sea".
 
Well, you have ranged attacks for the tiles directly adjacent to the chokepoint. If a narrow landbridge is heavily fortified and the defender has no navy, it's totally realistic to use ships. It was no different in civ4.

the only difference is that you don't have to plan 5-10 turns in advance to cross the sea.

From a realism perspective, there should be significant costs for a huge number of troop transports, but in gameplay terms most players just didn't bother to micromanage a sea-based invasion, this should be different now. I also hope settling on islands will be more attractive now.
 
Has it been confirmed that this can take place anywhere, or just in coastal cities with harbours, as it did in Panzer General? I have not heard which is correct.

This would be preferable. I remember it being a pain to deploy across a body of water, but at least it wasn't an annoying game of "build the otherwise irrelevant unit a billion times."

Plus it's fair, and makes ports even more important than in prior versions of Civ, where you could just hop into and out of a transport at any old place.
 
This would be preferable. I remember it being a pain to deploy across a body of water, but at least it wasn't an annoying game of "build the otherwise irrelevant unit a billion times."

Plus it's fair, and makes ports even more important than in prior versions of Civ, where you could just hop into and out of a transport at any old place.

What if you land on a land mass to explore and it turns out theres no harbour there?

You could potentially send a worker but then the map would be covreed with these little boarding locations.

I don't think this is necessary. Just take a turn to transform into the transports. I'm sure it could be abstracted to something.
 
Well, you have ranged attacks for the tiles directly adjacent to the chokepoint. If a narrow landbridge is heavily fortified and the defender has no navy, it's totally realistic to use ships. It was no different in civ4.

the only difference is that you don't have to plan 5-10 turns in advance to cross the sea.

From a realism perspective, there should be significant costs for a huge number of troop transports, but in gameplay terms most players just didn't bother to micromanage a sea-based invasion, this should be different now. I also hope settling on islands will be more attractive now.

Ranged attacks go even further than that. I have seen a screenshot where you can see a city firing at a ship 2 or 3 hexes away.
 
On the topic of water vessels: I hope the transformation will be constrained to coastal cities and maybe specifically improved coastal tiles (something like fortification). Otherwise is would destroy the tactical value of land choke points. I don't know if I like the whole water vessel idea in general...

Moving to 1UPT required that units be their own transport because making a transport for each unit would be micro-management nightmare and you cannot stack units in one transport.

For the same reason of "non-stacking", focal coastal tiles will not work either or it would take multiple turns to move each unit through your coastal focal point.

It is a new game mechanic that "we'll" have to get used to. From the screen shots there is a "go-to" order that each unit has that allows you to give an end point of where you want that unit to go. Movement points are given to the terrain/terrain improvement that will allow the unit to only go so far. If there is a "body" of water in that path it's movement point amount will just be subtracted from that unit's move points. The unit will only move as far as it can each turn. If it is near the coast then it has a greater chance of becoming a transport and moving away from the coastline on that turn.

For those who "need" more realism, if anything maybe there would be a penalty somewhere the more units you have that are further away from your cultural borders. As for choke points, I think they have re-implemented zones of control. This would keep enemy units from "slipping" past your front between your units if you have them "strategically" placed on any terrain.
 
But in Civ 4 you actually had to build a water vessel (a.k.a ship) in a city to transport your troops on water - and you had to protect your transport vessels with warships (although they were admittedly not completely defenseless).

With the transformation mechanics it's a bit like "Ooh, there's a well defended outpost on that chokepoint! Let's conjure some ships out of thin air to move our complete army by sea".

Your just not getting the point, Transports could have been built prior to a "oo theirs a chokepoint lets avoid it", now Transports have been removed so we just go "oo avoid that chokepoint mode" But thats not of massive importance, If you have a navy anyone stupid enough to just wade out into your seas without a large navy force supporting them they will get blasted away, if you choose not to defend your seas well then thats your choice, your leaving yourself vinerable. If you want to move your army into the water you will still need to support them with your navy, if anything moving out into the ocean like this, the army is more vunerable than it was previously.
 
@Calouste: I seem to remember something like that also, but don't quite remember; perhaps you can tell us where to find/link us the picture?
 
@Calouste: I seem to remember something like that also, but don't quite remember; perhaps you can tell us where to find/link us the picture?

Found it in another thread:

Spoiler :
08_xl.jpg


On the right side of the picture you see a city firing at a ship two hexes away. The ship has a blue band on the funnel and is in the territory of a red civilization. It looks like a Liberty ship, i.e. a WWII era transport with an anti-air gun on the rear deck and no other armament, so I assume it is an "auto-transport".

Well, technically it could be "We love the king day" fireworks, but they look a bit too boring for that :)
 
well we've known bombardment can de done up to two hexes away for ages now. (and 3 for mobile artillery/missile artilery.)
 
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