As to what a unit in the game represents, I think its *very* important. Your primary assertion seems to be that 1upt works for PG, but not for Civ5, because the tiles in PG represent a much smaller area of terrain-& I'm pointing out that this argument is *irrelevant*, because the units in Civ5 probably represent a *much* larger number of men-& so a 1upt system can still work in spite of the larger terrain area represented by a single tile.
Once again, I have to disagree.
What is important is the number of options I am given.
It is not the
size of the hexes in PG per se which make 1upt work there, it is the fact that we have much more of them, thus giving us much more
options.
It is not that complicated to construct small maps in PG, which would restrict the options to the same as in Civ5 and yet the PG-hexes would represent the same amount of km².
As I said before, we don't even know if the map represented in these Strategic Views are average size, because they're maps from one of 2K Greg's play-test games. The most likely thing is that even these maps are small, yet we're already seeing some cities more than 5 spaces away.
This implies that on bigger maps cities typically would be farther apart from each other, which for the beginning of the game will be true.
Yet, later on - as experience tells us from Civ4 - the empires will have "close borders" and it seems very likely that this will lead to such close cities.
And even if this would not be true, than still the problem would exist for small maps - which have their fans too.
I don't play small maps at all. Actually, all my games take place on modified gigantic maps, as only this gives me the "epic feeling" of controlling an empire. Yet, I nevertheless try to have open eyes for all consequences.
You claim that 3 spaces doesn't allow for much tactics-but that is just a sign of 1-dimensional thinking. Even on these small maps, the point is that you'll spread your units out *across* as well as deep-& its here where tactics will come into it. Do you honestly expect us to believe, though, that 1upt will provide *fewer* tactical opportunities than Stacks of Doom?
When we are talking about a frontline (I assume it to run in east-west direction now, and all own troops to be on one line) then any of our troops will have 2 adjacent hexes (NE, NW) where enemy troops could happen to be.
Since there seems to be feature like "assistance from adjacent troops" (or however it was called) it seems to be advisable to put our troops into such a frontline.
Behind our frontline troops there are assumed to be longrange troops.
Literally, to be provided for the combat to come, we will have to make use of any available field to protect our settlement. If we don't do so, the advantage will be with our enemy, who has done so instead of us.
And this will ultimately lead to any available hex being occupied between such two cities, thus restricting any chance to do manouvering with our troops. And actually, the fact that there will be the chance to "flip" two units seems to indicate that the developers have run into that already.
As soon as all the space will have been eaten up (maybe with an empty row of hexes between the two armies left, which nobody dares to enter not to expose his troops to enemy fire), our tactical options are reduced to either begin the battle by ourselves or wait for the enemy to start it.
That then will be WW1-style trenchline warfare, and that is not very exciting.
The only tactic there was "churn out the biggest stacks you can". Wow, how exciting!
I think it has been in this very thread where I pointed out that there were tactical measures to face SoD's.
Furthermore, I think I have pointed out that I am not a defender of SoD's at all cost, but that I am aware of the fact that it simplifies certain things like movement of troops.
What you have still not done is to explain how an interesting tactical combat will happen between the two displayed cities.
All what I can read from your lines is "It will be great!" and "Boooh, the other system was so bad!"