HorseshoeHermit
20% accurate as usual, Morty
*
The trouble is that the dynamics of a tactics turn-based game , with unit production, cannot go outside of a narrow manner of designing the resource flows, growth, and terrain balance; and within that band, the flow of the game is one that subtracts from all the other systems for *Civ* trying to matter. When you put 1upt, the unit/city production system becomes a tactics game, with everything either having that gameplay, or being a bad tactics game.
I want there to be army sizes. One unit is "the quantity of power needed to militarily enforce zone control", given the actual rule that a unit will fight to keep others out of a tile. But then I always wondered, if a then damaged unit can still enforce this over another turn, why am I not able to produce a "wounded unit" to front forces quicker , at a lesser cost ? As in, send fewer soldiers in the first place, because I need -something- there -now-.
They didn't literally mean "solve" the puzzle. They mean that's what you're moving around.Civ IV fans huffing pure copium
It's not about being dumb and lazy, it's because the Devs want the game to be intuitive for new players... It's not that deep. How hard is it for you to just move one unit onto one tile, you know, the same way most turn based tile based strategies play...
The trouble is that the dynamics of a tactics turn-based game , with unit production, cannot go outside of a narrow manner of designing the resource flows, growth, and terrain balance; and within that band, the flow of the game is one that subtracts from all the other systems for *Civ* trying to matter. When you put 1upt, the unit/city production system becomes a tactics game, with everything either having that gameplay, or being a bad tactics game.
I want there to be army sizes. One unit is "the quantity of power needed to militarily enforce zone control", given the actual rule that a unit will fight to keep others out of a tile. But then I always wondered, if a then damaged unit can still enforce this over another turn, why am I not able to produce a "wounded unit" to front forces quicker , at a lesser cost ? As in, send fewer soldiers in the first place, because I need -something- there -now-.