r_rolo1
King of myself
Well, I don't know where you came with the less micromanagenent obviousness. Ok, you will surely have less MM in doing the army, but, due to the 1 unit per tile rule, you will have far more MM to do in moving them to and in battle. Not sure if the result will be less, more or roughly the same MM in terms of military.So, there will be far fewer units overall (That much is obvious from the info collected so far: one unit per tile, total number of units capped by resources and maintenance upkeep, self-defending cities, etc.). Finally, no more mindless spamming of units! This alone will have radical consequences on game-play:
Less micromanagement: that is self-explanatory.
Less things to produce: in Civ4, the warmonger keeps his production cities busy by churning out zillions of units. Not so in Civ5, apparently. So, what will production cities do with their excess hammer/shields (or whatever these will called in Civ5)? We already know that units will take longer to train... even so there seems to be a production gap: at some point all the available military will have been trained... so what to produce next? Maybe improvements will also take longer to produce, or units will have to be unlocked by new improvements, or they will need to be maintained/healed/upgraded through production...
Troubles for the AIs brute force approach: the so-called better AI compensates for its ineptitude with production bonuses and unit spam. Most of us know the frustration of being Shakaed, e.g. swamped by seemingly endless flow of obsolete cavalry that dumbly suicide on your garrison. On the battlefield, the AI is simply too stupid to compete on a par with the human player, and it often needs at least twice as many units to put up a decent fight. In Civ4 the player is typically outnumbered at the higher levels, and herein lies the challenge. But in Civ5, the AI will no longer rely on unit spamming... or so it seems.. so how will it cheat? The AI will have to be very good if it has to pose a decent challenge on tactical level, while using a limited number of units.
The other two points are valid doubts , though....
Eh, when Civ 4 came out they promised that "city spam" was over, and that your empire would consist of just a few cities. It didn't people long to figure out that more cities = better empire, usually, and to learn lots of tricks to get lots of cities. I'll bet the same thing happens here, no matter how much they try to gimp unit production. Unless they literally put a hard cap on the number of units you can have, which just be stupid.
No, the point was to make ICS unviable ( Soren wrote that in the manual ). Anyway, they failed miserabily in any of those possible objectives: ICS is a competitive option atleast until Immortal ( religious wonders, shrines, SoL and/or Merc and more recently corporations and Industrial parks make it viable and in some maps even attractive ) and any city, with enough investement, is more than enough to pay it's maintenance ( even tundra/ice cities with no resources )The point wasn't to reduce the number of cities, the point was to reduce the number of junk cities like one tile islands and tundra towns and in otherwise unviable locations.
pi-r8 touched a point I already talked about: Firaxis thinks they made something close to a hard cap to the upper limit of units you can make ( "You can't simply spam units" ), but I'm pretty sure that in some months top after the game is out, someone will get a way of making more units that the ones they expected to be possible. For just one reason: the community has far more testing power than the testing team of Firaxis and , with the rules they already announced, having more units is even more important than in Civ IV, so it makes getting a lot of them a very tempting proposal.