acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
That would make life easier. If the attack was automatic at the AI's discretion but the movement was player directed, I don't think the unit could get itself into too much trouble. Maybe a tier fire solution (set & forget)...Ranged 1st/Melee 2nd/Cav 3rd/City 4th/etc...
It's just too much for me without heavy hitting, fast moving, ram enabled cav.
I was thinking ranged need like a “fortify and defend” function. You press it, and then the ranged unit fortifies and in subsequent turns attacks any nearby enemy units. So, you don’t need to actively manage that unit any more unless you move it again.
You could do the same with Seige units, except they’d automatically target cities when selected the function.
The game is a lot more fun and challenging when you understand the systems less, and play more intuitively, I think.
I’ve been thinking for some time that Civ VI is maybe designed around a different meta to what people on this forum play. In particular, I don’t think FXS’s “default” meta includes pushing large numbers of settlers early, spamming campuses or placing early districts and then chopping them in later. I’ve noticed that if you avoid doing those things, the game is much better paced and stays challenging longer (because you don’t start outstripping the AI in tech quite so quickly).
Put another way, for better or worse, I think the game is heavily balanced around fairly inefficient play. (Although, that said, FXS have slowly slowly started balancing with more efficient play in mind - eg nerfs to Rams, overflow, chopping, shift-enter. Really, it’s quite hard to work out what is FXS’s vision for the game sometimes.)