dagriggstar
King
My normal "strategy" is to retreat when units get within kill range. My logic is that each unit lost represents lost production. Each time you do something with a unit represents a return on that initial production investment. I often have playthroughs without losing a single unit.
Usually I only lose units when I misclick or misunderstand the map (Really common examples are assuming a tile has a road when it doesn't and trying to understand the range of a ranged unit around rough terrain). Usually I restart those turns because I'm not losing to poor strategy, I'm losing to poor UI (Situations where if I knew moving forward put me in range of an archer that I already know about I wouldn't move forward essentially). Those situations are just frustrating. Old world UI is actually fantastic at avoiding this....
Today I actually lost units deliberately (In the sense that I didn't retreat them) to capture a final city off an opponent. One of the very few instances where I was actually fine (Even enjoyed) losing units.
I thought it would be interesting to discuss how losing units makes you feel ?
How often do you lose units ?
Under what circumstances are you (or would you be) happy to lose to an AI ?
Do you think more or less of your own units should die to opponents in civ 7 ?
How do you feel about how "permanent" units are ? (In the sense that your first warrior could possibly last an entire playthrough for instance)
Personally I'm only happy to lose units to an AI when they use good strategy. In civ 6 this basically means they have to overwhelm me with numbers in the early game before walls.
On a more game balance level, I think warfare is too powerful a tool, like once you go down the war path there really isn't any reason to just keep conquering. More warfare just increases the return you get on your initial production investment.
One critique of civ that I've seen around is that units take too long to produce, leaving you with not much to do other than next turn. I think the initial 'cost' is about right though. I think I'd rather look at how to limit the potential returns on units so that it isn't basically limitless. Whether that means battles are more decisive or units can't upgrade or each unit has a "lifetime" (like heroes) I'm not super sure. Or maybe something else I haven't imagined.
Usually I only lose units when I misclick or misunderstand the map (Really common examples are assuming a tile has a road when it doesn't and trying to understand the range of a ranged unit around rough terrain). Usually I restart those turns because I'm not losing to poor strategy, I'm losing to poor UI (Situations where if I knew moving forward put me in range of an archer that I already know about I wouldn't move forward essentially). Those situations are just frustrating. Old world UI is actually fantastic at avoiding this....
Today I actually lost units deliberately (In the sense that I didn't retreat them) to capture a final city off an opponent. One of the very few instances where I was actually fine (Even enjoyed) losing units.
I thought it would be interesting to discuss how losing units makes you feel ?
How often do you lose units ?
Under what circumstances are you (or would you be) happy to lose to an AI ?
Do you think more or less of your own units should die to opponents in civ 7 ?
How do you feel about how "permanent" units are ? (In the sense that your first warrior could possibly last an entire playthrough for instance)
Personally I'm only happy to lose units to an AI when they use good strategy. In civ 6 this basically means they have to overwhelm me with numbers in the early game before walls.
On a more game balance level, I think warfare is too powerful a tool, like once you go down the war path there really isn't any reason to just keep conquering. More warfare just increases the return you get on your initial production investment.
One critique of civ that I've seen around is that units take too long to produce, leaving you with not much to do other than next turn. I think the initial 'cost' is about right though. I think I'd rather look at how to limit the potential returns on units so that it isn't basically limitless. Whether that means battles are more decisive or units can't upgrade or each unit has a "lifetime" (like heroes) I'm not super sure. Or maybe something else I haven't imagined.