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- Aug 12, 2010
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Judging by the poll, it's not actually a contentious issue, but the few people who have a strong opinion on it just dominate the discourse.
If civ7 had as painful combat/logistics as civ6, it would be massive problem for me no doubt, unless the game had really amazing other systems. I don't expect that to happen though, since sheer inertia of combat system over past two games should motivate devs to change something just for the sake of change, and the probability of new combat system annoying me as much as previous one is very low.
The problem with 1upt unit movement and combat is - you cannot escape it whatsoever. It's not an optional mechanic you can just ignore, disable or mod out, it's not a secondary mechanic you can kinda ignore in the background, it's something you have to deal with all the time. Even playing as purely defensive pacifist you have to build dozens of them and waste time micromanaging them just to defend yourself, you have to slowly and painfully move units one tile after one tile because of rough terrain being everywhere. You also have to watch AI's crippling inability to manage the system (it never could and it never will), therefore making AI more tedious than challenging, and making the AI vs AI interactions worse, since they also struggle with taking land from each other and stagnate. You have to waste time waiting on turns loading, because it consumes a lot of processing power (meanwhile Humankind, with a different army system, has lightning fast AI turns in result). You have to spend huge % of the game micromanaging unit logistics just to move army.
You also see this phenomenon a lot in discussions of which civs or leaders should be included.Judging by the poll, it's not actually a contentious issue, but the few people who have a strong opinion on it just dominate the discourse.
The problem is that units are produced via the Production resource, and is not in any way tied to a civilization's population, which is how it would be in a more historically accurate game. This is why I suggest a Manpower resource in lieu of Production; training time (for non-mechanical units like footsoldiers unlike tanks) is increased by military academies and barracks and such, but not by mines; this way civilizations will only be able to field a certain amount of troops at a time, won't be able to spam units even after you keep on wiping out their horde and won't be able to spam units in no time just because they have lots of mines and hillsThe problem in Civ5/Civ6 is not 1UPT, the problem is too many units on the map.
Like trade route capacities, military unit capacities should be introduced to limit unit spam.
Limiting the number of military units a civilization can have to a maximum of 10 would greatly reduce the amount of time players have to operate their units.
If you only need to operate a mere 10 units, even 1 UPT takes little effort.
I would probably not buy Civ VII if the ridiculous stacks of doom of Civ 1-4 were back - 1 unit per tile is a much better option, even if it is not perfect. Obviously though any rational person will be making the decision to buy the game based on many factors.
Civ IV's combat, for all the tedium inherent in the Stacks of Doom, meets both those criteria
Am I an outlier? I rarely find that I am struggling to find hexes to move units into in Civ6. I find it's quite rare that I'm trying to carpet a map with units. If I can convincingly beat the AI with a smaller force, spending my resources elsewhere always feels like the better option. But maybe I'm unusual in favouring that style...
@Lexicus The sliding puzzle issue is considerably reduced when using any mod that increases base movement by +1.
Not only that, the game actually feels as if it were meant to be played with that +1 extra movement. I can't go back to default movement.
1UPT?!? Really, that would be someone's deciding factor on civ 7 in 2023/2024???
¯\_(ツ)_/¯
You do you, I guess.