Marla_Singer
United in diversity
Civ5 and Civ6 made combat less linear using more chess-like mechanics. That's a good thing, yet I've been wondering whether it could be even further improved for Civ7.
The major problem is that the map inevitably grows clogged late in the game, strongly limiting the actual ability to maneuver. A hard coded limit of units per tile also has important consequences in multiple aspects of the game which are not even combat related. Hence why I wonder whether we can achieve the same benefits, but without the drawbacks. The risk in allowing multiple units per tile is to go back to Civ3 or Civ4 "stack of doom", basically being forced to play this way.
Thinking further, stacks of doom didn't only require multiple units per tile being allowed, they also required units to be better protected when stacked than when unstacked. In Civ1 and Civ2, there are unlimited stacks, but you only need to defeat the best defender of the stack to destroy all units in it, litteraly changing your "stack of doom" into a "stack of misery". That was certainly too punishing, but it was efficient.
Exploring this idea, a solution may actually be to still allow stacking, but to use unit types feature in order to make it ineffective in combat. Here are some ideas:
What do you think? 😀
The major problem is that the map inevitably grows clogged late in the game, strongly limiting the actual ability to maneuver. A hard coded limit of units per tile also has important consequences in multiple aspects of the game which are not even combat related. Hence why I wonder whether we can achieve the same benefits, but without the drawbacks. The risk in allowing multiple units per tile is to go back to Civ3 or Civ4 "stack of doom", basically being forced to play this way.
Thinking further, stacks of doom didn't only require multiple units per tile being allowed, they also required units to be better protected when stacked than when unstacked. In Civ1 and Civ2, there are unlimited stacks, but you only need to defeat the best defender of the stack to destroy all units in it, litteraly changing your "stack of doom" into a "stack of misery". That was certainly too punishing, but it was efficient.
Exploring this idea, a solution may actually be to still allow stacking, but to use unit types feature in order to make it ineffective in combat. Here are some ideas:
- Ranged units: can damage all units in stacks, therefore inciting enemies to spread out in order to limit damages. That would make archers useful even with only a 1-tile range (ranged units with a larger radius coming later).
- Mounted units: can perform flank attacks dividing an enemy stack into 2, with half of units moved to an outside tile. They inflict damage in the process but they don't destroy entire units, and they can retreat if it goes wrong.
- Spear units: prevents flank attacks to succeed when in the stack.
- Siege units: early ones (catapults, trebuchets) only limited to destroying city fortifications or forts through bombing, but later ones (cannons, artillery) having an increasingly deadly ranged capacity as well. We could also play the map interestingly in giving a cannon only a 1-tile range on flat land, and a 2-tile range on hills.
What do you think? 😀
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