How would a stack of workers be any more of an impediment than a single worker?
Seriously, isn't this a completely hypothetical case? Between the production you'd have to actually make a significant amount of workers, the upkeep you would have to pay to sustain them for a longer time, and the fact that units move several tiles so you'd have to make a barier several levels deep (if units were able to pass over each other as long as they are none-hostile), would this ever happen in reality?
It seems to me as a completely thought-up case with no actual relevance, and while you might on paper be able to use this strategy, wouldn't it play against you overall in terms of the amount of time, money and production you waste to pull it off? I don't really see this as something one would have to worry about to the extent that one should discard the idea of civilian stacking if there are no other arguments against it.
Guys guys... I fixed it.
I'm a pro freedom and flexibility guy so my solution is this: ALLOW stacking. Any stacking like in Civ 4! Now before you go on and flame me let me explain a little bit more. Allow stacking, but attach penalties to it. Here's what I have in mind:
1) When a stack is attacked by a ranged unit, all units in stack receive damage. Collateral.
2) Only 1 unit can attack from a stack!
3) Keep the existing bonuses of having your units spread out: Flanking bonus, discipline bonus.
Now what does this solve?
The No 1 most important underlying problem of Civ5: Moving units around.
How is this not Civ4?
Now it actually makes sense to keep your forces spread out, to avoid collateral, spread your risk, get those combat bonuses and actually allow more units to attack simultaneously. It isn't strictly enforced! It gives you options:
-Do I just want to move my units around? Stack them! (and avoid the pain of meaningless coordinating movements between them)
-Do I want to fight? Spread them out!
A stack isn't a stack-o-doom now and you get all that tactical gameplay of Civ5! Plus, it'll be much easier for the AI to handle. It's WIN-WIN.
Your thoughts.
So you can send a worker (civilian) under city-state military units to build roads.
If combat units could stack, even just two of them, you'd simply stack a strong defender and a ranged unit every time, then attack with the ranged unit. Combat is the one area where 1upt must remain absolute imo.
I don't really see a downside to allowing civilian units to stack.
A simple, novel, good idea (imo), but it has a significant downside: I can already see in my mind's eye the countless noob posts about 'OMG MY ARKKERR gots ATTACKOD wen it wus COVERED!!!111 WORLD HAS ENDED!!!'.If they'd want to allow stacking, but make it so players don't use stacks during combat, I think the key would be to reverse the functionality of the Civ IV stacks: when a stack is attacked, it should not be the most appropriate unit that receives the attack, but rather the least appropriate unit. E.g. if you have an archer and a spearman stacked, when attacking with a horseman it would be archer that takes the hit.
There are other features in Civ V that are better than IV. In case you didn't notice, 1UPT is not the only 'new feature' in V![]()
. The more I think of this, the more cans of worms pop open... Perhaps it's best if combat stays strictly 1upt.
I did mention the potential AI issues. It would be best if the AI simply didn't use the new mechanic (meaning the 'convoy transfer' option - atm I'm against stacks when it comes to actual combat).Nothing about the Civilization games pass the realism factor from the combat perspective. The game has been out for years and we have the combat AI we have after two more years of patching and development and now you people are arguing for the inclusion of even more complicated systems?
Bah.
Nothing about the Civilization games pass the realism factor from the combat perspective. The game has been out for years and we have the combat AI we have after two more years of patching and development and now you people are arguing for the inclusion of even more complicated systems?
Bah.
The implementation of trade units is actually the reason I have problems with the trade system. I'd be fine with waypoints and spawnpoints because it would largely be players using that feature anyway. However, once you get into the ideas of limited stacking units and trade units, that is throwing more curveballs at an AI that, quite frankly, still isn't all there when it comes to war.
No offense, but I hate it.
You could just heal up a unit on the stack and attack with one. Move in a fresh new unit into the stack and move injured ones out and never be forced to give up a tile. Its a terrible concept compared to 1UPT
=====
1UPT is here to stay and hopefully into Civ 6 as well
Ok then instead of just ranged units, everything that attacks the stack does collateral. The system I described is not written in stone (or code), changes can be made peopleDon't just write it off so easily.
You could never give a tile if you have a giant force to hold it indefinitely, true for both 1upt and my system. But on a battle between a spread out army and a stacked one, the spread out always would win. Why?
(1) Apart from the flanking bonuses, the spread out army gets to attack multiple times per turn vs the stacked that gets just 1.
(2) For each hit on a stacked army, ALL units receive damage, as if each unit was individually attacked. There's no select-the-best-defender logic going on.
So, if 1 spear is thrown against a stack of N archers/spearmen/etc etc, the poor spearman can do N TIMES his normal damage! Switching out units to heal and switching back in healed units is a) time inefficient and more units end up getting damaged b) always worse combat-wise than just spreading out your units.
What if there's just a one tile choke on the map that you need to hold no matter what. Lets examine what would happen in 1upt and my system.
1UPT
You put a strong defender, along with reinforcements behind him, ranged backing and maybe a fort. If you loose the unit you immediately counterattack with your reserves after the appropriate ranged barrage of course.
My system
If you put a stack on there it's exactly like having 1 unit there. Actually it's exactly like having the strongest unit of your stack there (same as 1 upt). If a determined enemy makes a push after ranged attack, apart from that strong defender, you'll also loose all your stack units. The equivalent of having lost that tile defender on 1upt has you loose a bunch of other units too here. You win absolutely nothing by putting all your units there, only extra risk.
The more I think about it the more sense it makes. It's a kinda simple idea but also a powerful one. You were saying?