How do you blindly listen?
Sorry, Finnish proverb.
How do you blindly listen?
I meant that Civ V is all about tactics and very little about strategy.
This doesn't make sense to me.
Strategy (n) The science or art of combining and employing the means of war in planning and directing large military movements and operations.
Tactic (n) The art and science of the detailed direction and control of movement or manoeuvre of forces in battle to achieve an aim or task.
What you are complaining about is not represented in the game, as Tactics seem to be more focused on individual troop movements closer to Platoon and Fire Team levels rather than movement and planning on the Brigade or even Army levels. I think the complaint you are trying to file is that the game focuses too much on the Operational level of war, and too little on the Strategic level of war.
In this point, I would have to disagree. Civilization V offers the same level of Military Strategy (If not more) as any of the previous Civilization games. What I think is going on here, is that you don't understand how to compile Operational Plans into Strategic Plans. The 1 Unit Per Tile (1UPT) system forces you to actually develop a strategy, and work on the Operational level to ensure that your goals are met.
As far as strategy goes, that is leaps and bounds beyond "I'm going to build a Stack of Doom and brute force my way through everything", which is basically easy-mode, as far as "Strategy" goes. Granted, it was the most effective way to attack an enemy. I find it interesting that you seem to be suggesting: you would rather fight all wars on the mentality that you are going to simply overwhelm your opponent with sheer numbers, than actually control a military and maneuver troops in a calculated and sensible manner? That sounds a lot more like Risk than Civilization, in my opinion.
I don't think Civ5 offers much military strategy either, but when we speak about strategy, we usually mean overall game strategy that includes settling, building, diplo, researching etc., not just military strategy. There are much much less of that kind of strategy in Civ5 than there is in Civ4. I don't think there will ever be Civ5-strategy articles like this Snaaty's guide to acquiring rifleman rush in Civ4 BtS higher levels: http://forums.civfanatics.com/showthread.php?t=248435. In Civ5, it's just all about getting swordsmen/longswords up and running and then it's war, war, war and abusing tactical weaknesses of the AI. Not much of strategy really.
What about this strategy involving embarcation, that doesn't exist in Civ V?
You're playing Civ IV and there is a continent you want to invade. You have to start planning this way in advance, because you have to build transports, or if you already have them, you need the time to sail them to the point you will invade from. You even need to consider the point from which to embark from, so your transports can travel the least amount of distance, and then return to reload more invasion troops.
You also need to make sure you have enough transports, so you'll have a sizeable enough force to resist the initial counterattack after landing. Also, you need to decide whether your initial invading force should be mostly offensive or defensive units, or perhaps a mixture of the two. Maybe even include some explorer-medics, to help your counterattacked units survive.
In Civ V all you do is just hop in the water from any point and sail wherever, totally brainless.
Short answer? No, it's not that bad. Long answer? It certainly has issues and has left some long-time players with a bad taste in their mouth, but it has also left a lot of us pretty darned happy.
It's a good game that's not for everyone. Be wary in buying it, but don't buy into the vitriol around this forum. As usual, it's the negative audience that feels the most need to scream to the rafters (though, I do wish they'd do something they enjoy rather than raining on our parade at this point) while the happy people are happily doing the things they enjoy.
It depends on what "that" is for you.
If "that" is: 'I want to gouge out my eyes with rusty nails and smash my fingers to a bloody pulp so that I never again see or have the possibility of playing Civ 5' then no, Civ 5 is not as bad as that (for me at least).
If "that" is: 'I feel like I've wasted 50 and X hours of my life and will therefore no longer play this sorry excuse for Civ game' then yes, for me Civ 5 is as bad as that.
This doesn't make sense to me.
Strategy (n) The science or art of combining and employing the means of war in planning and directing large military movements and operations.
Tactic (n) The art and science of the detailed direction and control of movement or manoeuvre of forces in battle to achieve an aim or task.
What you are complaining about is not represented in the game, as Tactics seem to be more focused on individual troop movements closer to Platoon and Fire Team levels rather than movement and planning on the Brigade or even Army levels. I think the complaint you are trying to file is that the game focuses too much on the Operational level of war, and too little on the Strategic level of war.
In this point, I would have to disagree. Civilization V offers the same level of Military Strategy (If not more) as any of the previous Civilization games. What I think is going on here, is that you don't understand how to compile Operational Plans into Strategic Plans. The 1 Unit Per Tile (1UPT) system forces you to actually develop a strategy, and work on the Operational level to ensure that your goals are met.
As far as strategy goes, that is leaps and bounds beyond "I'm going to build a Stack of Doom and brute force my way through everything", which is basically easy-mode, as far as "Strategy" goes. Granted, it was the most effective way to attack an enemy. I find it interesting that you seem to be suggesting: you would rather fight all wars on the mentality that you are going to simply overwhelm your opponent with sheer numbers, than actually control a military and maneuver troops in a calculated and sensible manner? That sounds a lot more like Risk than Civilization, in my opinion.
Different doesn't necessarily mean better or worse is the point I was trying to make earlier. You don't have to build transports, but it is definitely a lot less cumbersome. With the 1UPT, transports would get in the way more than they would help. It's already a little nerve-wracking to move an army by sea due to the vulnerability of it; I think that building transports would then make it tedious.
I've written on this elsewhere, but the real issue is that the Civ games have never been really military strategy games. They've never been designed as such. They're "empire building" or "4X" games with a bit of combat thrown in. Successive entries have tried to vary the combat a bit. Civ 2 modified the Civ 1 approach to combat in that it added health bars and removed the binary nature of Civ 1's combat outcomes. Civ 3 kept the health bars and added armies, where you could form 3-5 units into a single "super" unit with multiple different kinds of troops, and which attacked at once. Civ 4 did away with armies and added unlimited stacking, where stack composition counted and the AI selected the strongest unit to defend against a given attack. It also had collateral damage to the entire stack, so taht you could technically attack past the first unit. And Civ 5 did away with all of that and replaced it with a hybrid of 2's health/retreat combat and a new 1UPT system.
The problem is that 1UPT does not fit with a Civ game. 1UPT is a gaming convention that makes sense when you take scale into account, but makes a lot less sense in games where the map is to the "scale" that a Civ map usually is. Civ maps aren't actually to ANY scale except "uhh.....big?" The Italian peninsula on Civ 5's earth map is exactly 1 hex wide at most parts. Ooook... And you can only have one military unit and one non-military unit per hex. Ooook... So....what exactly is our scale again?
1UPT seems to suggest something at either a tactical scale or a smaller strategic scale, but the map is something more akin to larger strategic scale or operational scale. Except it's not even as clear as that. The thing is, this never MATTERED before with Civ games. Combat wasn't the point, or at least not the ONLY point. Sure, it was effective and fun, but the game had a lot more going on than just combat. While plenty of attention and design focus was spent on combat, it wasn't the central element of the game.
Personally, I'm not even 100% sure that 1UPT is a workable convention in tactical level games or smaller scale strategy games. Take the Battleground series, where you typically command multiple armies consisting of individual units that are as small as companies of skirmishers and as large as a single regiment (although you can instruct armies to move together). Even in that game, you can physically occupy the same hex with multiple units. Granted, your units get disordered, which weakens their capacity to damage the enemy and makes them far more prone to routing, but you can still do it. Steel Panthers: World at War uses somewhat similar techniques, and has you commanding individual units that are as small as a single sniper, or as large as a squad of, say, twelve men. You can cram sometimes as many as three or four tanks on a single hex, too.
In both of those games, though, maps are rigidly to scale and each hex is meant to represent a defined amount of space. Therefore, it would at least make more sense to include a 1UPT system in a game like that where attention has been paid both to the mechanics of combat AND to the ground on which such combat will occur, in an effort to keep things consistent.
The problem with 1UPT is that it adds a level of definition and detail to a game that has never been about such definition and detail, and does so on maps that have NOT undergone the same process. So you end up with a vaguely defined, but "big" scale map (where each hex represents a larger parcel of land, so you need fewer hexes to represent large landmasses), mixed with a far more precisely defined (but still vague) "small" scale unit size which somehow ends up occupying the large scale hexes in such a way as to prevent any other unit from occupying that same space?? WTH?!
It doesn't make sense and it's a badly designed mechanic. It's not that 1UPT itself is a bad idea IN THE RIGHT GAME. With a game that was FULLY designed around 1UPT conventions, and was consistent in how it scaled and managed combat, 1UPT could be a real blast. As it is, the mechanic creates traffic jams and headaches in moving troops, especially given how unit pathing works (or rather, doesn't). You have to micromanage troop movement on maps that aren't to scale and at any rate don't really fit the "pseudo-scale" of the 1UPT game convention.
What's more, personally, I reject the notion that this adds anything resembling real complexity or tactics. It's not as if, say, unit facing matters. You can't use enfilading fire. There's no command and control mechanism in the game, (the closest we get is the martial social policy tree which gives a bonus to closely packed troops). There's no unit suppression or routing, so using overlapping fields of fire to pin down an enemy and pick him to pieces until he runs or cowers and is overrun is impossible. You can't roll up anyone's flanks, and getting behind an enemy doesn't matter. So, again, you have this 1UPT MOVEMENT convention, but the combat itself is still pretty simplistic.
Regardless, even the movement isn't REALLY complex. Stick your shock troops in front, your archers in back, and your fast units on the sides.
Wow.
Rommel, you magnificent bastard, it looks like NOBODY read your book while designing this game.
All of the "Unit facing N, so I'm attacking from E/W to flank" is Tactical planning- not Operational or Strategic planning. Tactical information is abstracted by the engine. There are 3 levels to military planning- not 2 as people seem to suggest.
A gross simplification would be that Strategic Planning is the goal you are trying to accomplish (Take a city, Deny an enemy access to resources, Gain access to an insertion point for troops later); Operational planning would be the general method of how you want to accomplish it (How to attack a city); Tactical planning would be flanking, crossfire, etc. Operational planning takes place AFTER Strategic planning, and while some people tend to group Operational planning in with Strategy, it's not the same thing.
An example of Strategic Planning is deciding how to mount an offense, given factors such as terrain, and features that they may have constructed that could help or hinder your goal, and even what kind of technology you expect OPFOR to have. Operational planning would then be the actual layout of the troops- how you're going to use your aircraft/navy/artillery to support infantry, while using the infantry to keep the support safe. Tactics (not represented) are things that are generally handled by the infantry themselves; in this case, it's the combat mechanics.
I can understand the gripes about how it is inconvenient to no longer be able to build stacks of doom and swing them around to wipe out entire civilizations with near invulnerable armies- I enjoyed it as much as the next guy. However, I don't see the point in distancing myself from the game because I can't do that anymore. If I can't fit enough troops around a city to swarm it, I need to make a better plan that doesn't involve a pseudo-SoD. Maybe something involving Bombers? Or my Navy? Hopefully I brought along some Artillery to lay some hurt from two or three tiles away. Otherwise, I wasn't planning appropriately, and I deserve to lose every unit I station in that adjacent tile.
I think that the difference between how you are thinking about the maps, and how I am thinking about the maps is that I think of scale in terms of the map as a whole. If I am playing on a "Small" map, the tiles are the same size- but the map has less of them. On a small map, you play on a Large scale... I'm playing on a smaller globe.
As far as troop movements go, it's not particularly impressive when you have a 360 degree option for troop placement, on flat terrain or even hills. Where it really can shine is where chokepoints, mountains and ocean come into play- or later in the game, when you are avoiding losing troops or start using paratroopers/bombers in tandem.
Also, it's not that you are locked into conquest victories. It's that conquest is the easiest one, and you can forget about spamming culture and neglecting your military. The game is trying to win, also. If you don't have a military, they're going to try to kill you.
From what I have seen, the complaints about the 1UPT system is that you actually have to think about how you are going to move troops around, instead of just showing up with 7 million soldiers in one tile and throwing your human wall at them.
All of the "Unit facing N, so I'm attacking from E/W to flank" is Tactical planning- not Operational or Strategic planning. Tactical information is abstracted by the engine. There are 3 levels to military planning- not 2 as people seem to suggest.
A gross simplification would be that Strategic Planning is the goal you are trying to accomplish (Take a city, Deny an enemy access to resources, Gain access to an insertion point for troops later); Operational planning would be the general method of how you want to accomplish it (How to attack a city); Tactical planning would be flanking, crossfire, etc. Operational planning takes place AFTER Strategic planning, and while some people tend to group Operational planning in with Strategy, it's not the same thing.
An example of Strategic Planning is deciding how to mount an offense, given factors such as terrain, and features that they may have constructed that could help or hinder your goal, and even what kind of technology you expect OPFOR to have. Operational planning would then be the actual layout of the troops- how you're going to use your aircraft/navy/artillery to support infantry, while using the infantry to keep the support safe. Tactics (not represented) are things that are generally handled by the infantry themselves; in this case, it's the combat mechanics.
From what I have seen, the complaints about the 1UPT system is that you actually have to think about how you are going to move troops around, instead of just showing up with 7 million soldiers in one tile and throwing your human wall at them.
It seems to me that the designers literally thought it through thusly: "I really hate SoD. It so cheapens combat. Just build a huge stack of troops and attack. ho hum. No thought required. What could we do to make combat a process that requires more thought? Hmm.....Oh!! I know! 1UPT!! YES!!"
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1UPT does not represent any larger concept. It doesn't abstract some element of warfare throughout the ages like supply lines or logistical problems brought on by slow communication or anything else. It's just a meaningless rule. It serves no purpose other than as the "answer" to the SoD problem. That, to me, is simply bad design, ESPECIALLY as implemented.