It's been a long time since I've put on my game designer hat on , and I rarely believe this is an original idea, but figured I'd create a thread and chime in with my two cents anyway. My hope is this thread spawns a meaningful discussion about how a limited unit stacking gameplay mechanic could work, and have someone implement it (maybe Firaxis won't implement it, but maybe it could be modded in via DLL if Civ 7 has it, or if we have to make the changes to Civ 5 instead.
Problem Statement
I've been playing a lot of Civ 4 recently, and the game is more challenging and feels more fun than Civ 5 or Civ 6 does, mainly because the AI can take better advantage of unit stacking, as it's a simpler system for the AI to manage. However, Civ 5 / 6's combat system does have its own merits, making the terrain way more of a factor, and allowing human players to better strategize. I'll make a brief pros / cons of 1UPT, but this has been discussed to death so I will keep it rather brief. Feel free to skip this if you've read it all before.
Okay so the above is a pretty small summary and there's probably a lot more points to discuss about the differences / benefits of 1UPT vs unit stacking. Let's get to the proposal instead.
Limited Unit Stacking by Combat Class
I propose a limited stacking system that divides units into classes and changes via technology. Here's how I might divide it:
Ancient / Classical Era: 1 Melee Unit, 1 Ranged Unit, 1 Siege Unit
Medieval / Renaissance Era: 2 Melee Units, 1 Ranged Units, 1 Siege Unit, 1 Support Unit
Industrial / Modern Era: 3 Melee Units, 2 Ranged Units, 1 Siege Unit, 1 Support Unit
Atomic / Information Era: 4 Melee Units, 2 Ranged Units, 1 Siege Unit, 2 Support Units
Future Era: 4 Melee Units, 3 Ranged Units, 2 Siege Units, 2 Support Units
Here are my design goals when deciding the above:
I would also consider removing 1UPT for civilian units, as it adds a layer of frustration that I believe does not need to exist in the game.
Problem Statement
I've been playing a lot of Civ 4 recently, and the game is more challenging and feels more fun than Civ 5 or Civ 6 does, mainly because the AI can take better advantage of unit stacking, as it's a simpler system for the AI to manage. However, Civ 5 / 6's combat system does have its own merits, making the terrain way more of a factor, and allowing human players to better strategize. I'll make a brief pros / cons of 1UPT, but this has been discussed to death so I will keep it rather brief. Feel free to skip this if you've read it all before.
Pros of 1UPT | Pros of Unit Stacking |
Heavier emphasis on tactics | Heavier emphasis on strategy |
Each individual unit is more impactful | AI is more effective at playing with stacking due to simplicity |
Ranged units have an opportunity to thrive | Can create and support more units without clogging up the game board |
Sieges are possible: It's possible to meaningfully surround cities and prevent sufficient defense from within the city | Movement is less restricted |
Okay so the above is a pretty small summary and there's probably a lot more points to discuss about the differences / benefits of 1UPT vs unit stacking. Let's get to the proposal instead.
Limited Unit Stacking by Combat Class
I propose a limited stacking system that divides units into classes and changes via technology. Here's how I might divide it:
- Melee Units (warriors, knights, infantry, tanks, destroyers, etc.)
- Ranged Units (archers, crossbowman, battleships, etc.)
- Siege Units (catapults, battering rams, trebuchets, etc.)
- Support Units (medics, observation balloons, etc.)
Ancient / Classical Era: 1 Melee Unit, 1 Ranged Unit, 1 Siege Unit
Medieval / Renaissance Era: 2 Melee Units, 1 Ranged Units, 1 Siege Unit, 1 Support Unit
Industrial / Modern Era: 3 Melee Units, 2 Ranged Units, 1 Siege Unit, 1 Support Unit
Atomic / Information Era: 4 Melee Units, 2 Ranged Units, 1 Siege Unit, 2 Support Units
Future Era: 4 Melee Units, 3 Ranged Units, 2 Siege Units, 2 Support Units
Here are my design goals when deciding the above:
- Players should have to consciously tech into these army comps in order to take advantage of them (some investment to become stronger militarily). An alternative might be to gate these better comps behind a National Project (similar to Government Plaza buildings?)
- Players that invest in better army comps should have an advantage in battle. Players that choose not to should invest in better defenses to defend against civs that do, but should struggle to defend against comps unless they keep their defenses up to date.
- You should be able to field more melee units than ranged units. This is because Ranged units are much better than melee due to being able to hit units very far away, so limited their uses would be better.
- Siege units shouldn't be too stackable, because the number of city shots you can get might make it too easily to take down cities. Also, siege units should have a range of 1 always, so that you can at most take 6 shots at a city that's surrounded, and will need to invest in units to defend them.
- Government / Civic / Policy Card system
- World Wonder system
- Leader / Civ Bonuses
- Tech / Civic system
- +1 Melee unit in stack
- +1 Ranged unit in stack
- +1 Support unit in stack
- Melee or ranged slots replaced with "Wildcard" slots (i.e. you can put a melee or ranged unit in the stack)
I would also consider removing 1UPT for civilian units, as it adds a layer of frustration that I believe does not need to exist in the game.