Limiting Exploration

The same could be said about people dont caring about CIV5 genius design for ideologies being replaced with CIV6 government system. :mischief:
The difference is, while I prefer Civ5 Ideologies, I don't **** my pants about whether or not it will be in the next game and start crying about how my wife wouldn't have left me if only they let me put 3 archers on the same tile
 
People will shout from the rooftops about 1UPT. So movement restrictions are "not bad" and people start talking about "let's make snow and desert and everything impassable" but as soon as you can't put 10 units on the same tile? Oh no... I cannot fathom...
Movement restrictions are already in place - the movement factor of the unit, the terrain type, the presence of roads, etc. You just seem agrieved that there is no strong support forr adding more, onerus movemet restrictions on top of those, to satisfy a personal idea of you and Marla's, which makes this plaintiff post of yours I quote a bit disingenuous.
When I play Chess, I am not complaining about why the pieces cannot stack on top of each other. When I play Age of Empires, I don't expect all the Catapults to phase through each other (because well, they should stack)

1UPT gives the space meaning - it gives war a tactical feeling. If it wasn't there, then what's stopping a very good spot (imagine an important hill surrounded by rivers) from becoming totally overpowered, as I stack tons of units on it to hold the spot indefinitely from attackers?

Maybe only one single unit isn't the answer, maybe Ranged and Melee should stack, but other than that, I would not like to see Civ "move back" to how it was, if only for balance purposes.

It works perfectly well for early game war. But I understand if it creates gridlocks in late game war. That's why Civ6 army system exists.
This concept that 1UPT is totally unplayable or something is totally stupid. Civ5 and Civ6 are the most popular game in the series, and casuals (silent majority) don't complain, it's only the mega-veterans of Civ4 and before who are vocal about it.
Civ is played on a global scale map. 1UPT breaks down in any logic right there.
Please, Civ *4* had the genius design for politics :p
I think the tradition of each new iteration of civ having a new mechanic in areas like this should be carried on.
 
Movement restrictions are already in place - the movement factor of the unit, the terrain type, the presence of roads, etc. You just seem agrieved that there is no strong support forr adding more, onerus movemet restrictions on top of those, to satisfy a personal idea of you and Marla's, which makes this plaintiff post of yours I quote a bit disingenuous.
This is funny because I really don't understand where you got that impression from?
Nowhere did I say that we needed more movement restrictions.
I mean, I am not totally opposed to restrictions relating to huge deserts and such
I'm not really opposed to the idea that pure 1UPT is bad.

But what I am opposed to is people just constantly constantly spouting **** about 1UPT, when it's really not that bad, in my opinion, and I explained why.
 
Unless you're talking about the 'Supply' idea? Which is not as much a movement restriction as it is a totally new system 🤦‍♂️
 
This is funny because I really don't understand where you got that impression from?
Nowhere did I say that we needed more movement restrictions.
I mean, I am not totally opposed to restrictions relating to huge deserts and such
I'm not really opposed to the idea that pure 1UPT is bad.

But what I am opposed to is people just constantly constantly spouting horsehocky about 1UPT, when it's really not that bad, in my opinion, and I explained why.
1UPT on a global map is NOT easily contrued as a poorly-designed mechanic, and criticism of it is unfounded? On a GLOBAL-scale map? The scale of the map is a powerful argument against this mechanic being sound.
 
Except I didn't say that, so I'm not sure why you're saying that I said that...

I said it's not that bad, not that it's flawless or there is no criticism to be had, I'm saying there's needless constant criticism of a mechanic that isn't as bad as people make it out to be.

PS. The scale of a Civ map has always been fluid.
Not that it really matters, but why does 3x Warriors on one tile make more sense than 1x Warriors on one tile? Isn't still "physically inaccurate"?
 
Except I didn't say that, so I'm not sure why you're saying that I said that...

I said it's not that bad, not that it's flawless or there is no criticism to be had, I'm saying there's needless constant criticism of a mechanic that isn't as bad as people make it out to be.

PS. The scale of a Civ map has always been fluid.
Not that it really matters, but why does 3x Warriors on one tile make more sense than 1x Warriors on one tile? Isn't still "physically inaccurate"?
What you actually said was obviously not as clear as you think it was. And, again, I'm not sure what size you really think a tile in a Civ game is supposed to represent, and how much space a pack of warriors or three are supposed to occupy in such a space, really.
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area
(Wonders take up an entire space in Civ6, and those are not the same spaces as entire city centres, and they won't necessarily be the same size as swathes of forest)

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area
(Wonders take up an entire space in Civ6, and those are not the same spaces as entire city centres, and they won't necessarily be the same size as swathes of forest)

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
not the guy you're responding to, but i feel as if the limit on what units you can put on a tile should rely on two things

1. how many men make up each unit
2. how many men you can feed

the more units you put in a space, the more you have to worry about food, water and disease.
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area
(Wonders take up an entire space in Civ6, and those are not the same spaces as entire city centres, and they won't necessarily be the same size as swathes of forest)

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
Or we can stop thinking just about "carpets of doom" and "stacks of doom" and think in something different like "Composite Units",
Like it was said also the unit diversity thread militar units (combat and support) can be combined in armies/division/corps wathever we want to name them.
So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
This is matter of some considerations. But certainly could be something different than 1UPT.
There is a false dichotomy between stacks and 1UPT models, and since is obvious that both extremes have their problems it is not as simple as pick one side.

Between the factors to answer these we have things like the visual recognition limit. For example the main source of units crowding are militar units, so we can see how many militar units we can put into an "Army* on a single tile while the player could still recognize the units in that group.
What I mean is that CIV5 have in average more combatants represented by unit than CIV6, so between these games we change from 12 to 4 infantry units per tile. Personally I think between 6 to 10 units could be recognizable, so an "Army* could be composed by maximum of 6 to 10 combatant units. Meanwhile the support units dont need to be visible for the enemy, you and your allies can see a small promotion icons in the army for medic, engineer and transport modifiers, still enemy could use their recon abilities to reveal this information (lets give some extra value to recon).
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area
(Wonders take up an entire space in Civ6, and those are not the same spaces as entire city centres, and they won't necessarily be the same size as swathes of forest)

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
Why is one extreme or another needed? And why are the arguements of those who disagree with declared to be those of, "slackers?" Your presentation toward others' opinions who disagree with you are very obtuse and insulting. Perhaps take a different tack.
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
I don't know if I'm a fully vested advocate for infinite stacks, but I have played the most Civ3 of any of the games in the franchise. Mountains are passable, stacks can be as big as you please, and my stacks tended to be 10 or so. I would divide a larger army into several stacks for a multi-pronged attack. The AI would also build stacks and attack frequently. The Civ3 AI was very good at finding any straggler units I left, to pick them off. Covering a battle-damaged unit with a stronger one is a routine tactic in Civ3.

I would support playtesting and evaluation of either 3UPT or 5UPT, to see where the optimal number is. Here's my test: can the AI player move its troops effectively? My experience in Civ5 was no, it could not. As a human, I find the conga line puzzle (I prefer the term from aieegrunt, "sliding tile puzzle") annoying. But the AI player is stymied by it. Units cannot easily pass through other units, especially over uneven terrain. The optimal arrangement when moving troops would probabaly be to keep one's stacks as 1 or 2 units *under* the limit, so that fast movers can overtake and pass through slower units, even ending their turn in the midst. For the sake of argument, make the limit 5UPT but the human player keeps the stacks at 3UPT, to make pathfinding easy.

Pathfinding is my main argument, more than realism.

In Civ3, I routinely gave "go to" commands that would take 2, 3, 4 turns to complete. The units would simply pass through one another with no issues. In Civ6, I've learned to only move any unit one-turns-worth of movement, and often less than that, due to terrain differences.

A secondary outcome of 1UPT -- maybe by design, maybe not -- is that one has fewer units and they can be more promoted units. My Civ3 army has perhaps five or eight times as many units as my Civ6 army. The units are largely anonymous and interchangeable. The Civ4-unique collateral damage tactic of "suicide catapults" meant that the player need to build a LOT of disposable units. That tactic simply wouldn't work with 1UPT and the slowed-down production of Civ6 cities.

Summary: the entire method of warfighting changes when we limit the game to 1UPT. I've learned to be successful in Civ6 using its method, but pathfinding would be much more straightforward with 5 or more UPT.
 
You tell me that 1UPT is unrealistic because well, its a global scale so really more than one unit can fit on a tile.
Okay.
And we all agree that Unlimited Stack is both unbalanced for gameplay and unrealistic (you can't fit infinite things on one tile)
Okay?

So where do you draw the line? Does 3UPT stack or 5UPT stack count as "okay"?
The point is that the argument doesn't make sense.
The scale is dynamic, and the units are representative, like they are in chess, of changing amounts of infantry, and the tiles are representative of changing amounts of area
(Wonders take up an entire space in Civ6, and those are not the same spaces as entire city centres, and they won't necessarily be the same size as swathes of forest)

I feel like stackers say this because they really only have two arguments:
1. the congo line puzzle problem is annoying
2. realism
You are setting up a classic Straw Man: assuming we have to choose between 1UPT and Unlimited Stacking. We don't, and I for one have never argued that we should.

Both 1UPT and the Stack of Dufus are just plain Bad Mechanics for a game.

1UPT clutters the map with independent units that each have to be moved separately, clog any chokepoints on the map, require massive amounts of time to move (the term Micromanagement springs to keyboard here) as numbers of units increase, and provides a lousy model for tactical combat that now covers gross amounts of time and space to resolve.

Stack of Dumb over-concentrates units and therefore undervalues them enormously, OR requires intricate rules for the interaction of various types of units to make them meaningful OR reduces the entire combat portion of 4x into "stack up everything, move to contact". It commits the greatest sin in game design: it's BORING.

And in passing, could you explain to me how 'tiles are representative of changing amounts of area' when the size of the map and so the number of tiles is fixed from start of game to end? Changing technologies and conditions make the number of humans and human constructs you can stuff into the same area (tile) change dramatically throughout the game, but the total amount of space (numbers of tiles) remains fixed.

And that is one of the keys to the stacking problem. The number of units, whatever numbers of people, animals, and/or equipment they represent, Must change throughout the game. The Dupuy Institute spent hundreds of hours studying just this aspect of military history back in the 1970s to 1980s, and came up with the following:

Space in square kilometers occupied by an army of 100,000 men by historical period:
Ancient Armies 1.00 (melee weapons, bows)
17th century 5.00 (Renaissance pikes, crossbows, knights)
Napoleonic Wars 20.12 (smooth-bore muskets and field cannon)
American Civil War 25.75 (rifled gunpowder weapons)
World War One 247.5 (machineguns and modern artillery)
World War Two 3100.0 (tanks, motorized movement, air power)
‘October War’ 1973 4000.0 (early guided missiles, rockets, jets)

The other Key to the stacking problem is this: you could theoretically 'stack' 100,000 ancient/classical warriors into a single 1 kilometer square plain. BUT there isn't a spot of land anywhere on earth where 1 square kilometer could feed them for more than a day, and there are very few areas where within 20 kilometers (a day's march) you could gather enough food to feed them for more than a week or two, a tiny fraction of the shortest Civ Turn.

So Unlimited Stacking is just as idiotic in conception as 1UPT: they are both Fantasy, and more importantly Bad Design from a gameplay perspective.

Battles are won by concentrated masses of men, animals and equipment, which 1UPT does not allow. But the numbers you can concentrate effectively change dramatically as the military and supply technology changes, a dynamic process SoD ignores. The answer, I would think obvious, is to do away with both of them as models for a game process.

Instead, vary the stacking limit by technology and terrain. At start, with Ancient people and Ancient capability to move food (oxcart, pack mule) you cannot concentrate much of anything and still feed it (parentheticaly, you also do not have the Command, Control and Communications, modern C3, to make large numbers do what you want them to, so 'large numbers' add nothing to your combat capability). Humankind and Millennia games, both recognizing this, allow you to stack 4 and 3 units total in the early game, respectively. That may be a good place to start. It doesn't matter whether one unit represents a 400 man ancient Sumerian Sanga or a 2000 man Macedonian Taxeis: there is more than enough physical room in a tile for either, and far more than one of each. The problem is that early on no organization in the game has the capability to feed a 100,000 man Dupuy model ancient army in one place without using an entire fleet to supply them with food.

Whereas, by WWI, 100,000 men represents maybe 2 Army Corps, a fraction of a State's army, and they may possibly take up the entire tile physically (almost 250 square meters per man), but more importantly, the State has primitive automobiles and trucks, railroads, steamships and (steam boats on rivers) and telegraphs, telephones and radios to coordinate the care and feeding of 100,000 men and all their animals and equipment. We may use 6 - 20 individual units to represent those Corps, depending on how we set up the results of technological progress on stacking, but we can also Feed those units, which we could not do 1500 - 3000 years earlier.
 
I'm not advocating for anyone to choose between 1UPT and Doom-stacks, I'm just pointing out, that there's clearly more merits to 1UPT than people give it credit for (i.e. it's simple) - and there are more downsides to various stacking methods that people try to dismiss.

I would like a system that makes everyone happy of course, but it's not always as easy as just allowing stacking up to a certain amount... because those are duct tape solutions. I think the designers for the Civilisation games have been doing well so far catering for both veterans and beginners, and producing a game that has appropriate balancing and understandability for newcomers, and I'm certain that for the next game they may come up with an intelligent solution to this issue, given enough time.

I have the same gripes with 1upt that the rest of you do, but I also have gripes with unlimited stacking, and limited stacking. SO really, I would personally conclude that each of the systems has its own benefits and drawbacks (thus neither 1UPT or stacking is the devil)
 
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