Thalassicus
Bytes and Nibblers
I'm in the camp where issues of scale have never bothered me... it's an abstract game. <shrugs>
Then up until the moment they are really fixed by the workers at Firaxis, they are perceived as conflicting by common players.
At least it looks that way from my common player POV.
Your fault. Others here did not interpret it that way.
Then up until the moment they are really fixed by the workers at Firaxis, they are perceived as conflicting by common players.
At least it looks that way from my common player POV.
If I believed the issues I have with the game could be addressed with the current access level of mods or wanted a modded fix I would read(again) Kael's how to mod pdf and do it myself.
Perhaps, but with unlimited stacks it wasn't really an issue because it made the world seem huge, which in actuality it is. 1UPT makes it seem tiny, which can border if not surpass absurdity.
I disagree. I think this is an interesting idea, but I also like the option of players having a larger or smaller world to explore if they so choose. Thinking about it with a little more depth made me not like this idea.
I think this is a fine sacrifice as it already somewhat exists currently. As long as the player has the ability to change the map scale but not the city or unit scale, then the city-to-unit scaling should be the #1 priority if we are addressing this issue at all. If Firaxis allows an option to change city size pregame then we wouldn't need to bother with this at all. Pick your settings to the scale you prefer.
That post has interesting ideas, but not the one I listed, which I feel is the best option. I would not want a tactical map for sure. I do think a unit limit is a good idea, but would not solve the scalability issue.
My pipe dream would be a Civ game where city radius, tile improvements and tiles worked were one size hex, like we have now in Civ V. The tactical layer, where 1UPT applies, is contained within these hexes, with 7 (central +1 ring) or even 19 (central +2 rings) hexes contained within each strategic level tile. Military units would only occupy this tactical layer, and be limited to 1 UPT. Naval combat and transport could probably be handled on the strategic layer, as long as a naval escort system was implemented, that is better than what we have now. Roads, field fortifications, etc. would be built on the tactical layer, so workers would have a mechanism to move between the two layers, to do their thing.
The simple solution to that is to play on the larger maps. Surely you can see the point I am making:Here, I completely and totally disagree. I still see no benefit as far as scale is concerned with simply expanding what one city can work; It causes more issues to me, as then you have cities that are the equivalent of thousands of miles of map area.JohnnyW said:I think this is a fine sacrifice as it already somewhat exists currently. As long as the player has the ability to change the map scale but not the city or unit scale, then the city-to-unit scaling should be the #1 priority if we are addressing this issue at all. If Firaxis allows an option to change city size pregame then we wouldn't need to bother with this at all. Pick your settings to the scale you prefer.
Forgive me for reading only the solutions and not the prefacesBecause it only lists unit management solutions, not scaling ones.![]()
Rephrase:
Because maybe five people have read it?
We actually have more capabilities at this point than many suspect
The simple solution to that is to play on the larger maps. Surely you can see the point I am making:
1) Unit scale cannot change with 1UPT: 1 unit = 1 hex.
2) Map scale is already changeable.
3) City scale is the only variable that is unchangeable currently, and potentially changeable in the future. This is what fixes city-to-unit scale; and that scale seems inappropriate. If we can change this then the player can set the map size to whatever they want to get their own personalized scale settings.
Forgive me for reading only the solutions and not the prefaces![]()
Your rephrasing of my post to suit your argument and attempt to explain your comprehension error can be handled like this; I did not mean it that way.
No matter how you interpreted, I have again corrected you on the matter so do try and deal with the statement as I meant and not how you want to argue it down.
Do suspect you do or do you actually do? If you can't change behavior then you can't do anything I would not be able to do myself.
No, I want them all to fit cohesively. We can alter the map size to whatever we want. If it needs to be 2x2 or 1500x1500 we can change that to fit our needs, whatever they may be. To keep 1UPT we cannot change the unit/hex ratioI do; I simply vehemently disagree. You propose to fix city-to-unit scale, at a cost of city-to-terrain scale (which is more important to me; I do NOT want cities working half a continent on a normal map!). Tossing out a "play larger maps" argument doesn't work when larger maps contribute to slowdowns and crashes for many players.
Seems to really come down to this: You place precedence on the City-Unit scale. I place precedence on the City-Map scale.![]()
I *MUST* click on its icon to be politely presented a choice... 95% of the time, i select; OFF-Line Mode.
1upt and Civ do not innately conflict. Virtually any perceived issue can be fixed, given adequate time.
I'm gonna re-texture 2 of them B/W since they're still too noisy.
Gathering dog for hire, please. Barn them once improved.
Do somethin'!
![]()
My pipe dream would be a Civ game where city radius, tile improvements and tiles worked were one size hex, like we have now in Civ V. The tactical layer, where 1UPT applies, is contained within these hexes...
as i said before, a product has to build on the previous successful product. failure to do so results in Civ5 for example.
This is an assertion without evidence. We see the current game and its deep. deep flaws. If you're claiming that a good computer AI can be built for any game, with any rules, and any design - well, that's really a pretty far-fetched assertion.
The traveling salesman problem is a fact. 1upt makes movement much, much harder. It stresses the system (ironic, since you're talking about problems with big maps.)
Games without stacking are tactical ones. This means that they have opportunity fire; unit support; lots of movements points; and tend to be custom battles scripted on custom maps. They work best on the tabletop when you alternate moving individual units. When you move away from these ingredients you lose the original draw of the system.
Civ 5 has an "I go, you go" setup. This leads to bizarre gamey behavior even in the best case. Add in a combat model where I can hurt you, but you can't hurt me and you get a mess. Add in terrain at the wrong scale and it gets worse; add in the damage to the empire-building game and it is a disaster.
Turning it around, this looks like an arbitrary design decision by an inexperienced designer with a poor sense of what makes for a good game. What evidence is there that this is a good idea even given better AI?
At the strategic level, one sees a stack-o-doom; at the tactical, the stack resolves to 1UPT, eh? Me like.
No, Polynesia doesn't have the historical "importance" some may want.
But if you're looking for variety and a unique flavor, it's pure gold.