Öjevind Lång;10227162 said:
Some people have decided to hate Civ V regardless. I'm puzzled as to why they still bother to read and comment in the Civ V forums.
Why should we stop posting here?
There are some who have been expressing since release that Civ5 was a "perfect" game, "exactly what they were looking for" and now are frenetically cheering over each patch, especially the ones which completely change the course of the previously so "perfect" game.
Obviously, with such people you don't have problems? Very convincing.
Again, there's a difference between something being broken and something being used improperly.
The point is, a 1upt system cannot work in the context of a Civilization game (at least not without major changes to key concepts). This has been discussed in various threads already and therefore I am going to only give some short remarks.
In the old Sid Meier's Pirates you fought town sieges on a tactical map, and the computer could position its troops on hills, take advantage of cover, keep it's weaker ranged units back behind stronger melee, flank with mounted, etc. This game came out in about the year 2002. It's not some pie in the sky dream.
It was in 2004, as far as I remember from the original Pirates (MicroProse, late 80'ies) it took place on a limited map in comparison to a worldwide map (just the Carribean) and it covered only the weaponry from the Renaissance era.
And even then, as you say, they needed to introduce seperated combat maps. Now, see my remark above about regional concepts, and you get the picture.
As for as your confusion as to stacking of civilian units: 1UPT is designed make combat more tactical and battlefields and terrain more important. However, allowing multiple civilian units would not impact that and could have some other benefits, make it easier use your workers and great people, etc. It seems to me a reasonable suggestion I read on another thread could support.
This is just nonsense.
"1upt" first and foremost means one unit per tile. For each "element" (earth, water, air) this means to only have one unit. There is quite a reason why they had to allow civilian units to stack with military ones - and to make a General (!!!) a civilian unit.
Because a strict 1upt doesn't work.
In fact you're asking for nothing less than softening this concept even more - because you see the inherent flaws of it in the context of a Civilization game (geographical and time scaling).
And finally, why do you insult so many people by saying people like 1UPT because it makes the game easier? Why is it so hard to believe people enjoy a combat system that involves varied units with differing strengths and weaknesses, terrain positioning and chokepoints, zones of control, meaningful placement of forts and defensive structures? Forgive us for liking something that involves more thought than build a 100 units, march to city, crush city, rinse and repeat.
Because they are typically exactly the same people who are complaining about the multiple options of Civ4.
Because they are praising a system which only lives due to the inability of the AI.
Because 98% of them would cry and whine if they were confronted with a real opponent, being able to defend against their "big army" of six units.
And once again, unwillingly you are admitting this by yourself. You are referring to defensive structures and chokepoints, two things which the AI not only doesn't use properly but even doesn't grasp in the slightest way.
Yes, for you as the human player it may be fun to have the AI bleed to death in front of your forts. What about the same thing happening to you? What about the AI making use of its superior production and unit numbers in a cleverly placed system of defense positions?
Whatever we have been promised pre-release in terms of warfare wasn't fulfilled: the combat is still completely about seizing cities, fronts are non-existant and for sure are not at the borders (well, of course you can define three units accidentally being placed next to each other "a front", but that's it).
You adress this by the frustrated demand "they should fix this ASAP", but it isn't anything else than wishful thinking.
1upt may work (and does work) for limited regions, limited timeframes, limited set of units (in terms of unit types, weapon's technology included and whatnotmore), but it doesn't work for a Civilization game.
And any claim "but it COULD!!!oneeleven!!!!" doesn't disprove that statement.
Show me a 4xTBS game covering 6000 years (or any other timeframe from stoneage to nuclear time weapons) in which a 1upt system works, and I will admit that it works.
Unfortunately, I don't know any such game and for the moment being I'm assuming you don't know either.