Movement cost is already annoying

I always thought that "units that have one move left are able to go to hill/forest" weird.

So hooray for the new system.

Agree. I only had a couple of issues with CiV movement, and this was one of them. With proper routing you could often ignore the movement limitations. Also, if a unit was one tile away from a hill, forest, etc., and an enemy unit was two tiles away, the enemy unit essentially got two moves to your one, catching you by being able to move across the "open" tile and the limited movement tile, effectively getting for 2 movement points what should have costs 3. This really improves the game in my opinion - of course, it makes it tougher for you to catch the other unit as well. And think of the issue when you have a river and a hill across the river and have to save up enough movement points to both cross the river and move onto the hill, so you're exposed for a couple of turns - just like in real life. IMO really enhances the use of defensive positions, etc.
 
I'm unsure as of now. It makes tactical somewhat more interesting. But it also makes dragging armies across the map unit by unit even more tedious.

Hopefully tho there is a military policy you can slot that speeds units up through rough terrain.
 
I'm unsure as of now. It makes tactical somewhat more interesting. But it also makes dragging armies across the map unit by unit even more tedious.

Hopefully tho there is a military policy you can slot that speeds units up through rough terrain.

I believe by the time you'll need really large armies, there will be quite significant amount of roads. We've seen some early-game sieges and there doesn't see to be any problems.
 
Not even remotely an accurate comparison. Older Civs didn't have 1UPT.

Technically correct however the moronic versions of stacks showed up after Civ 2. This actually forces some thought and tactics. I'm sure it will irritate more than just you. As you allude to, people are still irritated you can't create a giant pile of units to drag around.
 
Agree. I only had a couple of issues with CiV movement, and this was one of them. With proper routing you could often ignore the movement limitations. Also, if a unit was one tile away from a hill, forest, etc., and an enemy unit was two tiles away, the enemy unit essentially got two moves to your one, catching you by being able to move across the "open" tile and the limited movement tile, effectively getting for 2 movement points what should have costs 3. This really improves the game in my opinion - of course, it makes it tougher for you to catch the other unit as well. And think of the issue when you have a river and a hill across the river and have to save up enough movement points to both cross the river and move onto the hill, so you're exposed for a couple of turns - just like in real life. IMO really enhances the use of defensive positions, etc.

Agree. That's how scout should be, they're reconnaissance unit, should be able to get away to safety. Moving behind a forest is a good move and a bit of mocking the enemy.

But even though i love the new system, i still think that the map is too small / the hex is too big for 1UPT. Map should be bigger with even more move point. For example melee units should have 4 move point, and the city center should be like 3 or 7 hex large.
 
Agree bigger maps would be better in general. I gotta watch all these videos to get a better feel.
 
Technically correct however the moronic versions of stacks showed up after Civ 2. This actually forces some thought and tactics. I'm sure it will irritate more than just you. As you allude to, people are still irritated you can't create a giant pile of units to drag around.

Agree. If you don't like tactically moving individual units, then maybe Civ isn't the game for you.
 
Agree. If you don't like tactically moving individual units, then maybe Civ isn't the game for you.

We can agree to disagree, but this isn't about "tactically" moving units. This is about "tediously" moving units. The vast majority of turns, of movement, have no tactics involved.

I don't mind needing to alter my tacitcs to account for terrain (or other unforeseen obstacles). I am annoyed by needing to spend 5-6 straight turns clicking 6-10 units and moving them, one hex at a time, as I march towards inevitable victory.

And again, Civilization is actually a strategy game, not a tactics game. Some degree of tactical depth is fine, but the emphasis should always be on strategy.
 
Aside from tactical...

From the videos I've seen, exploration seems to go more slowly. I think it's the combination of the movement system plus the necessity to deal with barbarian scouts and barbarian invasions.

Not as relevant, but it seems there are quite fewer goodie huts.
 
I am annoyed by needing to spend 5-6 straight turns clicking 6-10 units and moving them, one hex at a time, as I march towards inevitable victory.

I'm at work and can't watch the videos at this time. Have we seen any indication of whether or not we can group units to move together (i.e. select several units and then move them all with one click)? This was hinted at in early discussion about merging units to form corps and army, but afaik never confirmed or denied.
 
The new movement system also makes terrain more useful as natural defences. With unstacked cities, limited builder charges, and more tiles needed to protect, the natural terrain with the new movement rules I think will be even more important to slow enemy down.
 
I love the change, and think it's brilliant. :thumbsup:
 
Oh look, another mechanic with which to cheese the AI.
 
I actually like the change, it will make units with a lot of movement points that much more valuable to flank and chase scattered units. Also building roads to a potential target civ is much easier now, marching to battle shouldn't be so difficult.
 
Um, I'm now quite worried for AI combat... if a unit can't cross a river easily (i.e. with half of its movement points instead of all of them), then mass range behind a river will be basically impenetrable. I don't necessarily mind the headache of being "stuck" with a unit and unable to move as quickly as I'd like, but boy, if they don't alter combat movement rules, I see it as being the ultimate human advantage of mass range and death traps... i.e., BNW meat grinder again, possibly even more.

I'm worried, Firaxis. Hope you prove me wrong.
 
I think we will get used to the new system quickly.

But about that video...is anyone else feeling like they're watching paint dry? Honestly...if you let someone play 150 turns, please choose someone who at least knows a bit of what they're doing :/
 
I wouldn't worry about the AI. This mathematical / logical aspect to tactics AIs can do very well, sometimes better than a human (think chess).

It's usually in the more high level thinking about tactics and strategy where it suffers. If anything this will help the AI be more challenging since it has the ability to always make optimal moves.
 
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