Louis XXIV
Le Roi Soleil
Hooray for mounted units again!![]()
Yeah, that's my thought. This change will be a huge shock because I haven't been used to this since SMAC, but it'll help mounted units.
Hooray for mounted units again!![]()
since it has the ability to always make optimal moves.
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.
Oh look, another mechanic with which to cheese the AI.
I have a feeling it will be easier for AI to handle. The trick of ending your turn on least passable terrain from Civ5 was a thing to be learned by AI, Civ6 system is more plain.
Small change, massive implications. Chokepoints become more vital (good), mounted units became more useful (really good!), with flat VS rough terrain being a more decisive factor.
However, exploration got severely delayed, melee units got heavily nerfed (bad), army logistics / movement became more tedious (bad as well), and ranged units became even more overpowered (really, really bad).
I am conflicted on this :S
I like this change in the same way I like the change from squre to hexes. I don't like how you could get free movements if you moved in a certain way, if it cost two movements to enter you should need two movements to enter the tile. Naturally you should always be able to move one tile no matter what so you should be able to enter a 3 move tile with only two movements but that will naturally be the only move you make that turn.
But you are missing the point. The problem is not that the AI doesnt understand where it can go. This is handled by the pathfinder and is as you said easy or even easier with the current system.THIS
People think the new system is the complicated and nuanced system, but its actually the more straightforward. A tile costs a certain number of movement points, and if you want to get to a location it doesn't matter which path you take to get there, since it costs the full movement every way. That makes it very easy for the AI to calculate how to move the most tiles each turn.
This is opposed to the Civ5 system, which involved taking advantage of the relative adjacencies to get more movement points than you actually had. That requires a *lot* of context, which is what the AI can't be bothered to figure out.
But you are missing the point. The problem is not that the AI doesnt understand where it can go. This is handled by the pathfinder and is as you said easy or even easier with the current system.
However it creates constraint on movement and this is where its complicated. Constraint on movement make army movement a lot harder with 1upt. This is the same issue as trying to pass theough a choke point or hard terrain in civ5 but with even more constraint.
This is what the AI worry is. Army movements and setup. Not the pathfinder for a single unit. While army movement is a combination of pathfinding results it is far from guaranteed the AI will move its army efficiently in civ6.
And the fact that it makes melee units less powerful is also good because it makes things more balanced between melee and cavalry units.
The big issue is that it increases the power of ranged units (which were op in civV)
SupremacyKing2, that's a false equivalency and KrikkitTwo is right. The comparison isn't between Melee units and Mounted units. It's between RANGED UNITS and EVERYTHING ELSE. In Civ5, Ranged was the undisputed king of military combat. The balance triangle between Melee-Ranged-Mounted was almost completely out of whack.
Hooray for mounted units again!![]()
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.
However, exploration got severely delayed....
Ranged units better get some massive penalty to attacking into rough terrain for this, but I've seen no evidence of that in the lets plays I've seen.