Ahriman
Tyrant
My concern will be in the more modern era when Subs can swoop in past defenders and take out the transports.
To me, that sounds great; that's what subs *should* be doing. Picking weak targets, not attacking warships.
My concern will be in the more modern era when Subs can swoop in past defenders and take out the transports.
In previous civilization games it was the case, that the attack and defense value of a unit was one and the same. When a unit lost a battle, it was also weaker in defense. This is now gone, the defensive value of a unit in Civ V stays now constant, so that even a heavily damaged tank can't be defeated by some spearmen.
This here:
Bij vorige Civilization-games was het zo dat de defensieve en offensieve waarde van een eenheid één en dezelfde waren. Verloor een eenheid bij een aanval wat kracht, dan was hij defensief ook zwakker. Dat is nu verleden tijd, de defensieve waarde van eenheden in Civ V blijft altijd gelijk, waardoor zelfs een zwaarbeschadigde tank niet vernietigd kan worden door een paar botte speren.
translates in german to
In vorigen Civilization Spielen war es so dass die defensiven und offensiven Werte einer Einheit ein und dasselbe waren. Verlor eine Einheit bei einem Angriff an Stärke, so war sie auch defensiv schwächer. Das ist nun Vergangenheit, der Defensivwert einer Einheit in Civ V bleibt stets gleich, wodurch selbst ein schwer beschädigter Panzer nicht durch ein paar plumpe Speerkämpfer vernichtet werden kann.
translates in english to
In previous civilization games it was the case, that the attack and defense value of a unit was one and the same. When a unit lost a battle, it was also weaker in defense. This is now gone, the defensive value of a unit in Civ V stays now constant, so that even a heavily damaged tank can't be defeated by some spearmen.
I hope a native netherlandish speaker can confirm this.
This reading of the short text would make far more sense than units which cannot be weakened defensively at all.
Anyone who hasn't played Civ1-4 has no business working for a games magazine, let alone writing an article about CivWe have to realise that the average reviewer might not know the history of offensive and defensive values as used in earlier versions of civilization.
Yay, my archer has walked one tile in 50 years, then later 5 tiles in 1 year.![]()
This thing sounds like a bloody disaster. Get the tactical crap outta there.
Yay, my archer has a range of 500 km.![]()
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Yay, my archer has a range of 500 km.![]()
Thanks for the correction.
also interesting idea, i completly forgot the concept of armor.
I guess, this could be really implemented in that way.
I don't understand the "one unit type per hex" - given the scale of civilization. A traditional war game would have one unit per hex but its scale would be a much smaller area. Also, given that scale, historical armies (of all eras) did include mixed arms units. Even today, you have attack helos moving with ground units - in the same space.
One of the principal purposes of one-unit-per-tile is that when you attack a tile, there is only one unit to defend that tile. As soon as you go to more than one-unit-per-tile you introduce an ambiguity: which unit gets to defend?
Traditionally, the game has chosen the best possible defender in the stack to defend. Why is this bad? Because it eliminates all tactical planning. No matter what you do, the game will choose the best defender to counter it.
My super elite lvl 12 tank isnt going to die in a 1% odd unlucky battle anymore