True. Also 1UPT may be improved by tweaking here & there but there are some inherent limitations such as smaller armies, lack of space for maneuverability, too much micro if moving armies for large distances etc.This is true, however, taking combat off the main map would be a new feature for the Civ series so you could look at as a break from Civilization tradition. I love tactical combat though and wouldn't mind a "battle" map based on the tile. That is the only major benefit I see from having a battle map, much deeper tactical turn based combat than what can be done on the world map.
True. Also 1UPT may be improved by tweaking here & there but there are some inherent limitations such as smaller armies, lack of space for maneuverability, too much micro if moving armies for large distances etc.
Let's hope the duo behind Civilization: Beyond Earth will have enough sense to not repeat Shafer's mistakes, though I remain skeptical given their previous track record, or rather lack of it. Why didn't they hire Ed Beach as a lead designer for Beyond Earth is... beyond me. *Puts on sunglasses*
Someone earlier noted that an idea of defending with terrain simply doesn't exist in other Civilization games, meanwhile a city that only has few "open" hexes around it in Civilization 5 can be much harder to take precisely because of 1UPT.
I think the smaller armies has more implications than you are assuming. Smaller armies as you said makes individual units more valuable. The focus of value on a single unit can be very harmful for AI because it is not that great at prioritising to protect them. It also makes it possible to make super OP units that we sometimes get in civ 5. A good example would be a Keshik with blitz & extra range. Because units are few, individual unit fights more battles & you can funnel all the XP into one unit making it uber powerful. When the armies are considerably larger you have to spread out XP, resulting in a more dynamic war experience instead of few Godly units fighting each other other to decide the fate of the planet. The few valuable units concept would go much better with an RPG game, but civ is a strategy game & you shouldn't depend 'too much' on a single unit."Smaller army" is hardly a limitation, it's a design choice; Total Annihilation is not inherently better(or deeper tactically/strategically) than Brood War just because it allows more units on the map. You might personally not like the design choice of fewer but more valuable units, sure, but one is not inherently "better" than the other.
Perhaps I should elaborate my point about 'lack of space'. My point was not from realism point of view, rather I was trying to focus on the gameplay effects of it."Lack of space" is the argument that I find most baffling when used against 1UPT. The most widely copy-pasted 1UPT criticism piece starts by comparing size of Great Britain in Panzer General and in Civilization 5. Since the one in Civilization 5 is much smaller, then 1UPT is broken beyond repair on the tactical level.
First of all, yes, GB in Panzer General is much larger, but PG also gives you much more units to use on the map. Instead of just counting how many "hexes" are there in Great Britain in both PG and Civ5, it would be more fair to compare unit/hex density.
Second of all, and this is the part that most baffles me, because the answer is so obvious and yet I've never seen it mentioned by anyone in defense to that argument, is: then just make Civ5 Great Britain bigger. Problem solved. Scale it up 2-3 times, along with the entire map. Is this a problem? The maps in Civilization games have always been very small, especially if you consider that the game supposedly operates at the level of Cities. Standard-sized map of Earth in Civilization 5 is so small that a City with full workable borders is larger than some countries in the real world area-wise!
Too much micro was referring to micro for moving troops over large distances. Part of it is also due to lack of space in case of densely packed units & few spaces to move. Stacking helps it. But as I said in my post, that the tactical depth of stacks is almost nill. Nevertheless 1UPT isn't perfect & it needs improvements."Too much micro" - this argument works both ways, you can just as well say that the ability to position and control your units in Civ5, to predict in what order to move them taking into account the terrain limitations and control zones adds another layer of skill/strategy to the game, as opposed to just moving twenty units in a single stack along exactly the same route for all of them. Someone earlier noted that an idea of defending with terrain simply doesn't exist in other Civilization games, meanwhile a city that only has few "open" hexes around it in Civilization 5 can be much harder to take precisely because of 1UPT.
Agreed. The problem isn't in 1UPT, rather it lies in its implementation. If you read my full post, I mentioned to move units in stacks but have battles on a 1UPT map. It may be inconvenient, but I don't see a better way to fit 1UPT with the huge scope of a Civ game. Instead of fitting the whole game to go along with 1UPT, we should mold 1UPT to suit the needs of 4X game with a massive world spanning empire scope with large armies & overseas invasions etc.The mistake Shafer made was that he basically took a Civilization game and then put 1UPT on top of it, which caused a lot of problems later on, rather than re-designing the game from the ground up with 1UPT in mind. That does not mean that 1UPT is inherently flawed or inferior, only that it needs to be considered at low level in game design process, which he simply didn't do. To his credit, he fully admitted his mistakes later, and to Ed Beach's credit, Firaxis went a long way to fix some of the ailments with the system in the two expansions. Unfortunately not everything could be fixed because you can't re-write most of the game system in an expansion pack, but to discredit 1UPT because of it would be simply short-sighted.
Realistically I won't get my hopes high in getting 1UPT revolutionarized in Civ BE. I do hope though that they would do other things in the game right. 1UPT would need to be done from scratch in order to be completely fixed. We can't expect that to happen in a stand alone expansion.Let's hope the duo behind Civilization: Beyond Earth will have enough sense to not repeat Shafer's mistakes, though I remain skeptical given their previous track record, or rather lack of it. Why didn't they hire Ed Beach as a lead designer for Beyond Earth is... beyond me. *Puts on sunglasses*
I like 1 upt. It makes tactical combat actually tactical, instead of "Let me watch Yang's lemming 40 impact rovers move for 1 minute"
I'll give you the last point... but the former, why is that a bad thing? If you see units as full armies, it makes sense. You won the war because of the legendary 101st Airborne Division! A carrier group can make or break a conflict if you lose the entirety of it!I think the smaller armies has more implications than you are assuming. Smaller armies as you said makes individual units more valuable. The focus of value on a single unit can be very harmful for AI because it is not that great at prioritising to protect them.
No, it doesn't.If you see units as full armies, it makes sense.
No, it doesn't.
I am pretty sure that almost never, nowhere an entire army consisted only of archers or swordsmen or whatever.
If you want to raise the abstraction level that high, then you should have only "army units" - in other words, for each era only one army type.
I'll give you the last point... but the former, why is that a bad thing? If you see units as full armies, it makes sense. You won the war because of the legendary 101st Airborne Division! A carrier group can make or break a conflict if you lose the entirety of it!
Civ5 definitely moved the abstraction to a higher level, but that's not necessarily a bad thing, it's a design decision. It has knock on effects, but these are not inherently bad.
I can certainly see why you'd aim for "more important units" if you see an unit as something on the division level (for the Modern Era onwards).
I'd actually like that! You make an "army unit" and then you can tweak its composition percentages, set an army to "60% swordsmen, 10% catapults, 40% archers and -10% disgruntled mathematicians".If you want to raise the abstraction level that high, then you should have only "army units" - in other words, for each era only one army type.
Which would bring you quite close to the old, oh so outdated stack system of the infamous Civ4.I'd actually like that! You make an "army unit" and then you can tweak its composition percentages, set an army to "60% swordsmen, 10% catapults, 40% archers and -10% disgruntled mathematicians".
Well, the good bits of it (army customisation, flexibility) but not the bad bits (potentially infinite HP, rampant offensive power growth, tediousness, pathing calculation turn times). It would probably need a bit of tweaking to discourage 33/33/33 mixes, but that's details.Which would bring you quite close to the old, oh so outdated stack system of the infamous Civ4.![]()
Well, the good bits of it (army customisation, flexibility) but not the bad bits (potentially infinite HP, rampant offensive power growth, tediousness, pathing calculation turn times). It would probably need a bit of tweaking to discourage 33/33/33 mixes, but that's details.
I like the ease of use, the importance of terrain and the smaller number of units in the game that 1UPT brings. I find the lack of Civilian stacking silly and find some situations a bit too simplistic. It's just that 1UPT feels better to me than the SoD overall, but it doesn't mean one is perfect and one is irredeemably bad.
Not going to happen, though - I doubt it's "civ" enough. There's the general problem, though, that Civ is positioned in a weird spot: a lot of players enjoy the slightly boardgame-esque feel it always had, some enjoy the Paradox Grand Strategy-like simulation aspect. Civ always sat in the middle, being pulled towards either end (Civ4 was more grand strategy, Civ5 was more boardgame). Either direction of pull will upset the other party.