On why civ5's combat system is nothing more than a good idea...

The thing to realize is that as far as the AI is concerned it can really only fight with numbers. This is what led to SoD in Civ3/4. So now the only way to make the AI competitve with this 1UPT system is to replace SoD with "blanket of doom".

If the game is balanced for few units so that 1UPT makes sense, humans will easily crush AI's smallish army and steamroll his cities after that battle is lost.

So what will happen is that the AI will need more units to defend itself adequately. Which leads to the blanket of doom.
 
The thing to realize is that as far as the AI is concerned it can really only fight with numbers. This is what led to SoD in Civ3/4. So now the only way to make the AI competitve with this 1UPT system is to replace SoD with "blanket of doom".

If the game is balanced for few units so that 1UPT makes sense, humans will easily crush AI's smallish army and steamroll his cities after that battle is lost.

So what will happen is that the AI will need more units to defend itself adequately. Which leads to the blanket of doom.

It's so cute that you think the AI in Civ V is not a rushed mess and hence can't be dramatically improved.
 
Jediron:

Jediron said:
That's exactly my point; you buy yourself to success. It's all too easy.

And this is different from whipping out Axemen how? That was easy, too, and remarkably effective.

Jediron said:
I don't expect the fix comes from FireAxis. Maybe a good mod, who knows. But it won't heal the 1 upt properly, i am afraid. In the late ages, i want a frontline, just as in civ3, with "panzergruppe" to spearhead a Blitzkrieg strategy. With the current 1 upt, all you get is one carpet of doom, jig-sawing your "army" all over the place. Tell me; do you think they gonna fix that ?
I guess not.

The AI doesn't quite build Carpets of Doom on the lower difficulties. If you leave them alone long enough, they can actually build a decent city structure and have sufficient targets for a fun time. You can Blitz across a Civ in Civ V, and it looks more like a real blitz rather than an SoD chomping through another SoD.

And like a real blitz, you can win with much fewer units than the AI has, without needing to actually kill all his units. I'm having fun with it.
 
Whipping costed you pop and happiness in Civ 4. Whipping worked only, when you were susccesfull in battle. Else, you were doomed.

Buying yourself out is not hurting your pop or hapiness in CIV 5, only your bankaccount. Which you fill easely with finishing off some barbs and enemy cities.

The AI doesn't quite build Carpets of Doom on the lower difficulties.
Why should i bother playing on LOWER lvl,s, when it even becomes MORE easier to WIN the game. Really, you are on the wrong foot here. Playing anything below Empire is below my standards. As i see it know, i think i need at least Immortal to "have some fun".

You can Blitz across a Civ in Civ V, and it looks more like a real blitz rather than an SoD chomping through another SoD.

And like a real blitz, you can win with much fewer units than the AI has, without needing to actually kill all his units. I'm having fun with it.
Dunno if you understand the scale of Blitzkrieg warfare, but it contains of hundreds if not thousands of battletanks, anti-tank, arty, inf etc.etc.

I dunno about you; but i hardly see this happen on a CIV 5 map. With left and right, on the flanks, powerfull panzer armies. mech inf, to fill the gaps and hold the flanks...etc.etc.

It may LOOk BLITzy, possible. But i am not looking for a good Look, i want to FEEL it. It felt quite good in CIV 3, that is what i know.
 
Whipping costed you pop and happiness in Civ 4. Whipping worked only, when you were susccesfull in battle. Else, you were doomed.

Buying yourself out is not hurting your pop or hapiness in CIV 5, only your bankaccount. Which you fill easely with finishing off some barbs and enemy cities.


Why should i bother playing on LOWER lvl,s, when it even becomes MORE easier to WIN the game. Really, you are on the wrong foot here. Playing anything below Empire is below my standards. As i see it know, i think i need at least Immortal to "have some fun".

Except that at higher difficulty levels you now have to slog thorough blankets of doom (BoD) instead of stacks of doom. Personally, as much as I hated SoD, I am actually realizing that slogging through SoD was better than slogging through BoD because at least I didn't have to tediously shuffle units and fight tile per tile due to 1UPT.
 
Jediron:

I don't understand how you're getting this reasoning. Whether you whip or you buy with gold, you are expending resources. One is equivalent to the other, QED and all that. I mean, seriously, I don't know how to express something that is completely obvious to me.

Jediron said:
Why should i bother playing on LOWER lvl,s, when it even becomes MORE easier to WIN the game. Really, you are on the wrong foot here. Playing anything below Empire is below my standards. As i see it know, i think i need at least Immortal to "have some fun".

Your standards can step out the door. I have no interest in talking with elitists, if they insist on pride over fun.

You cannot know how you can have fun with this game if you keep wanting it to be something that it very clearly isn't. I'm sure you still have your Civ IV copy. If you want to play that, then play that. That works, right?
 
It's so cute that you think the AI in Civ V is not a rushed mess and hence can't be dramatically improved.

Its not simply an issue of AI performance. Its fundamental to the issue of 1UPT style warfare due to the scope and scale of Civ5. 1UPT could only work if the map was like an order of magnitude larger than it is now which is probably impractical.

1UPT only works with few units. But too few units means battles become too decisive because of the very definition of too few units. But if you increased the number of units then you are simply going down the path of blankets of doom.
 
Reduce production when you go to total war in exchange for no money or culture profit. '

Not talking about the social policy, I'm talking about a button or something that you press to initiate total war. You sacrafice growth in $, Culture, population and research in exchange for more military production.
 
Battles in Civ V are more decisive than losing your massive 100 unit SoD that you drafted your empire into the Stone Age to assemble? I can't imagine how that can possibly be.
 
Then tell me this ? Does your CIV REVOLT when you buy your stuff ?
Let me answer that for you.....NO
Civ 3/4 ? YES

See, a difference. It is NOT the same, period.

Your standards can step out the door. I have no interest in talking with elitists, if they insist on pride over fun.
You just don't get it, do you ? This has nothing to do with pride. I can put it plain and simple:

DO you enjoy beating the crap out of a six 6 old child ? Pride ? Honored ?
I hope the answer is: afcource not!
Now if that kid was 20 year old, with some mussles ?
Right, that's my point.

If you enjoy a game, beating the hell out of the AI over and over again; good for you!
I am looking for some more chilling, exitment, maybe a chance to LOOSE.
Yeah right, i am a real elitists :crazyeye:

Originally Posted by polypheus
Its not simply an issue of AI performance. Its fundamental to the issue of 1UPT style warfare due to the scope and scale of Civ5. 1UPT could only work if the map was like an order of magnitude larger than it is now which is probably impractical.

1UPT only works with few units. But too few units means battles become too decisive because of the very definition of too few units. But if you increased the number of units then you are simply going down the path of blankets of doom.
Exactly what's on my mind. I've played Panzer general, hexbased, turnbased. But the number of unit's where limited, the map was handmaded for that scenoria, that's why it "works" in those games. And that's exactly why it fails utterly in CIV 5.
 
Its not simply an issue of AI performance. Its fundamental to the issue of 1UPT style warfare due to the scope and scale of Civ5. 1UPT could only work if the map was like an order of magnitude larger than it is now which is probably impractical.

1UPT only works with few units. But too few units means battles become too decisive because of the very definition of too few units. But if you increased the number of units then you are simply going down the path of blankets of doom.

I already pointed out how you are making a Bifurcation Fallacy here. There's a lot of middle ground between 5 units and 40-50 (for a carpet).

Though, I suppose I will concede that occasionally this might become an unfun logistical issue -- in my experience in the game you can mostly avoid this by opening multiple fronts, however. In which case I suggest modified Civ 2 mechanics. You can put maybe 2 units in one square, but they suffer a defense penalty per additional unit and if any unit loses a defensive fight then you lose them all. That would help move things around a bit, while still preserving the vast majority of the far better tactical aspects.

I'll admit my ideal system would be more along the lines of CTP2, with 12 or so normal units forming an army and a limit of 12 units per square (and the removal of workers, replacing them with a PW system).
 
Jediron:

Alright. Let's lay it out in plainer terms. Both population and gold are resources. Whenever you bought units for population in Civ 4, there was an attendant cost, and you gained something in return. Buying with gold is an equivalent deal. You could use it to buy units, or you could have used it to finance City States, or get Research Agreements, or buy Settlers.

Just because the little clicky things on the screen are colored different doesn't mean that you aren't exchanging something for something.

Jediron said:
You just don't get it, do you ? This has nothing to do with pride. I can put it plain and simple:

DO you enjoy beating the crap out of a six 6 old child ? Pride ? Honored ?
I hope the answer is: afcource not!
Now if that kid was 20 year old, with some muscles ?
Right, that's my point.

If you enjoy a game, beating the hell out of the AI over and over again; good for you!
I am looking for some more chilling, excitement, maybe a chance to LOSE.

So, the problem is the AI, not the system. If an AI smarter than you were on the map, then it would all be better correct?

In other words, you are conflating the AI issue with every system in the game.
 
Someone mentioned Europa Universalis style treaty system as a fix and perhaps that might be the way to go.

Right now once you lose the decisive battle, all your cities are lost and gone. But in EU-style, your province (equivalent to Civ cities) is not actually lost. It is just in a temporary occupied state and you still have some control of it. You only lose it permanently when you agree to a final peace treaty that cedes it permanently.

If Civ5 had this system, then 1UPT with fewer units won't be too bad at all. A Civ would not lose EVERYTHING due to the loss of one decisive battle.
 
I mean we've only been playing the game a few days. People will understand the game better with more time (all people, not just the OP).

This isn't a response to my criticism. You asserted that the OP wrote his argument without a full understanding of the dynamics of combat. That claim was followed by a suggestion that the dynamics will be found over time.

This is glib at best. It doesn't address the issue. If the OP is wrong, you need to suggest a counter explanation. To claim that there are mechanics or a hidden pattern behind the AI's use of combat that we haven't discovered is rather ridiculous.


That's your opinion and you're entitled to it, but it's not what others have found. Sulla got thrashed on Immortal.

Again, this doesn't address the issue. It's another glib response. I claimed that AI blows its wad at the beginning of battle, leading to very shallow confrontations, and that increasing production for the AI at higher difficulties still doesn't solve this problem as the new units turn into a trickle.

This is not to argue that battles with this type of dynamic or easy or that players can't lose. Your invocation of someone else who found the game difficult at immortal does not address this dynamic. Players can still lose when the battle system is shallow in its implementation and always leads to binary outcomes.

I wasn't objecting to wars not having binary outcomes (I just disagree that they do, as already noted), but that Civ is "simulating warfare" and that the SOD was therefore OK. I prefer more strategy in the battles.

This makes no sense. You didn't really respond to the OP's argument about the binary outcomes of wars. All you claimed was that battle was not resolved like that and that we don't know how battles will be resolved because we haven't played enough games, which is a rather ridiculous claim to make when the AI has performed consistently.

The SOD certainly has its negatives, but so does the current system. The OP compared the trade offs inherent in both systems and made an argument that the SOD, while sub optimal, was better than what we have now. Your response was that he was mischaracterizing the system, but you failed to proffer a counter narrative. You cannot claim that the SOD is inferior and leads to less strategy without providing a counter argument. Gainsay is not enough.

This should have been fairly obvious I thought, but I over-estimated my audience.

My responses were such because your posts were vague and glib. Next time, I would suggest that you strive for clarity prior to blaming any misunderstanding on the mental deficiencies of your readers when the fault with was your own. And this is especially odd as it seemed you addressed every criticism with non sequiturs.
 
Its not simply an issue of AI performance. Its fundamental to the issue of 1UPT style warfare due to the scope and scale of Civ5. 1UPT could only work if the map was like an order of magnitude larger than it is now which is probably impractical.

1UPT only works with few units. But too few units means battles become too decisive because of the very definition of too few units.

Like probably already mentioned, a battle being decisive has nothing to do with a number of units. The battle between 500 units SoD and 300 units SoD my be just as decisive than the 1UPT battle between the armies of 5 and 3 units. Since this premise "fewer units, more decisive battles" simply isn't true, you can't make any conclusions from it.
 
So, the problem is the AI, not the system. If an AI smarter than you were on the map, then it would all be better correct?

In other words, you are conflating the AI issue with every system in the game.
The Ai is one problem. The scale of things another.
I don't want to play CIV with a meagre handfull of units. I want to see massive amount of Cavalry, spears, Panzers, you name it. EPIC battles instead of watching a puny amount of units taking over town after town. It doesn't FEEL "Civilization" like to me, but more as "two horses and a pike" took a walk from home, and conquered the whole planet.

Like the Germans, with three million men on the russian front and thousands of panzers, dozens of panzer divivions; which, if you take some distance and loo to it, let say, from a sattelite; looked like a long THIN line, In other words: THE battlefront. The road between berlin and moskou was NOT filled with troops and armor etc.etc.

Clearer then that i cannot put it. Instant Embarking for every single unit is silly also. And i have more complaints. Easy ? Yes, in a way. Realistic ? Hardly. Filling even more hexes, more "carpet"; hell ya.

Like probably already mentioned, a battle being decisive has nothing to do with a number of units. The battle between 500 units SoD and 300 units SoD my be just as decisive than the 1UPT battle between the armies of 5 and 3 units. Since this premise "fewer units, more decisive battles" simply isn't true, you can't make any conclusions from it.
first off, i don't consider the single units in CÏV 5 armies. Just single units, with the same consistency. Having said that, one thing is sure; your "decive" battle in CIV can be done with sooner then you think, quick , instant results. Nothing like the 500 pieces "Army", which you have carefully assembled and gathered over many years.
That's another reason the "feeling' isn't there, atleast for me. It's all too quick and easy, instant victories. The game starts of painfully slow, but once you've "gathered/bought or bribed your 4,5, or six unit's, the "fun" can begin.
 
Jediron:

So you don't like the combat system from a more or less purely aesthetic point? That's a valid preference, but I don't see how that's material to the discussion on this thread. Also, could have been expressed more clearly, earlier.

"I don't like it because the graphics make it look puny," is what your critique boils down to. Can't argue with that. It's a valid preference.
 
I haven´t played Civ 5, but wouldn´t a solution be to have limited stacking? If a unit have a new stat, called "Space", then each hex can have limited stacking up to a certain fixed number of space. It should be easier to stack light troops like infantry (low space) than tanks (high space). This compromise should bring the combat to a satisfying model.

I really like this idea. The best unit can defend in each tile when attacked and this would also allow the AI to keep more units around.

One possibility to add to this is actually giving different terrain different space allotments. For example, you could stack more units on a plains than on a forested hill.
 
That is untrue. You have control of the terrain within your border, and you can therefore plan your defenses ahead of time. Active defense means that you have a plan for transporting your forces to where they're needed when they're needed there. If you are caught unawares, then you are not tactically inept. You are strategically inept. Every time you move your troops, you can estimate how much time it would take for them to move back.

Once you know the disposition of your forces, planning the terrain to have a defensive line and several fallbacks is a matter of foresight. Use hills to block line of sight against ranged units. Force the melee units to go through open terrain so your guys can slaughter them. Clear forests, even, to generate this fallback point.
I wonder if you are making a effort to not understand me. You don't have all the information of the game and you are not the only thinking actor on it. Given this it is perfectly feasible that you are caught in a situation where you have to rush to defend a spot you were not thinking on defending at that moment ,especially if the oponents are as cunning as you ... you just have to think in a situation like being dowed by some oportunistic shill that would not war you by his own devices , forcing you to do forced marches from one side of your land to the other.

In other words, what you are saying is fine and dandy where you are facing someone you can predict with ease in a 1:1 enviroment. Too bad that civ games are only like that in very narrow circumstances.
Land is not power in Civ IV, and neither is it in Civ V. True power comes from having people, and the more population you have, the more powerful you are. Having land to work is just an initial requirement that becomes more optional as the game progresses. A Civ with more land isn't necessarily more powerful.

Losing cities and land isn't that big of a deal in Civ IV if that city is just a puppet or a non-core city. Sure, you might lose some gold or science, but isn't anything that isn't repairable once you win.

Ceding land to set up your opponent for brutal bombing and shelling is murderously effective in Civ V. You may not even have to lose the city. You just need his units in open terrain around it.

Yup, i could write that about civ IV and be truthful ( except the shelling part ,OFC ). Why do you think i pushed the empty fort or forcing the guy to do forced march in unfriendly terrain ?

My point was that, unlike you were sugesting, that was not a point where civ V had a advantage over civ IV. Your argument is right in the civ V part , surely, but I wasn't arguing that.

I take it that you haven't played with Civ V's battle system much. Probably win all the time through Horsemen or some such.

Defenders have monstrous advantages in Civ V. Quite apart from City Walls, Castles, and the like, you have the Great Wall, Himeji Castle, and preset terrain. You can win in Civ IV with a fraction of the strength of the army that is attacking you, if your dispositions are correct. Given unfavorable terrain, it can be not only difficult, but impossible to unseat a like-strength defender.
Yup, another thing i could say about civ IV ( oh ,wait , I already said it ... ). The diference is that civ IV defense relied not in sticking your guys in one place and wait while the artilery dudes barrage , but on waiting until them were in a good spot for the kill and act accordingly. This works far better in IV than in V and , added to the admitedly inferior static bonuses of civ IV, it still makes defense stronger in IV than V. That was my position and you haven't said anything yet that contradicts it.

Oh, and for the record, you can face enormous armies with little army as well in civ IV. People win OCC AW in civ IV in all levels and it does not get more uneven than that :p

P.S Try to not call the other players adepts of cheesiness while in a civilized discusssion. I surely didn't called you that ( i only said that you never had to rely in a defensive strat against a equally cunning foe in civ IV, that means only that ( it might even be seen as a compliment )... I haven't called you quechua rusher, havent I ? ) so please keep things civil.


Eh. Defense is defense. The differences are there, you concede, and it makes taking cities harder, allowing the defender to get reinforcements and choose his terrain. 1UPT making it harder for the defender to regroup also makes it hard for the attacker to maintain attack cohesion. The best attack is only just enough and rather fragile - very much like Panzer General, actually. The right strike at the right time brings it all down. Anything less than that isn't a well-enough planned attack.
Yup, and where exactly is the fundamental diference between civ IV and V in this regard ? Note that you said it was impossible to steamroll like in civ IV, but nothing in your argument is even close of suporting your assumption. it is also hard to maintain attack coesion in civ IV and you can also regroup in civ IV ( probably faster than in civ V even ). The best attack in civ IV is also in the just enough area ( otherwise you lost precious time getting the extra power / you could be using that extra power elsewhere ) and obviously the best attack is the one made in the right time as well ...

So my friend, where is the fundamental diference ? I don't see it, so could you be kind enough to point it ?
 
Roxlimn No, you are wrong. Again. There are many things i don't like about the new game, aesthetics have little to do with it. You brought that up, not me.

I don't like, 1 UPT, Barbs, game balance, Policie sling shots, poor AI, carpet of dooms, overpowered City-states. Why are they there in the first place, though you, as a player, where gonna rewrite history. Oh well, buggers.

I love CIV 3, SOD, massive battles, massive preps, more balanced gameplay, more challenge, more exiting, more to do, more to figure out yourself. i loved it so much, i even made my own, custom UI.

I love CIV 5 so much, that's why i am sitting here, arguing with you. Because CIV 5 is , is...sadly boring.
 
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