Bibor
Doomsday Machine
I might be wrong, so don't shoot me, but looking at the screenshots and the still scarce information, my best guess is that the CIV5 is moving in direction of Panzer General and Battle Isle series, under the presumption that they indeed introduce the one unit per one tile doctrine. If you want to look up some aspects of these fantastic games, here are some titles to look up:
Battle Isle 1, 2 and 3(Amiga)
History Line 1914-1918 (Amiga)
Panzer General 1, 2 and 3, Allied General, Pacific General (PC).
Now, before your crucify me for looking 20 years into the past, I'd like to explain why I did so. The Civ V screenies give me the exactly same feeling as was present in the stated games:
- limited amount of units
- units are more "generic", technologies increase or add stats not unique bonuses (i.e. no more +50% vs.)
- each unit takes more than one attack to destroy it (3-4 attacks are a good guess)
- it becomes quite possible to form a "battle line" or "fortifications along borders"
- ranged units can and must be able to attack from distant squares
- unit movement or attacks are limited by fuel and/or ammo, thus, yes, one artillery might shoot units from 4 hexes away, but can shoot only 5 out of 7 turns (2 turns for full restock)
- units gain experience and can be upgraded, "healed", but at cost of some sort
- all units, their type and their placement are needed to either successfully defend or attack: two entrenched infantry in the forests guarding your left flank need to stay alive and hold their position, while your other units advance.
So why would we want to look forward to this type of combat? Well, numerous reasons; I'll just state the least obvious one -- no more "oh gosh, do I build units or buildings" dilemma. Armies will be similar in size and acquiring allies will be required to significantly tip the balance in one's favor. For example, your Rome has 13 units and the Babylon has 10, but that city state of Marsillia has 4. If it joins the Babylonian cause, you might loose the war. You might ask the Persians for help and their 8 units will be a boon, but they might be distracted if Babylon bribes the two other city-states into locking those 8 units in local conflicts. Since no civ would be able to mass-produce units and units would take more than one turn to kill, 3-4 entrenched units might hold off an army even twice its size for a very long period (of turns).
I find it more than compelling that my navy can be as big as the number of coastal Hexes I control, rather than if my single coastal city has many hills and/or a heroic epic and a drydock. It may very well be that cities don't produce units anymore but you build them at designated spots by spending resources. So, for example, you have 3cities and each city enables you to recruit a single unit. An iron mine, if you have it, grants you extra 2 infantry unit slots. Thus, your civ can have a total of 5 units, of which 2 can be only infantry. Some other civ may have only one city (1 unit), but 2 horse tiles, enabling him to have 5 units too, 4 cavalry units and 1 of other type.
Far fetched, all this, I know.
Battle Isle 1, 2 and 3(Amiga)
History Line 1914-1918 (Amiga)
Panzer General 1, 2 and 3, Allied General, Pacific General (PC).
Now, before your crucify me for looking 20 years into the past, I'd like to explain why I did so. The Civ V screenies give me the exactly same feeling as was present in the stated games:
- limited amount of units
- units are more "generic", technologies increase or add stats not unique bonuses (i.e. no more +50% vs.)
- each unit takes more than one attack to destroy it (3-4 attacks are a good guess)
- it becomes quite possible to form a "battle line" or "fortifications along borders"
- ranged units can and must be able to attack from distant squares
- unit movement or attacks are limited by fuel and/or ammo, thus, yes, one artillery might shoot units from 4 hexes away, but can shoot only 5 out of 7 turns (2 turns for full restock)
- units gain experience and can be upgraded, "healed", but at cost of some sort
- all units, their type and their placement are needed to either successfully defend or attack: two entrenched infantry in the forests guarding your left flank need to stay alive and hold their position, while your other units advance.
So why would we want to look forward to this type of combat? Well, numerous reasons; I'll just state the least obvious one -- no more "oh gosh, do I build units or buildings" dilemma. Armies will be similar in size and acquiring allies will be required to significantly tip the balance in one's favor. For example, your Rome has 13 units and the Babylon has 10, but that city state of Marsillia has 4. If it joins the Babylonian cause, you might loose the war. You might ask the Persians for help and their 8 units will be a boon, but they might be distracted if Babylon bribes the two other city-states into locking those 8 units in local conflicts. Since no civ would be able to mass-produce units and units would take more than one turn to kill, 3-4 entrenched units might hold off an army even twice its size for a very long period (of turns).
I find it more than compelling that my navy can be as big as the number of coastal Hexes I control, rather than if my single coastal city has many hills and/or a heroic epic and a drydock. It may very well be that cities don't produce units anymore but you build them at designated spots by spending resources. So, for example, you have 3cities and each city enables you to recruit a single unit. An iron mine, if you have it, grants you extra 2 infantry unit slots. Thus, your civ can have a total of 5 units, of which 2 can be only infantry. Some other civ may have only one city (1 unit), but 2 horse tiles, enabling him to have 5 units too, 4 cavalry units and 1 of other type.
Far fetched, all this, I know.
