Scale, gamespeed, a huge new focus on military are only some of the first casualties.
I wasn't talking in the sense of realism. Obviously that's the case. But in terms of gameplay, those who think it'd suddenly be good to have civ V like various wargames mentioned don't seem to either understand or share that concern.
What I mean by "scale" is that a game of civilization shouldn't have just like 10 cities. You want to play a tactical wargame like that then go ahead. In fact if there are even mods or scenarios like some Roman army campaign where people want to use the civ V engine for tactical wargame-like battles, go ahead, that's cool in my book. But the main game should not play out on such a small scale, with a handful of units moving slowly and limited to one per hex and whatnot.
What I mean by gamespeed is the time required for both the human and AI to play a turn. This I can almost guarantee -if any of the various people have EVER played any of the wargames being mentioned, I don't see how they can think moving units around individually without stacking will take less time to manage battles.
Combine these, along with other changes that may be made, and the result is a civ game that's much less like its predecessors and has way too much emphasis on war, or a broken war system, or something along those lines.
In short, the idea of making civ like various wargames is especially wrong. Merging units into "armies" and adding some mechanism of supplying armies or so on could still work in civ; I'd give the developers a chance. But tactical wargame rules like people are saying will not work - not to be picking on anyone in particular, there's dozens of folks around anyway with like 50 threads on this topic already and that keeps on getting said.
It's easy to fix map scripts so they'll make bottlenecks a little wider.Trying to penetrate through a natural land bottleneck would be virtually impossible if limited to one unit per tile. Amphibious assaults would be severely limited because of the limited areas where you can land troops. Movement of troops is also faulty--if a soldier in the front of your army wins a battle and there are no open tiles, you're essentially stuck.
Nah, i guess even slowest units will have a speed of 2 or 3. And you should think if an attack is worth the risk of losing your unit. Probably it's better to soften down a defender with your ranged units so your melee ones will not recieve as much damage. If you kill the enemy unit or it retreats then you can cover your damaged unit. Besides, even if the enemy kills your unit in retalliation then he'll also have some damaged units on the front so it will be your chance to kill him in return. So, instead of boring automatic auto-protection of damaged units in your stack, you need to actually think about it. That's what tactics is all about.I attack, I win, I have an injured unit. End turn.
Remind me how I'm supposed to stop the enemy from killing my now damaged unit, before it is my turn again and I have a chance to rotate it back through my ranks, by wasting the movement of every unit behind it as they shuffle around in order to make way for the injured guy?
Cavalry is working fine in fantasy wargames - say, Fantasy General, Fantasy Wars, The Battle For Wesnoth etc.So, we will have no more 1-move units?
That's going to make cavalry vs infantry much less interesting.
In short, the idea of making civ like various wargames is especially wrong. Merging units into "armies" and adding some mechanism of supplying armies or so on could still work in civ; I'd give the developers a chance. But tactical wargame rules like people are saying will not work - not to be picking on anyone in particular, there's dozens of folks around anyway with like 50 threads on this topic already and that keeps on getting said.
Military was the worst part of Civ series so far, so maybe finally it's time to change it to something that is actually fun - like, wargame combat system. I actually thought about making such mod for Civ 4 myself, but it's too much work (especially considering that combat AI should be completely rewritten).But I really wonder, since this suggestion has popped up so many times: I've played Panzer General series games and similar wargames. What in the world makes all you people think that gameplay translates remotely well to civ? Maps in Civilization games are orders of magnitude larger with many times more cities, varied terrain, more nations/players, etc... And you have other things to do besides combat - if you're complaining the SoD makes the game take too long, I wonder if you've even played those other games you mention? If civ V combat really was to become like these various tactical wargames it would come at the cost of a ton of everything else that civ is about. Scale, gamespeed, a huge new focus on military are only some of the first casualties.
It doesn't matter how many citites an entire game has. 30 cities in Civ 4 becomes a boring micromanagement nighmare anyway. I'll be more happy with something like 10 cities per civilization, with a better combat. That may be like 100+ cities total in the world, epic enough in my opinion. And if you want to conquer the world and so you'll have more cities, you'll benefit from a new combat system during your conquests. So it's a win-win anyway.I wasn't talking in the sense of realism. Obviously that's the case. But in terms of gameplay, those who think it'd suddenly be good to have civ V like various wargames mentioned don't seem to either understand or share that concern.
What I mean by "scale" is that a game of civilization shouldn't have just like 10 cities. You want to play a tactical wargame like that then go ahead. In fact if there are even mods or scenarios like some Roman army campaign where people want to use the civ V engine for tactical wargame-like battles, go ahead, that's cool in my book. But the main game should not play out on such a small scale, with a handful of units moving slowly and limited to one per hex and whatnot.
What I mean by "scale" is that a game of civilization shouldn't have just like 10 cities.
I guess if you don't have any impassible terrain that will help a lot. Although, if some terrain has large enough defensive bonuses it could still become effectively impassable.I've heard a lot of talk about bottlenecks in this thread. How exactly do they think such a bottleneck will occur? Unless they bring back impassible terrain (which I hope they don't) every tile has the same number of tiles surrounding it unless its a flat map, and the edges of a flat map can't become a bottleneck.
Even if there is only one direction you can attack from land you still are allowed to build a navy and attack from the sea tiles, not to mention you have ranged bombardment which means you can hit that 'bottleneck' tile multiple times from non-adjacent hexes.
Unless you believe that there will be impassible terrain, and lots of it, there's no way to have a bottleneck on a flat map.
Military was the worst part of Civ series so far, so maybe finally it's time to change it to something that is actually fun
Ocean is fine, and it's a good thing that naval supremacy is essential. Small lakes may be a problem but that means that it will be important to plan in advance and settle a lakeside city if that lake may be adjacent to a choke point.I guess if you don't have any impassible terrain that will help a lot. Although, if some terrain has large enough defensive bonuses it could still become effectively impassable.
More likely, you'd get a bottleneck any time two countries have a small border and an ocean, with not enough of a navy to go around. I guess in such a situation the navy would become a lot more important, but it would be very frustrating to have an army 30x larger that's unable to advance.
There are two solutions here - either attack them instead or convice them with diplomacy, nothing new here.Even on a landlocked map, you could have a bottleneck if the other civs didn't want to open their borders to let you through.
Space race is fun if it's really a race, instead of opponents in medieval era.You're joking, right? Do you know boring cultural, diplomatic, and space race victories are?
10 In the whole world? That *would* be too small.
Cavalry is working fine in fantasy wargames - say, Fantasy General, Fantasy Wars, The Battle For Wesnoth etc.