It will take away from the realism aspect and further remove me when I see an entire army covering the entire country of France (probably more due to map size). I would much have prefered limited stacks or a seperate battle or tactical map with 1UPT. Of course, the latter would be quite difficult to implement in a game with the scope of CIV.
Yes this sounds more like an issue with map size versus unit size, or maybe plainly the hexagons are too large along with the units. But I know I can see past that and suspend my beliefs enough to enjoy it, and I'm guessing you can and will too or not bother getting the game.
Krikkitone said:
The one MAJOR gameplay problem with 1 upt is the potential for masive micromanagement hell.
The potential for "micromanagement hell" are pretty slim unless your limit for micromanagment is rather low. They combined the higher costs and the limited resources to limit this, plus in the end it's turn based gameplay.
Taking your time to do it pulls down alot on that kind of stress, multiplayer is another thing OFC. Don't know how that works there, I usually play hotseat and it's no issue with other civ games.
Earthling said:
This is absolutely true. And it's unavoidable. It's impossible for someone to correctly argue that 1upt is going to have less micromanagement in large games than the civ4 system did - if they do so, they are just completely wrong.
Furthermore, everything that I've ever seen posted here as a claimed "benefit" of 1upt is not actually a benefit of 1upt, but a positive change elsewhere in the game.
Changing the economic system so that units are more expensive and long-lasting is entirely separate from requiring limits on the number of units in a tile. Introducing ranged bombardment or zones of control - not a benefit of 1upt, and 1upt could actually lead to problems with ranged warfare in the end.
1upt is going to lead to things like massive defensive stalemates, AI incompetence, and annoying pathing situations (I suspect a lot of people simply have no memory or experience of how annoying it was to have unit "blockades" in civIII or other games, and it's going to be worse in civ5 as your own units get in each other's way too)
Less or more micromanagement is hard to tell before we all get to play ourselves, but unless you put your units in larger stacks it quickly becomes alot of things to do. Howewer being turn based again draws that issue down, micromanagement in civ games are more about making decisions with careful thought than it's about stressful world changing decisions made in split seconds.
And you claim OUPT is going to cause massive defensive stalemates, this is no different from stacking system. If not even worse there, where you have almost all the benefits when defending. The only benefit to attacking is when you have siege weapons and want to use them or destroy them using cavalry.
AI incompetence is present whetever it's OUPT or SOD so that isn't likely to change, AI always been covered by it's unfair advantages given to be a challenge.
I doubt we will have many issues with unit movement from our own units, it's been stated when a unit moves that if it moves into a friendly unit they will trade places (Presumed to move aside if it's a cavalry moving into infantry)
The blocking that will still occur is a tactical side effect, as in reality you won't always have the space to move all your warriors to engage. This will make chokepoints and mountain paths much more useful and will improve gameplay and add tactical layers.
Compared to SOD where it didn't matter if that space was just one square, you could still move your entire army there.