I've been playing like this since V8 and I would never go back.
The AI usually won't stack on purpose. It's a DLL thing I think. It will stack on moves though, sometimes 4 or 5 units will end up in the same tile on the AI's end of turn. This alleviates the AI units teleporting when all tiles are full problem and it makes it easier for the AI to attack. The only time I saw the AI stack on purpose was when defending his capital. He surrounded all the tiles around it with as many units as he could. It was kinda cool actually. I think this was more related to the AI calling back units to the capital for defense than actual stacking though.
The stacking is highly experimental. I use Attila Mods (v 13) and Copasetic UI Tweaks (v 4) and one of those makes it so that during a mouseover I'll be able to see all units in the stack. However I can't see the number of moves remaining (like Civ4). And there's no icon showing the number of units in a stack, you have to mouseover and count them. I'm sure someone out there could make a UI mod that would cover this. A nice thing is that when all units in a stack are active you'll be able to issue orders to all units in the stack without the camera jumping all over. Bad thing is that when waking up the stack you'll move one unit and the camera will jump to the next unit that needs orders instead of staying in the stack. No biggie.
This is also experimental. It's not like bombardment from Civ 4. If you use a siege unit on a stack you'll only damage one unit. I haven't completely figured it out yet. Combat still works the same. You have to command units one by one and you get attacked by one unit at a time. The way I see it for now is that if you have a stack of ranged and melee units the melee units will be the first to take damage but the ranged units will contribute to the melee units defense. I think it might be a bonus thing, not too sure. Of course if all the melee units die then the ranged units have to defend themselves. Again not so sure how it works, I play my games with quick combat, hard to see what's going on. The only way I know a ranged unit defended is when it's out of moves at the start of my turn. The fire support seems to be a defensive thing only.
I'll try a smaller game without quick combat and will try to figure it out.
If the AI doesn't stack on purpose, I can see them being in an extreme disadvantage to the player that does.
I am also not sure about the fire support role. Seems too easy to abuse for the player.
Would like to see unit stacking also in the game .. not sure about 10, but 1 leads to wall to wall units in the game. The french and the russians both (in games have tried) seem to do nothing but build units that don't require resources like crazy filling all land hexes and then the sea.
Seems like alot of people want stacking. If you implement this in your excellent mod please make it "optional" and pickable in the Advanced setup screen. I personally detest stacking and would likely go back " sadly" to vanilla. Thanks, MXX
I have to agree with MindXX on this. One unit per tile is the best thing about civ 5 (besides the mods... )
I wouldn't move to stacking unless we had a decent system in place to handle it. I hate stacks of doom, and implementing even limited stacks without methods in place to handle it, especially without AI compliance, would be mediocre at best.
I would love to see a system that allows stacks of 9 to attack as a group, with artillery in the back, melee up front, as it was in Call to Power. However, both implementing this system, and teaching the AI how to use it, would be quite a task.
Most likely this will not even be possible until months after the DLL is released. Even then, a programmer would have to be found that would want to spend the time implementing it.
Honestly a lot of the problems with this mod would be solved if you simply moved the decimal point down 1. While starting with a tile that yields 10/10/10, you effectively just inflated all values without really providing much in return other than c++ math related slowdowns. I love a lot of this mod, but this is just vexing.
What problems would those be?
I haven't seen any slowdowns related to the yield increase. The majority of processor time is graphical and AI related anyway. I don't see this doing much of anything to performance.
The value added is a better feel of empire. CtP's base 5 system always felt grander than Civ's 1 here, 2 there system.
Perhaps you could just apply a flat bonus to coastal cities, by way of buildings, instead of increasing yields. For example, what if you had the lighthouse grant 20 food, the harbor grant a flat 60 gold (arbitrary; assuming populations 10-15), and the seaport give 50 production and 50 gold (assuming population of 25+). This puts coastal cities at 20F/50P/110G advantage to landlocked ones.
Possibly, but it wouldn't scale with population growth. I think removing the food from lighthouse would be a good move, and removing production from the harbor. And dropping food from 10 to 5 on the seaport. I also removed docks completely, so that is another 5 to food. So that would make it +5 gold to lighthouses, +5/5 food/gold to harbors, and +5/5/5 food/gold/production for seaports.
So your average work boat would have 15 gold, 10 food, and 5 more production than a farm(A non-river farm mind you). By industrial. How does that sound?
On a side note, I don't think seaports should be exclusive to only those cities with bonus sea resources, because if a city overlaps with another, only one city gets the resource. It also makes placement easier if you don't have to worry about getting a resource for that city.
I kind of like it for the fact that it makes seaports a little more exclusive. Not every ocean side city has a seaport. Only those that have economically viable reasons to build one.
Of course, I would prefer this be tied to something else like population size, or maybe even land resources as well, but for now it works.
I feel as though water tiles should be very polarized in what they do. They are good for food and trade (represented as gold). They are not good at prodution.
Lets see how the latest tweaks work for the ocean cities. They should still be more important than land locked cities(which is my goal), while not being quite as powerful as they were.
PS: After doing this I sort of want to look at the yields for all the improvements and see if they can be balanced more (too much time on my hands ). Would you be interested in seeing something like that?
All the improvements are currently balanced at +10/20/30 throughout the ages. They need more balancing?
I like Chrome-rome's ideas of adding the bonuses to coastal city-specific buildings versus the tiles themselves; but a problem arises when a coastal city is blockaded. A blockaded city would still have the benefit of the buildings making blockade pointless.
Maybe a 'split the baby' hybrid would work better. Slight increase in both tile output AND coastal city-specific buildings. That way the risk of plugging a ship into an enemy's harbor is still worthwhile, and the coastal city as a historically accurate civilization hub is preserved.
I like the idea of more coastal buildings. If/when I add them, it will likely be more along the lines of per pop and flat bonuses.
On another subject, is there an ETA for further fleshing out of the social policies? I love where you're going but can't bring myself to play v9 anymore because the policies seem pointless (in their present state). With the subcategories granting nothing it feels like I'm wasting my time with culture.
Not sure. I had plans that might have delayed it's release, but given this blizzard, I may be staying at home instead.
I can't give a solid estimate, but 2-3 days, or 7-9 days, depending on the weather?
Hi. I'm trying Version 9 of this mod and came up with something that looks like an issue. I'm playing A marathon game and have 5 cities by the year 1800 BC and have only studies pottery. This is due to the fact that my research is still stucked in 1 (one). Any advise?
It looks like going .5 science per pop isn't possible. I am going to upload a fix to sourceforge in a few minutes that should bring this back to 1 per pop.