Simple Fix for 1UPT's Main Problem

toccoto

Chieftain
Joined
Sep 24, 2009
Messages
42
IMO, the main problem of 1UPT is having to spend three turns positioning an army in the perfect formation. Once you are in Formation, it's awesome. But the system is too unwieldy. I want to move a horse here, but the horse is where my swordsman should be, but if I swap places I have to wait next turn to move the one I swap with where I want it.. so on and so forth.

So why don't they just give units unlimited movement within their sphere of movement for that turn, and until they act (Attack or wait) They can move as much as they want within their movement grid.

This would allow you to position your Army quickly and effectively as long as they are in the same place. Switch the front quickly if needed, and wholly SUPPORT their system of strategic battle. And since once you attack you can't move (Save for Horses etc that have the ability to pull out after attack) You can't exploit it by attacking, then moving where you want to make room for others. Etc.

Granted I haven't thought about every scenario, but I see no way it could be exploited and would ultimately clean up a lot of the unwieldy movement problems that ends up making an army have to position for 3 turns before they can attack properly.
 
Maybe in Civ 6. Good idea though it is kinda late for the dev to simply flip a switch of what they now did with 5 being entirely new to the series.
 
This would eliminate my biggest issue with the game.

Managing units is such a tiresome chore. 1UPT is awesome, but why didn't they give us an efficient way of making formations.
 
Sounds like it'd be kind of... I dunno, mean for scouting.

Other than that, though, it sounds cool.
 
Absolutely can't be done if it affects things like ZOC, or the fog of war at all, so at best you would be doing this within your own territory, but then you even have roads and you won't be fighting an enemy so it's not much of a big deal to not have this timesaver either.
 
So why don't they just give units unlimited movement within their sphere of movement for that turn, and until they act (Attack or wait) They can move as much as they want within their movement grid.


Real life reason:
A big part of fighting a war is getting into position and catching your opponent out of the "perfect" position. Wars has been lost or won, simply based on how well one army jockey for position against another. Maneuvering in war is as, if not more, important as how well each man fights.

Game Reason:
No point in using fast attack units like horseman and Calvary because your opponent can always reposition his/her army such that you can't ever flank them. Then the game comes down to who had a bigger army... not fun.
 
Sounds like it'd be kind of... I dunno, mean for scouting.

Other than that, though, it sounds cool.

You can fix the scouting thing. If moving the unit reveals unexplored tiles or hidden enemy units in the fog of war, it counts as an action



OP, I approve of your idea
 
As many non-combat units as you want, but only one worker can improve the tile.

As many combat units as you want, but:
Only one can attack.
If the stack is attacked, only one can defend. If that one is killed, all others make an immediate retreat.
If the stack takes ranged fire, all units take damage.

This lets you move your guys how you like to get them where you're going, but strongly encourages you to unstack them before actual combat. (Although it does allow you to attack with one unit, occupy the tile, then bring a second full-strength guy up to defend it. I'm OK with that.)
 
In the Units folder of the Xml there is a file called CIV5MultiUnitFormations.xml, does anyone know if this is what the AI uses or if it was the beginning of a group move function?
 
I like this idea. Another one that just occurred to me is:

You know the message 'move stacked units' that comes out whenever you build a unit in a city that already has a garrison? Have the same message appear when you're moving units and allow units to stack (temporarily). You can only end your turn when every unit is in its own hex.
 
Ithought of that same thing... Just letting the temp stack.

As for scouts being op. Not really. It just changes how they scut. You can still only move in one direction.. So you only get a few more tiles wide.. if that after the intial circle you uncover.
 
After playing a couple Marathon matches consisting of a lot of large scale wars, I need to say that in all honesty, setting up formations and moving around your chokes, gets WAY easier with a little practice. What it seems to me is that a very large part of the game is about how quickly and efficiently you can set up powerful formations.
Hints:
1. Stop for a moment, relax, take your time and think. What position do you want your individual units in? How can you do this in the fewest moves possible?
2. Look at the Terrain. Know the Terrain. Love the Terrain. Know the movement costs of rough Terrain.
3. Plan two moves ahead. Sometimes this is two turns, sometimes it is two unit moves. But plan it.
4. USE STRATEGIC VIEW. No end to the uses of that.
5. If this is a long lasting formation or choke, build a Road. Having a road go 3-4 tiles through your formation makes a HUGE difference in unit swaps and allows units to pass through the choke quite easily.
6. Mounted units do not need to be in your formation... just near it. If you are setting up a choke, have them OUTSIDE the choke, hiding around a corner, or embarked on the sea or something.
7. Forts are WONDERFUL. I see people saying they are useless but they aren't. They provide focus for your formations and provide key points to fall back to. A Cannon and a Musketeer in a choked fort with proper promotions can destroy HUGE amounts of troops. Add a Great general for even more ownage.
8. Above all... PRACTICE PRACTICE!!! It takes time, but I found that once I got the hang of it, the restrictions felt so much more lax.
 
You could just, I dunno, allow 2 to 4 units in a stack, and solve the whole mess.
 
just make a unit action "march formation". units in march formation would stack with no limits. but can not defend or get -75% to strength and can not to attack or so. after a marching unit reaces its destination it goes to combat formation.
 
In the Units folder of the Xml there is a file called CIV5MultiUnitFormations.xml, does anyone know if this is what the AI uses or if it was the beginning of a group move function?

Haven't actually looked at that file, but quite likely it is for the art of a single "unit" (has stats) on the tile, which is represented by multiple models of individual units (has animations).
 
I think it would be simpler if you could just have two units next to each other swap tiles, providing they have the movement.
 
free movement in movement zone would cause huge problem in multiplayer game, esp. in simultaneous mode.

I think it would be simpler if you could just have two units next to each other swap tiles, providing they have the movement.
c'mon.. the game lets you do just that ... Did you play civ V yet?
 
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