Transport ships make no sense in the 1upt system. We can all agree the 1upt system is much more complex, as it takes up a lot more tiles with a lot more decision making. Transported troops are more vunerable, resulting in a larger need for "war ships". Ship combat, and transportation is more complex as a result.AlpsStranger said:I'll give a few examples, from what I know so far:
-Transport ships are no longer needed
-Smaller total number of military units is very, very likely
10000 troops VS 100 troops has the same level of complexity. The complexity comes in how you use them.
This results in gold, science and culture being separate currencies rather than one single currency. This is more complex, as culture can only buy policies and gold is used for things other than science.AlpsStranger said:-Master sliders are now gone
It being split makes it more complex and less streamlined. Now you need to manage both what tech you want to research, and what policy you're gunning after, and need to manage two separate currencies for them. Moreover, what policies you can gun for are determined partially by your science, meaning you need to time both.-Tech tree split up between civics and techs, resulting in smaller tech tree
Policies will take a lot of thought. Civics were just bonuses for researching techs.
Smaller does not mean "less complex", or "more streamlined". It might just take out redundant decision making, for example.
Did these really add much? Espionage you could completely ignore in a game, and it hardly affected you. And the Great Wall wonder meant you either had average espionage, or OH MY GOD I CAN SEE EVERYTHING godly espionage. It added almost nothing. Some strats tried to revolve around espionage, but they weren't nearly as good as the basic one which is to ignore it.AlpsStranger said:-Religion subsystem is gone
-Espionage subsystem is likely gone
Religion's the same case. It dominated relations so much that it took away complexity by making everything else hardly matter. If you had a religion, it was a no brainer to spread it and take advantage of the multiple bonuses. I've never had to sit back and actually think of what to do concerning anything with religion.
I don't see how this is less complex. There are more abilities to take into consideration.AlpsStranger said:-Multiple leaders and combo-powers replaced by explicit per-nation powers
Moreover, the current leader abilities seem to less dictate playstyle compared to bonuses. The entire "play the map" concept was diluted by traits such as aggressive, and philosophical. If anything those traits streamlined gameplay by dictating how you should play. I'm glad they're gone.
It's been replaced by a new system, though I admit the new research team-up isn't that complex. Moreover it, like religion, just dominated all diplomacy. It made little sense and had absolutely no place in any type of multiplayer match-up. It also gave the players a significant advantage over the coms. There was no brainer decisions to be made with tech trading enabled. It was a dumb, dumb system.AlpsStranger said:-Tech trading will no longer be a factor in research priorities
This is more complex. Not only do you have to control which tile you're going to purchase through a currency with other uses, thus making choices, but it takes a long long time to reach the max number of tiles, resulting in a hard choice for city placements. This is the opposite of streamlined.AlpsStranger said:-Border pop system replaced by more direct, empire wide means of acquiring tiles