Suggestions for Movement and Attacks

MosheLevi

Prince
Joined
Jan 2, 2009
Messages
317
Location
Dallas, TX
I have been playing Civ 5 for almost 1000 hours now and I wanted to point out a few game mechanics that I find to be very irritating.
Perhaps Civ 6 can address these issues.

1) There are times that I have an army unit surrounded by other army units in enemy territory.
I want to move that unit two tiles in front of my artillery (as example).
However, since that unit can only move one tile because of the terrain (mountain or forest) then the unit cannot complete that move in one turn.
The only path is then to go around all the surrounding units which can take 5+ turns.

I am aware of the swapping positions option with the unit in front of it, but that takes too long too because you can't swap position with a unit that already moved so you have to wait for the next turn.
Then the swap itself cost another turn.
Next you have to return the other unit you swapped with (usually artillery) back to its original position and that takes another turn for a total of 3 turns just to set it right.

I find that very cumbersome and too tedious.

My suggestion is: allow units to use a new "sprint or march" ability where they can move an extra tile (two instead of one tile in rough terrain) on the expense of either not being able to move the next turn or/and on the expanse of dealing 50% less damage during combat for the next turn.

I believe that is a fair trade off that also reflects reality where armies were marching extra distances at night in order to reach their destination faster.

2) add a path line to units that are selected so the player can see if that unit already have a destination and where that destination is.

In late game when having so many units it's impossible to track the movement of all units. Especially when a destination tile (several tiles away) is occupied and now you have to re-direct that unit again and you don't remember where this unit is supposed to go to.
I had games where I had 100+ army units on the map so its impossible to remember where each unit is going to when you give units multi turn movement instructions.

So when a unit is selected it will be a great help if we can see a thin broken line showing the planed path for that unit.
In fact, I would also like to suggest adding a short key to show the movement path for all units similar to the 'G' key that shows the tiles separation.

3) When a unit is directed to a distant tile and that tile is temporarily occupied by another unit the game cancels the unit movement and we have to issue a new movement for that unit.

That is really a pain in late game and unnecessary.
The solution is simply to allow the unit to continue to its destination until it reaches the tile that is next to the destination tile.
Once the unit reached the closest point to its destination, only then we should have to give it a new movement instructions.
But don't make us do so several tiles before the actual destination point.

4) In some cases I still find it hard to know whether a unit can still attack after it moves.
I can usually tell that in advance but not always and that can disrupt my attack plans if I got it wrong.
So there has to be some kind of indicator that tells us if the unit can still attack if we move the unit to a certain tile.
It is very important to know that in advance and not after the fact.

Personally, I believe that allowing units to attack always after their movement is the best solution.
It will resolve the issue I mentioned above and it will also make the game battle mechanics more fluid and less cumbersome.
Other Turn Base games allow units to attack after they move, so I hope Civ 6 will adopt that approach as well.

5) Undo last movement or worker action (not attack action).
Often I give a unit a movement instruction or a worker action instruction that I regret doing a second later.
There is no reason not to allow us to 'undo' that last action/movement instruction so we can issue another instead.

6) Adding "gathering point" for army units from cities just like in Civ 4.
In Civ 4 you can select a city and issue a right click anywhere on the map.
The result - all trained army units from that city will automatically move to that gathering point.

I understand that the same tile cannot be occupied by more than one unit and that shouldn't be a problem because the previous unit is probably not there any more.
If it is still there then the new unit movement can stop one tile short before the gathering point.

This old game mechanic can make unit movement easier for us in late game and save us time.
 
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