The whole 1 tile unit thing

bakshi

Prince
Joined
Jan 31, 2010
Messages
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So is this happening or are people just saying it because of the screenshot?
 
1 Unit 1 tile makes me think about the war games of the 1970s and 1980s. Will be interesting to see if its true or not
 
It has also come from a translation from a preview.

Personally I'd rather they just went back to causing collateral damage. 1 unit per hex is just too restrictive.
 
It was also said in some foreign magazine (danish?) in an interview that there will be no stacking.
 
I'm open to this. The SOD got really old for me. I want to be able to look at a screen and see what's going on. That's hard to do with stacked units.
 
One unit per tile eliminates the SOD, which is a bad, bad game mechanic. Collateral damage and specific x vs. y bonuses to units didn't do much to nerf the SOD, and even mods that included penalties for number of units in one tile didn't remove the trouble with SOD. As long as you let an infinite amount of units stack up in cities, along with city defense bonuses, the only way to counter that static stack is your own stack. One per tile puts the combat in the field, and one per tile makes maneuvering king, as it should be.

If semi-finite resources (i.e. one unit of strategic resource supports x number of dependent units) holds out, it will require the player to make some strategic choices. It should (could) also drastically cut down on the number of units, giving you more time to concentrate on smaller forces, speed up game performance, and make each battle more significant.

There's not really much info, and we're pretty much divining tea leaves through screen shots. The changes to the combat system are very encouraging, IMO.
 
I for one will be hoping the SoD will be gone.
 
We all agree that SoD’s was too extreme.
I believe that one unit per tile will just move Civ V to the other extreme.

It will clog the map with too many units and it will create big battle necks.
I played other TBS games such as “Fantasy Wars” and in those games battles felt too long and tedious because they are restricted to one unit per tile.

So I think that combining 3-5 units in one tile is the best way to go.
It eliminates SoD’s and at the same time it gives players more room for interesting strategy and tactics.

Combining different units in one tile and having them attack together can create interesting battles with many different combos to explore.

However, at this point I think it is too late for suggestions in this regard.
The developers already decided how battles will be handled.
So it will be nice if FA comes forward and reveals the combat system so we can stop guessing.

I find this guessing game irritating.
Why not come forward and tell us how Civ V is played?
 
We all agree that SoD’s was too extreme.
I believe that one unit per tile will just move Civ V to the other extreme.

It will clog the map with too many units and it will create big battle necks.
I played other TBS games such as “Fantasy Wars” and in those games battles felt too long and tedious because they are restricted to one unit per tile.

So I think that combining 3-5 units in one tile is the best way to go.
It eliminates SoD’s and at the same time it gives players more room for interesting strategy and tactics.

Combining different units in one tile and having them attack together can create interesting battles with many different combos to explore.

However, at this point I think it is too late for suggestions in this regard.
The developers already decided how battles will be handled.
So it will be nice if FA comes forward and reveals the combat system so we can stop guessing.

I find this guessing game irritating.
Why not come forward and tell us how Civ V is played?

I still strongly suspect that one unit per tile is the lesser of two evils in this situation.
 
It is "one unit per tile" and "one unit per resource".

#1 means that we don't have stacks of death.
#2 means Firaxis can determine how many units there are in each era on the map.

Ie: no oceans of units either.
 
To be precise, I believe it is one military unit per hex. So you could still escort workers for example.

I have come around to the idea. With resources limiting the number of units you can spam out there I think it will be a lot more fun. You might only have one cannon, one or two macemen and perhaps and archer or two in your army.

It could make other units that much more valuable like generals or spies.

I am curious to see how they might limit archer spam. Perhaps a new wood type resource?
 
To be precise, I believe it is one military unit per hex. So you could still escort workers for example.

I have come around to the idea. With resources limiting the number of units you can spam out there I think it will be a lot more fun. You might only have one cannon, one or two macemen and perhaps and archer or two in your army.

It could make other units that much more valuable like generals or spies.

I am curious to see how they might limit archer spam. Perhaps a new wood type resource?

In Civ4 terms I'd say something like 4 forests in your cultural boarders per archer? Would also provide an interesting alternative to massive deforestation. Yet it would also allow for archer-light strategies to make captain planet cry:)
 
To be precise, I believe it is one military unit per hex. So you could still escort workers for example.

I have come around to the idea. With resources limiting the number of units you can spam out there I think it will be a lot more fun. You might only have one cannon, one or two macemen and perhaps and archer or two in your army.

It could make other units that much more valuable like generals or spies.

I am curious to see how they might limit archer spam. Perhaps a new wood type resource?

Having the limit apply to military units only would make sense, since you still have to take workers and settlers into account (unless they're revamping how those work for this game).

Also, with less units overall, hopefully they're going to add in a few more tactical options to the mix, such as the ability to retreat. Basically, if you were defending, you'd lose the hex you were in to the attacker, but your unit would still be around (and could be moved to a city or fortress to heal up for a counterattack).
 
So you can only have one unit in a city tile to defend the city? What do you do with all of your units as you build them? I think that "one unit per tile" works for focused maps (like a gettysburg or waterloo scenario, for example) for for the scale of Civilization, I am sketchy as to how it would work.
 
as far as screenshots go, (and what the article states, in roundabout manners) its suggested that the city count as a military unit itself ... purely speculation though
 
So you can only have one unit in a city tile to defend the city?
Maybe -- or maybe cities will "self defend"? There is some talk about making cities have a bombardment ability.
What do you do with all of your units as you build them?
Deploy them to garrisons?

That would at least make more of an economic use for the fortress improvement -- a garrison square that might reduce maintenance to units left there for long periods of time, or something.
 
Russian campaign was such a great wargame that it was re-released. It allowed two corps-sized units on each hex. Some game pieces were army-sized, and some divisions, but mostly corps.

Allowing two units per hex gives room for strategic planning, balancing the strength in one hex against weakness in another, and yet forces you to stretch your lines out. The ability to advance one or both, or neither of your units into the attacked hex also opened up strategic decisions of maintaining a position or trying to break through.
Since Civ4 has, basically, a 3 (or maybe 4-) way counter-unit system, allowing two units per hex will still ensure that each hex is vulnerable to at least one type of unit, so that manoeuvring remains important.
I would like to see a system similar to Russian Campaign's.
 
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