King_Course
Prince
- Joined
- Oct 6, 2010
- Messages
- 465
I laugh at Tom Chicks because it's true, it's all true.
If the problem is that it's too hot, then it's something that kind of works. If the problem is too cold, then that's also something that kind of works. Basically, both of those are plausible conditions about which you can do something. If so, then Stacks and 1UPT aren't unsolvable fundamental problems as Chick would describe 1UPT.
If you want to fly to London, middle-grounding a solution between a bicycle and an oven-toaster isn't going to work. Neither of those can be used to fly you to London.
If you review the post, I lead with the point.
That's a pity. You could imagine the "army of archers" is an army with a major strength in ranged (archer) combat, not just the 4 guys on that tile on the map... I understand you don't want to - fine by me, but wrong in MY opinion. But I don't care either so no harm done...No, it never occured to me. Army is a collection of units, single unit is single unit. I really cannot imagine army of field guns, archers, etc.
I imagine abstraction. Multiple units per tile is simpliefied abstraction of army. I do not now what is one upt abstraction of, explain me please.
Nope, it's an exxageration making the whole point ridiculous. And no one in its right mind seriously would come up with such an implementation.Yes, it is absurd way of presenting the argument of Roxlim in exagerrated form.
No need to be sorry!!! I disagree with your points here and we discuss. Good! I step over your displeasure in many threads, that's why I wrote what I wrote. I'm sorry - I didn't mean to be rude...The forum is to discus, I am sorry, not just only to say how the great game is.
I've never played Civ IV, but for me those giant stacks seems just a whole bunch of units walking around and pretty much destroying anything in their path. Kinda like a Total War game, but without the real-time battles. If anyone can explain to me how better this system is in comparison to 1UPT, without resorting to blaming the AI, I'd appreciate.
As for me, 1UPT for me puts more emphasis on the terrain advantages and adds another layer of combat complexity and strategy.
To put it simply and briefly, Civilization is a large-scale empire-building strategy game. Not a tactical war-game.
Moving units from one place to another is generally considered logistics (in the realm of strategy), not tactics.
Says who? You don't get to define what Civilization games are. The developers do. I, for one, like the hybrid strategy + tactical war games known as Civilization V and Civilization VI.
Tactical war games in Civ 5 and 6? Are you serious??Says who? You don't get to define what Civilization games are. The developers do. I, for one, like the hybrid strategy + tactical war games known as Civilization V and Civilization VI.
Tactical war games in Civ 5 and 6? Are you serious??
A rather pedantic point, but this is the definition of tactics I had in mind: "(noun) 1. the art or science of disposing military or naval forces for battle and maneuvering them in battle. 2. the maneuvers themselves." I agree that I wouldn't call moving the units from one side of the map to the other "tactics", but I don't think anyone considers the logistical concerns a good point. At best a necessary sacrifice for tactical depth.
The AI doesn't present tactical depth and even in MP, there isn't that much tactical depth. The range of units and abilities in games like Panzer General are just that much more, and the setups are genuine tactical questions. Those rarely come up in Civ V or Civ VI so looking for tactical depth in a system not designed for it seems kind of counterintuitive.
What it does promote is strategic depth. Disposition before battle, movement, selection of units, where to defend, where to attack - those all matter a lot more now. That didn't happen before, and that's a strategic point, not a tactical one. It's tactical EASY to defend an easily defensible spot. Yep. That's why it's referred to as a strong point. Whether you have to attack someone at a prepared strongpoint or not - that's a strategic decision. Granted, the AI right now is also rather bad at deciding where to attack and why, but it's getting there. Faster than the stack AI, anyway.
Giving Civ6 a score of 40% is laughable and unprofessional. It says more about the reviewer (bitterness) than the game.
Civ6 is flawed, but completely playable and IMHO enjoyable out of the box. Already 90 hours down and I think that's pretty common. Most people complaining about the game will have 50+ hours already and I wonder how bad the game can be in that case.
I could understand any rating between 70 and 85%. Just compare it to the infinite clone army of FPS games that easily breach the 80s ratings.
Those don't deserve passing scores either.
I like some parts of civ 6. On the other hand, there are serious problems with it (very poor UI, unit cycling unjustifiably bad via forcibly ignoring your commands and issuing other commands, MP re-sync 10 times in 15 turns) that are below the bar of a decent indy game. Depending on what you happen to care about, the sloppy UI and better-than-5 but still long turn times can hurt. Unit balance is abysmal...range was overpowered in civ 5 and they buffed it!
40% is a little low, but I don't think it's any more egregious than giving the game an 80% or 90% score, not when there is a AAA that fails on some basic conventions low budget games got right 15-20 years ago. It's a lot better than civ 5 release, but that was pretty low bar.
Just one simple question: how many hours do you have clocked in with Civ6?