Roland Johansen
Deity
We shouldn't try to explain things in this game with real world mechanics. There is no indication how many men are included in a unit, so you can't in any way compare the number of men in a unit with the number of men in the cities. A warrior unit could be 10 men in which case, you should be able to control many of them with size 1 cities. And if a unit of warriors would be one thousand men, then you should not be able to control many of them with size 1 cities. But there is no way that you can put a number on the number of soldiers in such a unit.
There are many things that are completely wrong with this game if you start to use real world comparisons. We should just try to get a fun game that is a very abstract representation of the real world development of civilization.
The fact that I spoke against the argument that "armies are too large for the population size" doesn't mean that I like to move hundreds of units, just that I think it's a bad argument. I don't want to become part of this flame war. I've presented one way (in my previous post) to get around the problem of micromanaging hundreds of units. You can have both many units and not a lot of micromanagement. Of course, we'll have to wait until civ5 for such ideas as mine and several others that would reduce the micromanagement.
One can change stuff in civ4 by increasing the maintenance cost of units, but one would probably need to rewrite the AI a bit to get it to use that well and there would also be problems with the relative low cost to build an army. So that would mean that modern units should cost more hammers. Don't expect Firaxis to do that. If they didn't undertake such a dramatic step in the expansion pack, then they certainly won't in a patch. Everyone of course can mod the game to his/her own liking. There won't ever be perfect agreement on how the ideal civilization game should look like.
There are many things that are completely wrong with this game if you start to use real world comparisons. We should just try to get a fun game that is a very abstract representation of the real world development of civilization.
The fact that I spoke against the argument that "armies are too large for the population size" doesn't mean that I like to move hundreds of units, just that I think it's a bad argument. I don't want to become part of this flame war. I've presented one way (in my previous post) to get around the problem of micromanaging hundreds of units. You can have both many units and not a lot of micromanagement. Of course, we'll have to wait until civ5 for such ideas as mine and several others that would reduce the micromanagement.
One can change stuff in civ4 by increasing the maintenance cost of units, but one would probably need to rewrite the AI a bit to get it to use that well and there would also be problems with the relative low cost to build an army. So that would mean that modern units should cost more hammers. Don't expect Firaxis to do that. If they didn't undertake such a dramatic step in the expansion pack, then they certainly won't in a patch. Everyone of course can mod the game to his/her own liking. There won't ever be perfect agreement on how the ideal civilization game should look like.