Markus5
Code Monkey
I would modify 1upt. You can have one unit of each type on a tile. So, a max stack would be something like 1 melee, 1 anti-cav, 1 ranged, 1 light cav, 1 heavy cav, 1 siege, 1 support, etc. Less carpet-y.
Then every stack would end up exactly the same, it’d remove the strategic differences between unit types, and we’d be right back at square one with all the deficiencies of 1UPT to boot.I would modify 1upt. You can have one unit of each type on a tile. So, a max stack would be something like 1 melee, 1 anti-cav, 1 ranged, 1 light cav, 1 heavy cav, 1 siege, 1 support, etc. Less carpet-y.
strongly endorse this suggestion.Ideally, the new iteration of policies will be a little less specific and more flavourful and evocative of the type of society you lead. Linking effects might be one way to do this. Seafaring, for example, might reduce the maintenance cost of naval units and boost trade yields from ocean-going trade. Mercantile might increase the gold yield from markets and lower the cost of hiring mercenaries. Monastic could improve resistance to foreign religious pressure and improve stability/happiness.
Having negative consequences associated with a policy is likely still an anathema to the current dev team, but linking multiple related effects could help break the feeling that policy cards exist solely to give you a 15% discount on artillery when you feel the need to build artillery. Especially if limited swapability means the policy cards stay in place for long periods and encourage you to specialize your empire.
Hitting the nail on its head with my sole complaint regarding 1UPT: the maps don't have enough tiles! If I recall correctly, the mantra Firaxis seems to hold about keeping the maps relatively small, dates back to the Microprose days of the Civ franchise, when playtesters complained about the initially quite large maps making the game feel too stretched out thin and boring to play. All fine and well back then, but also, Civ I and Civ II had a lot fewer systems and features for the player to interact with, compared to where the game franchise is nowadays. Culture for example, was almost entirely abstracted, something the player themselves had to basically roleplay in their own head; write down as an original story if committed enough. In general, that's largely the direction the franchise has taken with each new iteration: away from sweeping abstractions, and towards the game doing the heavy-lifting when it comes to making the gamer world feel lived-in.I see a sort of weird imbalance between clogging the map, but also having the map and terrain as arguably a limiting factor. Like, yes, wonders do take up space on the map. But at the same time, that adds an extra level of decision for them. There's definitely times where I consider whether to build a wonder, but then the space it takes makes me decide against it.
But the problem is that the scale of civ is skewed. Like in a standard game, the entirety of France is more or less a standard city radius. So when you end up slapping districts and wonders on every tile, it can definitely make the game feel very crowded. You can run out of space for farms, never mind keeping any areas "natural". I'd love to be able to actually be able to like build a "city park" like Central Park that actually shows up on the map and takes space, but sort of fits into the space around it. Or actually have lands nearby to cities that are actually undeveloped and still raw forests even into the modern era.
Civ 6 does this by having the city center as a downtown.Maybe it would just be too hard to distinguish the districts if the buildings were too small, but cities would look more interesting if they looked like cities from a aerial view.
Agree about bigger maps helping to reduce the crowding problem but the 1UPT have others issues like the chore that is the combat system especially at late game. To me moving carpets of AT infantry teams and support units all around the maps to do the conga line "combat" is anything but immersive or enjoyable, neither are unlimited stacks slapping each others a la JRPG. Instead a system of less but more significative and personalized composite armies could works for CIV scale.Hitting the nail on its head with my sole complaint regarding 1UPT: the maps don't have enough tiles! If I recall correctly, the mantra Firaxis seems to hold about keeping the maps relatively small, dates back to the Microprose days of the Civ franchise, when playtesters complained about the initially quite large maps making the game feel too stretched out thin and boring to play. All fine and well back then, but also, Civ I and Civ II had a lot fewer systems and features for the player to interact with, compared to where the game franchise is nowadays. Culture for example, was almost entirely abstracted, something the player themselves had to basically roleplay in their own head; write down as an original story if committed enough. In general, that's largely the direction the franchise has taken with each new iteration: away from sweeping abstractions, and towards the game doing the heavy-lifting when it comes to making the gamer world feel lived-in.
So again, that'd be my solution to the whole debate: just make the maps bigger and/or more granular!