Unit per Hex...will it change?

I'm glad someone else pointed out the silliness in not being able to have multiple civilians in a city.

Worker, "Wait a minute, I can't go there, there's a Great Person in that city!"

Great person, "I can't possibly use that road, there is a worker standing on it!"

Seriously?

I also don't like that I can't purchase a military unit in a city that has one in there. You should be able to purchase the unit and then get the MOVE STACKED UNIT message.
 
Great People are snobs like that. They refuse to consort with the working class.
 
I also don't like that I can't purchase a military unit in a city that has one in there. You should be able to purchase the unit and then get the MOVE STACKED UNIT message.

Ah, yes. This I also find irksome. It's perfectly fine to build a unit in a city that has a garrison, but don't you dare rush buy one!

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As for worker stacking, there are pros and cons I'm sure. Stacking, say, 4 workers to build 1 farm and reapeating that on 4 seperate tiles is, in the end, no different than having those 4 workers build 4 farms seperately. The only diference is that in the latter you would get the benefit of all 4 farms on that final turn, whereas in the former you would get the benefit of each farm as soon as it is rush-built.
 
One thing I'll say, though. I don't think Great People should be stackable. We already horde great scientists as is. If they were stackable, we wouldn't even have to spread them among cities.

I would create three categories instead of two:
Military units
Civilian units
Great persons

You can have one of each type. You won't be able to use workers to finish all improvements instantly and you won't be able to stack four great scientists in one city for a super slingshot. But, at the same time, you won't be inconvenienced just because it makes gameplay mechanics simpler to understand.
 
I don't think it's actually a bug. I think it's intentional.
 
Another unit movement glitch that vexes me is: when I capture an enemy city and then send other units to start attacking another city, if the auto-route takes the additional units through the captured city while my unit is still there, the route gets cancelled out. I also can’t re-route the units without first moving them out of that city and then right-clicking on the new target.

I hope that made sense; it was difficult to put into words. But it happens to me all the time and is quite inconvienient. But it's a little off-topic from the OP.
 
I just hope they fix the bug of civilians not able to pass through other units.
I find it quite handy the way it is. I regularly prevent settlers from other civilizations the way, so that a settler of my own can get to that nice spot first.

On hoarding great scientists: that sounds wrong to me. I wouldn't mind the game going back to the Civ III principle of only allowing one great scientist at a time.
 
I only just started reading this thread, and seeing people say 1 unit per tile isn't going to be changed, but I definitely remember having picked up the term 'Combined Arms', I think as a later era tech. Don't remember where and when. Does anybody else remember?
 
Ah, yes. This I also find irksome. It's perfectly fine to build a unit in a city that has a garrison, but don't you dare rush buy one!

+1. Very annoying. I suppose the reasoning behind it is that if they didn't have this rule, with enough gold you'd be able to instantly spam a load of units, though if that's the issue I don't see why they don't just replace the current ban on rush-buying units in garrisoned cities with a rule that simply states 'no rush-buying more than one unit per turn'...
 
I only just started reading this thread, and seeing people say 1 unit per tile isn't going to be changed, but I definitely remember having picked up the term 'Combined Arms', I think as a later era tech. Don't remember where and when. Does anybody else remember?

I mentioned the term, but not because of stacking. We were discussing ways for the AI to fight better and create more "combined arms" armies on the map. Which apparently is a change to the AI via GaK. You may have heard the term elsewhere too.

As far a stacking goes I am used to the game the way it is, and I sometimes block with workers too. Maybe thats not the way it should be, just used to it. I do not think GP should be stacked together with their own kind either. I never have enough of them to worry about that anyway. Usually I keep two generals around, and use up any extra GPs as soon as I get them. Although Great Engineers, which are used to hurry production on a wonder, may sit around a bit depending, but if no wonder needs building, they build a manufactory. With Great Scientists, I usually build the science tile improvement. I am always trying to grab more science if possible.
 
+1. Very annoying. I suppose the reasoning behind it is that if they didn't have this rule, with enough gold you'd be able to instantly spam a load of units, though if that's the issue I don't see why they don't just replace the current ban on rush-buying units in garrisoned cities with a rule that simply states 'no rush-buying more than one unit per turn'...

As it is, you can only rush buy 1 unit per city per turn. So it's already limited in that regard.

EDIT: And you can't rush buy in puppeted cities. So unless you have a large non-puppet empire, then you can't easily spam an insta-army.
 
I only just started reading this thread, and seeing people say 1 unit per tile isn't going to be changed, but I definitely remember having picked up the term 'Combined Arms', I think as a later era tech. Don't remember where and when. Does anybody else remember?

All we have is the Tech name. It was given as an example of new Techs by some articles a few months ago. We don't know what unit, building, or ability it enables.
 
The reason you have to clear the unit is because you can't move units you buy. So you would have to evacuate the city either way (it would just change so you had to move after buying). I don't think that's really a significant difference.
 
As it is, you can only rush buy 1 unit per city per turn. So it's already limited in that regard.

EDIT: And you can't rush buy in puppeted cities. So unless you have a large non-puppet empire, then you can't easily spam an insta-army.

Which is fine because the AI is terrible. We would really give it what fer if we had that ability.
 
Ah, yes. This I also find irksome. It's perfectly fine to build a unit in a city that has a garrison, but don't you dare rush buy one!

I think they do this so you can't have 2 units end their turn on the same tile. Lets say your warrior ended his turn in the city. When you buy a unit that newly purchased unit won't be able to move and the your warrior who ended his turn in the city can't move. So you wind up with a stack. When you build a unit both units have movement points available because units are built before any unit can move.

However this problem could be easily solved by only not allowing to purchase units in a city where the garrisoned unit doesn't have any movement points left. Theoretically this could still cause problems if the garrisoned unit has movement points, but can't move because the city is surrounded so you'd still be stuck with a stack somewhere.

This mechanic is annoying and I bet it was put in to solve lazy programming.
 
I'd really love to see civilian units that can stack with each other. I agree that workers should not be able to "stack improve" tiles as in Civ4 (because this then becomes optimal and it is a micromanagement pain, not to mention an unfair human advantage over the AI). However, there is no reason why you can't prohibit this while allowing civilian stacking.
 
that's a good idea. Allow civilian stacking but only allow one civilian unit in the stack to build an improvement.
 
it really bothers me that my civilian units can't pass through an opponent's units even in my own territory on my own roads. allowing another civ "open borders" shouldn't give him sole use of your roads. roads are usually built with the option to travel in both directions and to pass other people. it makes no sense that a friendly unit on the road acts as a blockade to civilian units.
 
Very narrow roads. Lots of soldiers.

Don't forget that air units can also stack in a city with the other units. So they already have the separation of air and ground forces.

The simple solution to purchasing... and it seems this way already is that the new unit doesn't appear in the city until the start of the next turn. Then you get the "Stacked Unit" message and you move one or the other.

Very simple.

Elegant even.
 
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