You really seem to struggle with this one dont you RickInVA?
1) No, quality is not measured in quantity, but there is something to be said for systems that have been used for decades, sucessfully, in many situations. Many posters in this thread have compared the 1 unit per hex change to one (1) game that has a similar system (Panzer General {?}) as "Proof" that it is a good system. I will stack my hundreds of games against their one game as "proof" any day. Can improvements come along? Sure. But what it seems to me is that most of the supporters of 1 unit per hex just seem to like it. I have not read anything from a supporter that in the end amounts to anything other than "I like this better". You can like it better, but at least admit that the other side has a point!
You are saying that there are many games that use limited stacking, and because there are more games that use limited stacking, than games that use 1upt system, it makes limited stacking a superior system in terms fun. Now, i dont really like FPS games, i think Civ games are much better. But if i would be thinking like you, then i would be wrong about Civ games being better than FPS games, because there are MUCH more FPS games out there than there are Civ games. And therefore the next Civ game should be a First Person Shooter.![]()
Panzer General (and other strategy games) have proved that 1upt can be good, therefore civilization 5 can be good when using this system.
That is a pretty simple evaluation of the situation.
Other concepts work too, but your argument here seems to be "because there are more people using system A then system A makes for a better game".
That does not make sense.
I have no idea how 1upt will work in practice - but from what I have heard, it will enhance strategy when compared to infinite stacks which is an improvement to the game. And that's great.
The scale issues with the game are vast, and I don't see how you can be so hyper sensitive to one issue of scale but completely ignore the others.
Less units mean that medieval battles will involve only a handful of units over just a small number of tiles. Modern era battles will involve long world war style battle lines stretching across continents.
The game has never scaled down to the small scale and it scales no worse with 1upt.
Oh, i almost forget, the ancient battles. If limited stacking doesnt work in modern warfare, it will surely work in ancient times, doesnt it? You are so worried about the ancient battlelines spreading across the map arent you? Cause you are so worried that it might be a bit unrealistic altough we dont even know yet anything about the map sizes. Altough, IMO maps are goint to be bigger.
Have you ever played civ4? I suppose you have, then you must of been noticing that the armies tend to grow when moving away from ancient times. Basicly when playing civ4 in ancient times, you just had something like 5 military units sometimes even less than that. If you have also noticed that Firaxis has told us very clearly, that there is going to be much less units overall in civ5 than there was in civ4. Not to mension that units are being produced much slower than they were in civ4. When you combine these given facts, (also the fact that there wasnt that many units during ancient times in civ4 either) you really should understand that battlelines are most likely going to be pretty small in ancient times in Civilization V.
Your reply is exactally my point. You believe it will be an improvement, I believe it will be a detriment. I have considerable evidence that, even if I am not right, that I have a valid point. Supporters of 1 unit per hex have very little evidence (from what I see it amounts to: Stacks of Doom were bad, so 1 unit per hex will be great because its the extact opposite!) that it will be better. At the end of my argument all I ask is that you consider the facts and conceed that I have a point. At the end of the oposing view is generally some less or more polite variation of "Get over it!". I really don't appreciate being told to get over it. Just stating a fact: I won't get over it.
So you may be right, given this utter lack of space there may be much fewer units. Perhaps as few as 1 on 1 or 2 on 2. So how does a 2 on 2 battle have that "tactical" feel? You need to have some reasonable munber of units on the field to have any need for tactics. I'd say if you don't have at least 5 units on a side, with a mix of unit types you can't have tactics. Less than that its just slugging it out, just in a line, not in 1 hex.
What frustrates me is that I can see and admit that there could be problems with the Stacks of Doom. I personally like them, but I can understand why some people don't. Unfortunatly I don't seem to get the same respect back.
I know I am not getting anything out of it!
To Chalk's point, my evidence is not and never has been that stacking is anything other than historical reality. That is the way battles were fought, both in size and space. You have to get granular to a 1 hex = less than 1 mile level for any ancient battle to become tactical. It may be this or it may be that, but it is the way battles were fought. I would just like someone on the 1 unit per hex side to admit that provable fact. That you still want 1 unit per hex is something I already know.
I will concede that your contention is half true: given the "scale" of each tile, it is historically correct to say that multiple units (in civ terms) would have occupied each tile - but that has nothing to do with how battles were fought.To Chalk's point, my evidence is not and never has been that stacking is anything other than historical reality. That is the way battles were fought, both in size and space. You have to get granular to a 1 hex = less than 1 mile level for any ancient battle to become tactical. It may be this or it may be that, but it is the way battles were fought. I would just like someone on the 1 unit per hex side to admit that provable fact.
Random generated or not - then the maps are still meant to represent the span of an entire world (hence the arctic poles and east to west wrapping). So unless you are imagining that you are playing on a 'world' the size of Pluto then the scale still applies.Just thought I'd add a little addendum here. I've been thinking about it, and I think one reason why the issue of scale never bothered me is that I rarely, if ever, play on Earth maps. I almost always play on randomly generated maps, and very rarely play Earth-based scenarios. So the scale issue doesn't bother me as much as if, say, my medieval army took up the entirety of Denmark.
Do you really think that there will be any less MUST HAVE factor with a 1upt? The MUST HAVE units will just be in adjecent tiles instead of on the same tile....3upt (or any other stack limit bigger than 1) WOULD NOT just be an tactical option, it would be A TACTICAL MUST, because now IF YOU ARE HAVING just 1 unit inside a hex, it is going to be ran over by enemys 3upt SSoD. So basicly, 3 units in hex are NOT 3 units in a hex at all, it is a one (1) full unit and anything less than 3 units in a hex (1 or 2 units in a hex) is an incomplete unit wich will be ran over by enemys full unit SSoD wich is goint to be 3upt or 4upt or whatever you might want it to be.
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