Taefin
King
- Joined
- Nov 28, 2020
- Messages
- 768
Very interesting finally learning how more about how stacks worked. I wonder if Millenia short stacks were redeemable. The AI played even worse than VII and it was so easy for them to use a few bad units into a stack than undid and reversed their CS advantage. Admittedly it’s hard to tell when the game also gave 100% accurate predictions of all the random events in a battle.Stacks of doom were incredibly strategic - much more so than the checkers of 1UPT. Here's a 21 page guide to building efficient stacks for different situations from Civ IV. In my opinion, the main reason why people hated stacks was because the AI was actually decent at building and using them. Getting crushed by the AI can bruise the ego - ergo, stacks = bad.
Limited stacks could easily help solve the woeful unit AI in Civ VII. Just allow for limited stacks of 2/4/6/etc - with varied compositions of units. Don't introduce larger limited stacks until later in the game - start the game with 1UPT, then a Civic or Commander upgrade that allows 2, then 3, and so on and so forth - cap the stack at a reasonable number. Make the composition of the stack matter.
But my main takeaway from Millenia for this conversation is that it found a way to make its armies/stacks very heavy on micro, cycling damaged units out and between multiple armies. Would a future Civ that implemented stacks be able to avoid the temptation to give the same level of micro?