jjkrause84
King
I should state that my post above was meant to read "I have no problem with the premise behind embarkation...."
It was late at night.

It was late at night.

I sure hope that's hyperbole.
And what evidence is that?
...familiar selection of city improvements...
...keeping a familiar pace of research...
...make the game feel like previous titles...
And what evidence is that?
The game is evidence enough.
That's like saying the sun is evidence enough that the sun comprises hydrogen.
No one is providing evidence that 1upt doesn't work in ciV, they're just describing why they don't like it, or stating it as some self-evident truth.
Personally, I think it makes things *far* more interesting than SoDs ever did. So, for me, it works great in this type of game!
An incompetent AI that has no clue at all how to handle 1UPT
At least with SODs, the AI was semi competent.
That's like saying the sun is evidence enough that the sun comprises hydrogen.
No one is providing evidence that 1upt doesn't work in ciV, they're just describing why they don't like it, or stating it as some self-evident truth.
Personally, I think it makes things *far* more interesting than SoDs ever did. So, for me, it works great in this type of game!
Nothing about your post evidences an inherent incompatibility between 1upt and the civilization series. It just highlights your inability (or lack of desire?) to find and exploit tactical opportunities in the game. I find plenty of them arising from terrain bonuses, formations, etc. It's possible to set up a real front now, protect your flanks, etc., etc., etc. It just takes a modicum of imagination and tactical thinking. The implications even reach down to the war strategy level, as a couple of small, mobile groups are truly viable for empire defense due to tactical possibilities.
At least with 4 you would often have at least one serious fight per invasion
Now you just declare let their units all suicide in your territory then walk into unportected land, rinse and repeat as needed.
What's so important about things being familiar? If I wanted familiar, I'd play a game I burned out on long ago.
I didn't say familiarity was important. If someone is absolutely determined to make a Civ game with 1upt, they should have sacrificed continuity and made a game that's designed from the ground up to make 1upt work (challenging on this scale and scope... but perhaps doable. This would, among other things, require a sophisticated new AI instead of reusing routines made for a completely different game.) and toss anything that doesn't fit in in favour of things that do.
Otherwise the result is a broken empire builder with a broken Panzer General tacked on.
If they consider familiarity important and want to keep what's been good about previous titles intact, they shouldn't implement a combat system that's at odds with everything that's been appealing about the series.
Of course, if you just care about short-term profits it may make sense to create a broken empire builder close enough to past games to cash in on the franchise name, with a broken Panzer General tacked on. Then market it as the best of both worlds and sell oodles of DLC.
The AI certainly botches formations from time to time, but that's by no means the rule in my experience. Well, maybe at launch, but not really since the first patch and certainly not since the March patch. Just last night the AI brought a perfectly-formed group of units up against a fairly well-defended city and took it. Besides, it makes deployment of *my* troops immeasurably more interesting, which counts for a lot when I'm wasting time playing a game.
Er, how much competence is required to move a single item hither and yon? None. The two AIs are incomparable in this regard, imo.
Major evidence is in number of tiles in the world. When you have only 3 tiles between major cities, there is not much tactical combat to talk about.
Another is the simplistic combat system. There is no multiple units attacking together. There is no supply line to worry about. Flanking means there is another friendly unit next to your enemy -- even though your friendly unit may just be standing there? Replenishment is abstracted with unit healing (sitting anywhere?). No need to worry about combat loss because your experience will not go away unless the whole unit is defeated?
The game is so abstract that land units can move over sea.