redmosquito
barbarian bear
There were no tactics involved at all, just push one stack into another and thats it
Out of curiosity: What kind of tactics do people use in civ 5
There were no tactics involved at all, just push one stack into another and thats it
This makes no sense, whatsoever.
Out of curiosity: What kind of tactics do people use in civ 5
The last time I checked it was replaced with "build a huge carpet". ( Sorry to add this off topic comment: If Civ 4 is Simcity, I would say Civ5 is tictactoe. At least there were some tradeoffs in Civ 4. )But the "failed" 1upt is still much better than SoD.
Civ 4 was like sim city with terrible combat added on....no strategy other than "build a huge stack" lol
I think he meant that any changer will invariably have its haters
The last time I checked it was replaced with "build a huge carpet". ( Sorry to add this off topic comment: If Civ 4 is Simcity, I would say Civ5 is tictactoe. At least there were some tradeoffs in Civ 4. )
Pretty much. "One per" does have issues so far (mostly AI related), but no more issues than the old way had. People are just more willing to see past the shortcomings of stacks because that is what they knew and were comfortable with. Most are/were invisible to us because we didn't know any other way.
Think people complain about "dumbing down" (hate that phrase) and lack of choices between IV and V now? Imagine the outcry if suddenly you could just put all your units in a big pile and not worry about placement.
Stacks were not ideal, but civ IV was fun.
1upt is a good idea, but civ V is less fun.
But the "failed" 1upt is still much better than SoD.
True enough, but I don't think stacks was the issue there. To me is that there just isn't that much to do for most of the game. Hopefully, they're getting that a little better now.
For a deeper TBS game like Civ though, 1UPT is better. I think requiring an extra tile between cities will improve 1UPT, and reduce the annoying tendency of being bombarded by multiple cities at the same time.
I consider the implementation of 1upt to be the cause of "there isn't that much to do for most of the game". It's all about preventing "a unit on every single hex". Cities have to be kept as useless as possible, and this is done with all kinds of means. Qualitatively, that means low tile yields, buildings that are expensive and of dubious value; quantitatively that means all sorts of ways for limiting the overall number of cities; global happiness, increasing minimum distance, SP penalties, etc.
That the game is slow paced unless you're in constant war is a direct result of the fact that the civ map is too small for a strict 1upt system, and the hardware requirements are too great for a larger scaled map. All the contortions that the developers are making to obscure that fact is what slows the game down and makes it boring.
In a vacuum, I like 1upt. Other games that have used it were fun. It has at least the potential for greater strategic depth than simple stacking. The problem is the scaling, the civ map is too small, and compensating for that simple fact makes the non-war side of the game less fun. Wargamers will continue to love it, and builders/empire-management types will continue to bemoan the side effects of it.
With stacks, you had to decide on the composition of the stack to start with.
Not really. I used to pile infantry into massive stacks and throw it at stuff until the stuff was dead.
1upt is far superior as far as I'm concerned.
Not really. I used to pile infantry into massive stacks and throw it at stuff until the stuff was dead.
1upt is far superior as far as I'm concerned.
Not to be snarky, but seriously, check out EU3 and then let me know your thoughts on the subject. EU3 has no problems with stacks and it's PLENTY deep.