Equally anecdotal!Wouldn't that imply you take your own view as more than anecdotal?![]()
Equally anecdotal!Wouldn't that imply you take your own view as more than anecdotal?![]()
This got me thinking about the difference between "tactics" and "micro". In an RTS game, this is a little easier to distinguish, as the "tactics" might be something like attacking the enemy with one type of unit from the south/bottom of the screen/map, while simultaneously attacking with a flanking/surrounding force from their rear or sides, while the "micro" is babysitting that one spellcaster, hero, or fast unit to avoid attacks, kite enemies and milk every last kill out of that one unit, utilizing superior APM and/or knowledge of particular game mechanics, while all the while keeping the units and upgrades pumping out at your base.A lot of the military micromanagement in civ (even post 1-upt) actually relates to the operational level, not the tactical level. So we can see that micro =/= tactics, though, again, in many games a lot of the micro does in fact relate to tactics.
Just looking at the map gfx, you can tell that this game is unlikely to ever have big maps. So you will be stuck with (at best) subcontinent-spanning cities.
Part of the allure of older civ games - and any title before 3d, ie before civ4 - were the massive maps. Of course by now you can still have decently sized ones in Civ4 (unless there is a hardcoded upper limit, way below a "large" map?), because its graphics are primitive (low-poly and skin-based).
Now here's something else I liked in 5 rather than 4: unique abilities.
Often times when loading a save in 4 I thought: who am I again? Besides a unit or a building that would eventually come, I often forgot who I was or why it mattered. There was some leader traits that I never understood ("Spiritual"...ok, but what does that mean? The select screen doesn't say) and starter techs that both gave you a bit of a leg up in the early game. But other than that it seemed that there was little difference between each player.
Granted there were some real stinkers in Civ 5, but I did enjoy the idea of civilization bonuses.
Civ6 has its appeal, but the sliding puzzle aspect doesn't have much to me, so I tend to play more peaceful games. If I don't have to fight a war, I don't - maybe for the whole game. Some people allege that Civ5 and 6 were designed more for peaceful gameplay, and they're probably right.I've been mulling this over since you floated the whole "sliding puzzle" formulation and I've come to realize that each Civ V game I play effectively amounts to a attempt to overcome the advantages that the AI gets on deity through my superiority to it at sliding puzzles.
And I'm basically okay with that.
I've long thought that the appeal of Civ to me is essentially the same appeal as a very elaborate puzzle. I can just now say more precisely the form that puzzle takes.
I never did like those sliding puzzles. But add combat and they become fun.
Is there really "micro" in TBS games?
I would say good micro is micro you enjoy. I have decided that for some reason the Civ 3 micro you describe I enjoy, and that is not a high # of actions per minute, quite the opposite I would say.I would say so. It's just a different set of demands on the player. Good micro in real-time games generally means a high # of actions per minute, usually in giving orders to units but also in managing things in different parts of the map simultaneously and building your economy while also fighting. You still have micromanagement in turn-based games but it isn't time-pressured. It just means taking care of details. An example of micromanagement would be using your build order in civ 3 to minimize shield overflow (in civ 3, overflow is wasted) in your cities. By contrast in civ 4 a lot of micro centers around the timing of cracking the whip to maximize hammer overflow (which is not wasted in civ 4).
good micro is micro you enjoy.
It's very game-y and doesn't reward positioning or even logistics. Who cares how large the army is if a single tile lets the whole thing through with a single point's worth of movement?Can any 1UPT advocate really describe what their problem is with doomstacks?
Can any 1UPT advocate really describe what their problem is with doomstacks?
I have to admit I do not know what "very game-y" means in a game, but the others make sense. I guess I just do not play civ to position units or manage their logistics.It's very game-y and doesn't reward positioning or even logistics.
Yeah, I should've said "feels game-y". People have similar criticisms of unpacking the cities, of policy cards, and so on. It's an immersion factor for me, and the ability to actually do things like flanking, to consider the world I'm trying to navigate my army through . . . I like that in Civ. I like it more when it's not as intensive as it was in CiV / BE (and even then, in BE I often went Purity because hey they got hover units, which didn't negate all terrain, but certainly opened it up in a way that made it more less tedious than CiV was).I have to admit I do not know what "very game-y" means in a game, but the others make sense. I guess I just do not play civ to position units or manage their logistics.
yet everyone fixates on CiV as though that's the only iteration of 1UPT in the franchise
It's very game-y and doesn't reward positioning or even logistics.
1UPT is nonsense exaggeration invented by those advocating for larger stacks.
That's fair, but in terms of where the franchise is at / where it's going, it's dramatically out of date. The 1UPT vs. MUPT discussion has been done to death in every Civ game subforum on this site since V was released, and it's not even accurate unless you stop counting at CiV!I talk about it because it's the only one I've played.
In the original Civ, when a single loss wiped the stack? Yes, positioning was important (unfairly so, I'd say - I'm not saying this was a fair mechanic, it's just how the game worked in its earliest iteration).I don't know what you mean by logistics in this context but of course positioning is important when most of your units are on one tile.
Kinda, in those instances, yeah. Crusader Kings doesn't really logistics tho. It does, but very little. Can't really tell you anything about EU or sots.I played a fair bit of EU3 back in the day, but grand strategy is a pretty different type of game again. Even when I used to play SotS (including a hilarious 18 hour MP session with some friends), Civ scratched a different itch.
I simply disagree, 1UPT is a fair description of civ 5 at least. You can have one military land unit per tile.