TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
i don't know what mods you play for civ 3, but in terms of base game the idea that 3 has *less* unnecessary micro than 4 is comical. maybe 3 added stuff after i stopped playing? i don't recall stack attacking, giving orders to dozens of cities at once, waypoints, sortable city list that let you build queue from it, saving build orders in civ 3 to give a few examples.Yes and yes! Civ 3 is much more streamlined in its design compared to the following iterations 4-6 of the Civ series, all of them full of unnecessary micromanagement by not needed additional minor tech trees.
for some reason, civ 5 and 6 also don't include these features, despite that other than stack attack there's no valid reason they should have stricken them from the ui. strict regression.
civ ui has been bad for nearly its entire existence as a franchise. even 4's ui had some significant problems, but compared to contemporary strategy games, civ games prior to 4 were *pathetic* in ui. queue, waypoint, hotkeys for stacking, etc were things that existed in civ 2's time. but not in civ itself, when civ 2 was the current civ! there are multiple ways the release-day warlords 2 ui is objectively better in design than civ 4's, and civ 4 is easily the best civ in the series by a wide margin in terms of input efficiency/accessing information.
these aren't even represented as a "civ" in civ games. they cannot win. judaism is a religion option though.What about traditionally stateless peples such as the Gypsies and Jews?
the other exception from 4 that completely flips the table on stacks of any size is nukes. You can put 1000 units on a tile, and after 2 nukes if there's anything left at all, it'll be a couple nearly-dead units.Thinking about it some more... Civ 4 does have a mechanic that allows one attacker to completely wipe out unlimited stacks of units... the naval system. Specifically, if you capture a city that contains any number of enemy units loaded in enemy transport ships "in port", ALL the transports will be simultaneously destroyed, along with each and every unit they contained. IIRC, the same goes for all the "escort ships/warships" caught in port as well, they can all be simultaneously sunk by one ground unit capturing the city.
civ 6 pretty much did, as i mentioned earlier. every tile can easily have 4 units worth of stuff.Why can't the new Civs just do away with 1UPT and implement a stacking limit?
limited stacking in turn-based strategy dates back to the early 1990s, and can work well depending on the design of the rest of the game.