While I basically agree with this, what if the AI doesn't get fixed? Should Firaxis scrap 1UPT, because they can't fix it? Is there anything in the February patch notes about making the AI work better with 1UPT? They've been working on the Civ V and 1UPT development for two years and didn't come up with anything, so what makes you think they can fix it now?The problem is not with 1UPT, but rather that the AI doesn't know how to use it. The AI needs fixed, not the concept of 1UPT - which is fine, and better than stacks.
Not only the AI is not able to properly protect its units, it hasn't any proper understanding of areas/regions/battle theatres (however you would like to call it) either.What are the core faults with the 1UPT AI? I have read about the AI's inability to protect it's weaker ranged units. What other major faults are there?
That is exactly what was promised pre-release and what has never been delivered.To me Civ 5 combat seems to be geared more for meeting your enemy in the field and less about City conquest. City conquest is the ultimate goal, but defeating eneny armies should open the door for easier city conquest.
Would, could, should, might ...In looking ahead, I think the game could move in one or two directions. The first would involve addressing specific 1UPT AI deficiencies such as doing a better job of protecting weaker ranged units and siege units. The AI could also be taught to use air and sea power more effectively.
Very, very, very unlikely.I think that given a proper amount of time that Firaxis will be able to shore up the Civ 5 combat AI to the point where it will offer up some form of challenge again.
I guess I'm one of the few people who liked the combat in Civ4. Constructing a good stack with the right mix of units and promotions was half the fun. Then judging the right moment when it was strong enough to take on a heavily defended enemy city (or you could cunningly launch a surprise attack on a weakly-defended one), how many casualties you'd be likely to take and whether you'd be able to regenerate in time to take the rest of your enemy's cities before a counter-attack. The feeling of dread when Catherine declared war and turned up with a huge stack of Cossacks... could you get enough defenders into your city in time? Your stack was a character in itself, and the decisions were more strategic and interesting than the minutiae of manoevering every last unit around a grid.
They probably can't fix 1UPT AI, but the AI they'd come up with for stacking would be just as bad. That's because there are fundamental problems with how they believe the AI should behave, and these same problems would arise under either 1UPT or stacking.They've been working on the Civ V and 1UPT development for two years and didn't come up with anything, so what makes you think they can fix it now?
It's not a terrible idea, but not really playing to the AI's strengths, either. Probably the opposite direction they should first head in when trying to improve the tactical and strategic AIs.The first would involve addressing specific 1UPT AI deficiencies such as doing a better job of protecting weaker ranged units and siege units. The AI could also be taught to use air and sea power more effectively.
All of which was completely lost on the AI.Actually, due to higher number of units (for both, you and your opponents) there were much more strategic decisions to be made.
But even the tactical choices were much more, as you would be thinking about how to get that town with as few losses as possible (after all, you would have to place some garrison there and to move on with the rest, if possible).
I agree insofar as Firaxis has lost all reliability, as far as meaningful development is concerned.They probably can't fix 1UPT AI, but the AI they'd come up with for stacking would be just as bad. That's because there are fundamental problems with how they believe the AI should behave, and these same problems would arise under either 1UPT or stacking.
All of which was completely lost on the AI.
CIV AI worked on brute force. BTS just tailored the AI's brute force approach to be more challenging, which is where CiV is at now, except people have this expectation that 1UPT means the AI can't/shouldn't brute force; it should, because that's the AI's greatest strength (research/production/gold/maintenance bonuses).
Which once again was an improper move.Which is why I say Firaxis won't improve the AI, because they're not playing to its strengths. They tried to program it to play like a human might play.
What are the core faults with the 1UPT AI? I have read about the AI's inability to protect it's weaker ranged units. What other major faults are there?
-Hrnac
That's true. Even if 2K was debating whether to change it, they probably wouldn't in the end. It would almost be humiliating for them to do so. Maybe in Civ 6, if there is one, they will be smart and come up with a variation of it, which could appeal to both camps.There's not much point in arguing the pros and cons of 1upt at this point, except as an exercise. Everyone has played with it enough to arrive at a conclusion that's not likely to change. And I'm sure 2K has arrived at its own conclusion, given the results of every single poll on the subject: 1 upt is here to stay. To think otherwise is to think wishfully.
That's true. Even if 2K was debating whether to change it, they probably wouldn't in the end. It would almost be humiliating for them to do so. Maybe in Civ 6, if there is one, they will be smart and come up with a variation of it, which could appeal to both camps.
I'd say the poll doesn't provide the true scope of the issue. I would like to choose 1UPT, but it really doesn't work with the scale of the game, so my only other choice is Stacks of Doom? That's no solution either. In any event, a change like this should come trom 2K/Firaxis, not a mod, which is what this poll is really about anyway.Considering the poll results show that 80% of the responses on this forum wouldn't remove 1UPT and replace it with SoD, the camp that wants it gone isn't very large. Just vocal. As usual, those who like the game are out playing it, while those who don't are on the forums posting about it. So the ones who don't want SoD back stop by, hit 'NO', and leave, and the other 20% (poll at this time) fill the thread with negative posts for the most part.
(At time of posting, poll was 200 'NO' to 50 all other responses)
Considering the poll results show that 80% of the responses on this forum wouldn't remove 1UPT and replace it with SoD, the camp that wants it gone isn't very large. Just vocal. As usual, those who like the game are out playing it, while those who don't are on the forums posting about it. So the ones who don't want SoD back stop by, hit 'NO', and leave, and the other 20% (poll at this time) fill the thread with negative posts for the most part.
-snip-
I guess I'm one of the few people who liked the combat in Civ4. Constructing a good stack with the right mix of units and promotions was half the fun. Then judging the right moment when it was strong enough to take on a heavily defended enemy city (or you could cunningly launch a surprise attack on a weakly-defended one), how many casualties you'd be likely to take and whether you'd be able to regenerate in time to take the rest of your enemy's cities before a counter-attack. The feeling of dread when Catherine declared war and turned up with a huge stack of Cossacks... could you get enough defenders into your city in time? Your stack was a character in itself, and the decisions were more strategic and interesting than the minutiae of manoevering every last unit around a grid.
True, in the late game it could become a bit much and rather tedious when you had so many units and cities, but early / middle game was fantastic.
You're right, diplo/space/culture victories are too easy. The whole game is on a level where a monkey could play and win.But hey easy wins over a monkey brain AI seem to suit a lots of people who like to make themself feel smart!
That's diplomacy; I'm talking about the tactical and strategic AIs.In a game, it is fun to backstab your neighbour/friend, just to hear him shout in surprise, anger and despair.
Carpets of doom are the result of an inefficient or otherwise negligible unit limiting system. The player shouldn't be able to create them, much like the player shouldn't be able to pure ICS. The AI, aided by its bonuses, could reach that threshold, but shouldn't because it has been programmed to go to war beforehand. That's how you implement tactical combat in a strategic map. You can't simply slap the unit maintenance mechanic from CIV onto 1UPT and expect it to work."carpet of doom"