Sorry to pour some water into the wine, but it sounds a bit like SoD with best defender first. Just not on one hex, but spread out.
If you see a difference, you would have to explain in more detail.
Rule a) Limit stacks. 5 units per tile, end of story.
Rule b) All combat is assessed in 1 go, taking all elements of a stack into account. 1 click on your stack, 1 click on the enemy. Then casualties are calculated, units retreat etc based on a combat results table.
The stacking limit increases with technological advances.
That is the commonly made error:
1upt (if implemented correctly, and in Civ5 it is not) is tactically superior.
The problem is that in Civ, you are playing on the strategic map.
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Point is, performing the 1upt on the strategic map doesn't make much sense.
In a multiplayer game that would work pretty good.If I may I think I have a much simpler solution. It comes in two parts.
1) Civilian units can stack. Workers cannot "work together" like in Civ4, but they can stack infinitely.
2) Military units can take a turn to 'pack up' and become civilian units. They could look like wagons/baggage trains/military trucks depending on the era.
This still seems like the best overall solution to me.
I don't like this new direction to tactical warfare and I know that many other do not either. Civ is merely controlling your own empire than focusing on war. That is the biggest disapointment in CIV5. If I do like micromanage my battle I choose prefer TotalWar-serie game.
Another idea is to implemented it as in Pool of Radiance or Homm. Units stack, but whenever there is a battle, it happens in the battlefield of the given tile where they obey 1UPTs. So for example if you are in a forest there will be a separate battlefield in a zoomed-in multi-tile secondary area dominated by forests (or groups of trees). And before battle you could arrange the units in a formation you like. Sounds good? This seems to solve everything!
I think this idea doesn't fit the Civ series, adding the tactical layer would overly complicate the game, and make it take much more time to finish.
I like tactical battles, and they are successfully implemented in many games (the Age of Wonders series are my favorite). But somehow I think this idea doesn't fit the Civ series, adding the tactical layer would overly complicate the game, and make it take much more time to finish. I know the scale is off, but I like using the real terrain on the map for tactical-style warfare.
A limit *does* make sense as you cannot squeeze infinite military into a finite space. The problem is defining *what* that limit is as Civ is (deliberately?) abstract on hex and unit scale. Either way, a limit of "infinite" is blatantly wrong, as is a limit of "1". The answer must lie between those extremes...Limit makes no sense. You can limit it yourself in SoD. Just don't put more than five in a tile...
The other idea has nothing to do with incorporating 1UPT concept. It is a simple stack without the ability to micromanage the battle...
What I was suggesting was effectively the "Quick Battle" as it's used in Total War. Would a separate tactical map at 1UPT, with stacks on the main map be the best of both worlds and keep everybody happy, if, as Bitula suggested, you have the quick combat option?![]()