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[GS] Why 1UPT will never work right

Discussion in 'Civ6 - General Discussions' started by ThunderLizard2, May 27, 2019.

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  1. ThunderLizard2

    ThunderLizard2 Chieftain

    Joined:
    Oct 6, 2010
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    Jon Shafer's reflections on Civ 5 still valid for Civ 6

    In Civ 5, every unit needed its own tile, and that meant the map filled up pretty quickly. To address this, I slowed the rate of production, which in turn led to more waiting around for buckets to fill up. For pacing reasons, in the early game I might have wanted players to be training new units every 4 turns. But this was impossible, because the map would have then become covered in Warriors by the end of the classical era. And once the map fills up too much, even warfare stops being fun.

    "...The key is the map. Is there enough of room to stash units freely and slide them around each other? If so, then yes, you can do it. For this to be possible, I'd think you would have to increase the maximum map size [of Civ 5] by at least four times. You'd probably also want to alter the map generation logic to make bottlenecks larger and less common."
     
    Zuizgond likes this.
  2. Browd

    Browd Dilettante Administrator

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    Moderator Action: We've had way too many "1 UPT sucks" threads, and this one won't add anything to that debate, so thread closed.
     
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