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Will there be a way to move many units at once?

Discussion in 'Civ6 - General Discussions' started by Krajzen, Jul 3, 2016.

  1. Human Crouton

    Human Crouton Prince

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    I think it's a bit more complicated than that.

    How do all of the units combine? Do you choose one, and they all take turns moving over to that unit? What happens if an enemy unit approaches during this process. What happens if an enemy unit encounters the stack while it's moving? How do you unstack the units once they get to their destination?
     
  2. Primacide

    Primacide Settler

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    All fair points. I pictured the cluster collapsing in on itself to form the stack (during the players turn). I hadn't thought it through, but I think it would be great if you were quite vulnerable to attack when on the move this way - perhaps risking a stack-wipe if you're trying to mass move through hostile terrain.

    Mostly I am hoping that they have fixed this aspect of the game. I really liked the switch to 1upt - I've played civ since #1 and am really really really over stacks of doom. However, there were times when I would win a war and wasn't even all that excited. I was just annoyed at the prospect of moving all my units back home. One. At. A. Time.
     
  3. AriochIV

    AriochIV Colonial Ninja

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    Given the increased limitations of terrain on movement, I very much doubt they will have a multi-unit formation movement feature.

    There was only one early preview that mentioned this, but I think they were misunderstanding support/corps/army unit linking.
     
  4. OnceAKing

    OnceAKing Warlord

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    I think it would be really wishful thinking to get very comprehensive movement changes. Plus that's such a non feature that I'd think there would be a hint or brag, at least in the developer video about it. Why keep it tucked away this long? Its not something you could put as a feature on the old box cover.

    I figure the addition of international roads. Combined with the ability to stack support units will probably be viewed as enough of a change for the team to be satisfied.

    I'm also a bit apprehensive with how much I'd trust AI with my formation. What if one enemy unit shows up. That could throw off all forms of movement. Or worse still, what if a larger army showed up. I'd still rather have a bit of turn by turn control.

    The only drawback being, the fact that you have to maneuver each unit around another when on the march, and everyone has to do a shuffle to make things work.
     
  5. Acken

    Acken Deity

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    They would have talked about it considering how life changing it would be.
     
  6. Kin

    Kin Chieftain

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    Need to tie a great general/admiral to a specific unit. They do not need to travel by themselves.
    I hate the the general/admiral get to the battle after it is over because he can't move as fast as the other units.
     
  7. Sobornost

    Sobornost Chieftain

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    Totally agree with the sentiments here, movement tedium caused by 1UPT would be one of my top five wishes to see addressed in Civ 6.

    It really adds significantly to the time needed to play the game, while proportionally decreasing the enjoyment for doing so.
     
  8. DeutschDachs

    DeutschDachs Emperor

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    I just hope that when I set multiple orders it doesn't reroute a unit on some crazy path into undiscovered land. Lost a few settlers to barbarians because they ended up going out of their way due to some worker or great person getting in the way
     
  9. Felis Renidens

    Felis Renidens Prince

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    And if you encounter enemies on your way? No, I don't think there will be stacks.

    I played with the idea of allowing a unit to follow another units so you can create columns more or less reliably (with possible gaps being created) and other formations not so well. It might help getting units from point A to point B more easily.

    I suppose they can also decide that if you select a group and give it a destination it will try to create a column for movement.

    I hope they'll find a better solution to moving groups of units though.
     
  10. Felis Renidens

    Felis Renidens Prince

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    I do agree they should have said something clearer by now, but one can always hope.
     
  11. Human Crouton

    Human Crouton Prince

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    I understand the want for easier troop movement over long distances, but I don't think it's too big of a deal as long as they get rid of that bug from V where the unit will stop moving if another unit occupies its destination tile even if there are still 10 turns left until your unit gets there. A follow or escort unit option would be all you need after that.
     
  12. Chinese American

    Chinese American Hamtastic Knight

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    yep 1UPT continues to be a Huge mess. more problems with negligible benefits--twas personal preference, not any real proof of better gameplay. the tactics and strategy is reduced from older games. but huge logistic frustration and unfunness continues to plague the series henceforth.
     
  13. GhostSalsa

    GhostSalsa Emperor

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    And I enjoyed the logistics of war more than any other part of the game. There were lots of creative and overt workarounds for the army movement problem, at different parts of the game, from ringing enemy cities in roads to autocracy-rush-buys to airlifts. And anyway, it was always a totally optional "frustration".

    If you don't enjoy logistics, just turtle. Myself having as little interest in the past of Civ as you seem to in its future, I am unable to imagine what the point of conquering a make believe planet would be if u just stream firepower straight at a city until it falls.
     
  14. Sobornost

    Sobornost Chieftain

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    With additional stacking unlocked in the late game, where force concentration is heaviest, and distance traveled tends to be greater (to get at late game foes) some logistical demands will probably be less, at least.

    One can really appreciate the difficulty of the task the devs have in front of them in designing the unit-tile system for this game. The stack and 1UPT setups both have large numbers of proponents and strong arguments to be made for each. It would be absolutely impossible for them to satisfy both sides. What they've done, to stick to one setup while examining and addressing some of the most serious criticisms of it, seems to be the best option possible given the circumstances (I wish it were stacks, and an olive branch to 1UPT, instead of the reverse, but an olive branch is better than nothing, and those that love 1UPT get to keep their favorite setup).

    I'm hopeful they reduce unit-movement tedium by what Human Crouton mentioned.

    I don't think they'll be so dumb as to let ranged units remain as overpowered as they were in Civ 5.

    AI competency with 1UPT is a whole other topic...
     

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