Zoom in and see Seven Units Per Tile

Xiao Xiong

Prince
Joined
Oct 15, 2009
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480
One hexagon can be created by creating a ring of six hexagons with one in the center.

One of the problems with the 1UPT system is that it completely clogs up roads and cities and such. Also some places like a small island simply don't have space on them for an adequate number of units.

Here is a solution:

Maintain the 1UPT philosophy for combat but have combat occur on a "zoomed in" version of the map that shows each regular hexagon as actually seven smaller hexagons. On this zoomed in map each unit would occupy a single hexagon. On the normal view you could place up to seven units on a hexagon.

This would allow you to march armies around and populate cities with a reasonable number of defenders while maintaining the 1UPT combat system.

There are a variety of issues to resolve to make this work, obviously.

One is, what's the unit placement on the smaller tiles if you don't actually set it? The game could pick something for you at random, but there is a better way: You could double click on a group and arrange the units within the 7 tiles into whatever formation you please. The unit would then maintain that formation until you change it.

So, if you arrange your units with some rifles at the north end, then make them move east, the rifles would now be to the east, because that is now the front of the formation.

If you do NOTHING the default would be to have ranged units at the back of the formation, and melee units up front. That would also help solve one of the problems with the AI where it's never protecting a ranged unit with a melee unit--a simple AI solution would be to put 3-4 units on a tile in a mix, and it would automatically cover the ranged units provided that the whole formation was facing in the direction of the enemy. Of course if it got flanked and attacked from the rear that's represented.

Thoughts?

I know if this were implemented there are surely more details to work out and some other problems to solve but it seems like a reasonable compromise between maintaining the 1UPT combat system and solving some of the congestion and AI problems.
 
A like it, but what about the terrain modifiers? That's important for tactics.
 
To keep it simple the units on the same outer hex could be on the same terrain. So you'd have an array of units on a hill, say. In other words the 7 inner hexes would all be the same terrain as what's represented on the outer map.
 
There was a combat zoom in Civ4, Warlords ?

But it has no particulare effect, only zoom.

More & Smaller hexagones on the map could be a solution to enhance simple mov, and strategy mov ?
 
I agree that the scale of the tiles relative to the size of cities/continents makes tactical warfare problematic.

The City range attack could be equivalent to 200 or 300 km or more, in reallity...

1 Hex City Range Attack could be more reallistic, but this need to decrease the land Unit to 1 hex mov /Turn.

Perhaps this changes could give to the defender the time to prepare his counterattack ?

But the main problem is still 1Unit per Hex...

Theres no possibility to have a military strategy without stack of Units

For example X AAGun, X Infantry, X Artilery, XTank, etc.

Loose your capacity to moove because theres a Unit on an Hex, even your's... Sucks

One by one it will always be a baby or a teeny Game...

:D :crazyeye:
 
I think it would be a better idea to simply allow stacking 2 units in one tile. To avoid stacking fest you could give each army an overall 0.75 or 0.66 combat modifier penalty. So attacking two swordsmen with one sworsman would cause damage and another attack with a swordsman could break the position.

This would allow for easier logistics for the AI, and stilll keep the tactical aspect of the game in play.
 
Too tactical. Too war oriented. Not really civ. It could be a cool idea in a game of some sort, but military tactics as dominating aspects of the game are a step too far for Civ.
 
Too tactical. Too war oriented. Not really civ. It could be a cool idea in a game of some sort, but military tactics as dominating aspects of the game are a step too far for Civ.

Unfortunately, that's already happened with Civ V. So why not?
 
No reason why you should make a problem worse. This would be a further extension of tactical elements implemented in Civ5. Some tactical elements are okay; acceptable for the sake of good gameplay. But a further extension of them, as suggested in this idea, is not a good idea, IMHO.
 
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