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Athaboros
Mar 11, 2007

Hundreds and Thousands!



Smirr posted:

Awesome, thanks! Gonna give it a spin now.

Let me know if you have any problems. I haven't been able to test it nearly as much as I wanted to.

edit: since this is a new page, I'll re-post it:

All right, the Quality of Life modpack has been updated for the newest patch. Here's what's in it this time:

code:
- InfoAddict (v.22): adds interface elements that provide more information to the player
- Quick Turns (v.10): automatically skips AI unit movement/combat based on player-set criteria
- R.E.D. Modpack (v.27): adds flavor graphics to units based on civilization; rescales units
- R.E.D. Smaller Landmarks (v.5): makes buildings/improvements scale relative to units
- Expanded Civilopedia Entries (v.33): fixes typos and outdated information, explains mechanics
- Faster Aircraft Animations (v.3): planes take much less time to cycle through their animations
I took a few of the mods out because they weren't working properly in multiplayer. As with before, this mod functions as "DLC", and is installed by dropping the contents of the .zip file into the "{YOUR STEAM DIRECTORY}\SteamApps\common\Sid Meier's Civilization V\Assets\DLC" folder. You then start a new game without going through the mods menu, and all the mods will be activated.

I haven't done much playtesting on this version, but it should be fine. Let me know if you see anything weird.

GET IT HERE: http://www.mediafire.com/download/andfih2dlss2moh/QoL_Modpack_v3.zip

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Smirr
Jun 28, 2012

I played for 50 turns without running into any issues. However, and I realize that this isn't really your problem alone, the modpack isn't compatible with the enhanced user interface mod (http://forums.civfanatics.com/showthread.php?t=512263) anymore whereas it was before. Here's the problem: the city screen is completely borked. In particular, you can't exit it or do anything in it. This is what it looks like:



Just to reiterate, with your modpack alone everything is fine.

Athaboros
Mar 11, 2007

Hundreds and Thousands!



Smirr posted:

I played for 50 turns without running into any issues. However, and I realize that this isn't really your problem alone, the modpack isn't compatible with the enhanced user interface mod (http://forums.civfanatics.com/showthread.php?t=512263) anymore whereas it was before. Here's the problem: the city screen is completely borked. In particular, you can't exit it or do anything in it. This is what it looks like:



Just to reiterate, with your modpack alone everything is fine.

Yeah, someone on Reddit commented the same thing. I was stupid and forgot to delete a file: delete the "CityView.lua" file from the "\QoL_Modpack_v3\UI" folder in this modpack and you should be able to use both at the same time. When I get home this evening I'll update the modpack so it doesn't conflict any more.

Thanks for pointing that out!

Smirr
Jun 28, 2012

It works like a charm with that fix. Thanks!

Washout
Jun 27, 2003

"Your toy soldiers are not pigmented to my scrupulous standards. As a result, you are not worthy of my time. Good day sir"
What are the best mods for making managing happiness a bit less onerous? The best thing I've read about it so far is that happiness seems like 70% of the game, you pretty much have to spend the most time and effort of your civ managing happiness and worrying about what religion or culture you are taking is almost totally dependant on which one will give you the most happiness to the exclusion of everything else.

So are there any mods that just tweak this a little bit? I don't want some kind of infinite happiness mod. I just don't want happiness to be the dominant reason for nearly every decision I make in my empire, including feeling like I'm being limited to choosing civs that give easy to use happiness buildings like egypt.

I realise that I could be going for a tall empire instead of a wide one and it would be a bit easier, but I'd still be primarily concerned with making sure I built every single happiness building possible in every city, it just seems too dominant of a requirement regardless of empire type.

Bogart
Apr 12, 2010

by VideoGames

Washout posted:

What are the best mods for making managing happiness a bit less onerous? The best thing I've read about it so far is that happiness seems like 70% of the game, you pretty much have to spend the most time and effort of your civ managing happiness and worrying about what religion or culture you are taking is almost totally dependant on which one will give you the most happiness to the exclusion of everything else.

So are there any mods that just tweak this a little bit? I don't want some kind of infinite happiness mod. I just don't want happiness to be the dominant reason for nearly every decision I make in my empire, including feeling like I'm being limited to choosing civs that give easy to use happiness buildings like egypt.

I realise that I could be going for a tall empire instead of a wide one and it would be a bit easier, but I'd still be primarily concerned with making sure I built every single happiness building possible in every city, it just seems too dominant of a requirement regardless of empire type.

Really Advanced Setup -> No Happiness setting. Alternatively, get one of the mods that adds more luxury resources, and the mods that gets rid of AI happiness bonuses to put an abundance of luxuries on the field, but more competition for them.
Or, try Gandhi. His bonus works weird ways with going wide.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Washout posted:

I realise that I could be going for a tall empire instead of a wide one and it would be a bit easier, but I'd still be primarily concerned with making sure I built every single happiness building possible in every city, it just seems too dominant of a requirement regardless of empire type.
The thing to remember is that if you're doing well (a reasonable number of cities with high population for the era), you're pretty much guaranteed to have happiness problems up until the Renaissance Era--you can trade luxury resources, but there's a hard happiness cap and unless you purposefully throttle your growth, your pop is gonna catch up to you FAST.

Your two best tools for combating unhappiness come in the Renaissance Era in the form of the Forbidden Palace, and in Ideologies since they fight it on a percentage level rather than giving you a lump sum of :). Unhappiness in your empire is simply a fact of life for a while. The challenge is keeping it manageable until you can more or less eliminate it entirely--if it's the micromanagement aspect that you dislike, however, then I can relate, brother.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
I'm playing Civ IV for funsies, since I never really gave it a fair shake. The combat is really obtuse, but making map annotations (alt-s, because?) and pulling back to the global view and spinning the planet in space is really neat. Leonard Nimoy is a cool dude,so the narration is alright. I just feel so loving lost right now. Currently fending off waves of barbarian hordes. I can't find any cities they've made, so I assume they're just spawning in the fog and I need to station some units to get line of sight on territory.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
It's been ages since I played CIV, but yeah, as I recall barbarian units just pop into existence ex nihilo. Barbarian cities will only show up if a spot of the map gets left unexplored for a significant length of time.

For combat, basically you make a Stack of Doom, and you try to put enough collateral damage (mostly siege units) into it that your enemy's units will all be fighting at minimal health (which depends on the unit doing the damage; catapults can't hurt units as much as artillery can). Throw your siege against their stack until it can't do any more damage, then throw your units against their weakened units and hope they run out before you do.

Your city population cap will largely be dictated by available food -- each pop unit takes 2 food to keep alive and the city will starve if food gets lost. On the other hand, you only need population to work tiles, so a small city with good tiles can still be worthwhile. Your science city/cities should have tons of food available so they can work as many villages as possible. Ditto your Great Person farm, which needs to support a lot of specialists.

Early game, you can go for an axeman rush. I think that something like 6-10 axemen is generally considered enough to beat down an early-game AI capital through brute force, and the capital's worth more than most wonders in terms of long-term value to your civilization.

Mazzagatti2Hotty
Jan 23, 2012

JON JONES APOLOGIST #3

The White Dragon posted:

The thing to remember is that if you're doing well (a reasonable number of cities with high population for the era), you're pretty much guaranteed to have happiness problems up until the Renaissance Era--you can trade luxury resources, but there's a hard happiness cap and unless you purposefully throttle your growth, your pop is gonna catch up to you FAST.

Your two best tools for combating unhappiness come in the Renaissance Era in the form of the Forbidden Palace, and in Ideologies since they fight it on a percentage level rather than giving you a lump sum of :). Unhappiness in your empire is simply a fact of life for a while. The challenge is keeping it manageable until you can more or less eliminate it entirely--if it's the micromanagement aspect that you dislike, however, then I can relate, brother.

Is the happiness penalty also based on map-size, or does that just apply to the science penalty? If so, he could always try playing on a larger map when he wants to go wide.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

TooMuchAbstraction posted:

It's been ages since I played CIV, but yeah, as I recall barbarian units just pop into existence ex nihilo. Barbarian cities will only show up if a spot of the map gets left unexplored for a significant length of time.

For combat, basically you make a Stack of Doom, and you try to put enough collateral damage (mostly siege units) into it that your enemy's units will all be fighting at minimal health (which depends on the unit doing the damage; catapults can't hurt units as much as artillery can). Throw your siege against their stack until it can't do any more damage, then throw your units against their weakened units and hope they run out before you do.

Your city population cap will largely be dictated by available food -- each pop unit takes 2 food to keep alive and the city will starve if food gets lost. On the other hand, you only need population to work tiles, so a small city with good tiles can still be worthwhile. Your science city/cities should have tons of food available so they can work as many villages as possible. Ditto your Great Person farm, which needs to support a lot of specialists.

Early game, you can go for an axeman rush. I think that something like 6-10 axemen is generally considered enough to beat down an early-game AI capital through brute force, and the capital's worth more than most wonders in terms of long-term value to your civilization.

The barbarians are angry. I spawned alone on the corner of some continent and they're keeping me penned in. I'm in the medieval era and I haven't found another civ, though I've been scouting far and wide. They're starting to roll in with spears and axes and poo poo.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Pvt.Scott posted:

The barbarians are angry. I spawned alone on the corner of some continent and they're keeping me penned in. I'm in the medieval era and I haven't found another civ, though I've been scouting far and wide. They're starting to roll in with spears and axes and poo poo.

Mm, you're expected to expand much more aggressively in Civ4 than in Civ5, because there's no cap on how many cities you can have. In turn that means building more units to protect your civilians. It's possible that you're alone on your continent (and thus a lack of expansion on your part leaves the barbarians way too much room to spawn in); in any event, not having found another civ yet sucks because you've had to hard-research every single tech instead of trading for them.

What difficulty are you on? And you didn't turn on Raging Barbarians, did you?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

TooMuchAbstraction posted:

Mm, you're expected to expand much more aggressively in Civ4 than in Civ5, because there's no cap on how many cities you can have. In turn that means building more units to protect your civilians. It's possible that you're alone on your continent (and thus a lack of expansion on your part leaves the barbarians way too much room to spawn in); in any event, not having found another civ yet sucks because you've had to hard-research every single tech instead of trading for them.

What difficulty are you on? And you didn't turn on Raging Barbarians, did you?

Prince and no. Just found America way far to the south. I think it was just an unlucky spawn. That's ok, I'll start a new map and give it a more aggressive go.

Gort
Aug 18, 2003

Good day what ho cup of tea

Washout posted:

What are the best mods for making managing happiness a bit less onerous? The best thing I've read about it so far is that happiness seems like 70% of the game, you pretty much have to spend the most time and effort of your civ managing happiness and worrying about what religion or culture you are taking is almost totally dependant on which one will give you the most happiness to the exclusion of everything else.

So are there any mods that just tweak this a little bit? I don't want some kind of infinite happiness mod. I just don't want happiness to be the dominant reason for nearly every decision I make in my empire, including feeling like I'm being limited to choosing civs that give easy to use happiness buildings like egypt.

I realise that I could be going for a tall empire instead of a wide one and it would be a bit easier, but I'd still be primarily concerned with making sure I built every single happiness building possible in every city, it just seems too dominant of a requirement regardless of empire type.

Play my social policy rebalance mod. Adds extra happiness to Liberty and Honour because they were so massively lacking in that department compared to Tradition, along with a number of other rebalances to the original four social policy trees.

majormonotone
Jan 25, 2013

Civ IV talk is just reminding me how awful combat is in that game. Say what you will about 1 unit per tile but it's leagues ahead of the stack of doom in terms of actual fun.

Raphus C
Feb 17, 2011
CIV was about hitting their stack with catapults before they hit yours with catapults. Combat was a maths problem to be solved. The AI was less awful though, they can do the numbers game. I prefer Civ 4 to 5, but the game had flaws a plenty.

Luceo
Apr 29, 2003

As predicted in the Bible. :cheers:



Tried to resume a multiplayer game with a friend today and kept getting resyncs/crashes. Looks like there's an issue with the patch from what I can see on 2K's forums.

Washout
Jun 27, 2003

"Your toy soldiers are not pigmented to my scrupulous standards. As a result, you are not worthy of my time. Good day sir"

The White Dragon posted:

The thing to remember is that if you're doing well (a reasonable number of cities with high population for the era), you're pretty much guaranteed to have happiness problems up until the Renaissance Era--you can trade luxury resources, but there's a hard happiness cap and unless you purposefully throttle your growth, your pop is gonna catch up to you FAST.

Your two best tools for combating unhappiness come in the Renaissance Era in the form of the Forbidden Palace, and in Ideologies since they fight it on a percentage level rather than giving you a lump sum of :). Unhappiness in your empire is simply a fact of life for a while. The challenge is keeping it manageable until you can more or less eliminate it entirely--if it's the micromanagement aspect that you dislike, however, then I can relate, brother.

My main gripe was that I was basically forced to just pell mell take anything that would remotely impact my happiness. If there was one option that would give me amazing production bonuses, and another option that gave some small time happiness bonus, well you better take that happiness bonus because otherwise your production and everything are going to go to poo poo. And then having to tech specifically for the two or three early happiness wonders to the exclusion of anything else, it just seems totally unbalanced in the direction of happiness solutions.

It really seems like an artificial limitation to prevent the player from outpacing the computer players in the early game or something. Especially that hard happiness cap, that is a load of bs right there.

Arnold of Soissons
Mar 4, 2011

by XyloJW
I've been playing Civ4 recently, too. Doomstacks or no, the systems are so much deeper and more fun to play with than 5.

Trade routes are just an automatic thing, right?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Arnold of Soissons posted:

I've been playing Civ4 recently, too. Doomstacks or no, the systems are so much deeper and more fun to play with than 5.

Trade routes are just an automatic thing, right?

Yes, provided you have a connection (ocean/roads).

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Arnold of Soissons posted:

I've been playing Civ4 recently, too. Doomstacks or no, the systems are so much deeper and more fun to play with than 5.

Absolutely. The primary problem with Civ 4 was the Doomstack issue, which all previous civs had also had. I think a better solution was a stacking limit rather than a one-per-tile system. I'm not a huge fan of Civ 5's combat. It makes combined arms really clunky, and the tech tree make stupid stuff happen like having Lancers floating around while you have B-17's bombing enemy cities.

The tech tree, unchangeable social policies, and inherent biases against wide empires make Civ 5 a much more static game, where for 3 out of 4 victory types, the optimal solution is to just sit on your 4 cities and churn away the turns, occasionally fiddling with city states for bonus resources or World Congress votes.

quote:

Trade routes are just an automatic thing, right?

Yes, any one city will have a given number of trade routes, and trade routes with other civs (which I believe requires land and/or sea connections) produce an increased amount of trade, as do cross-oceanic routes with the Custom House. But it's all city dependent.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Torrannor posted:

Yes, provided you have a connection (ocean/roads).

Oceans, roads and rivers. Build several cities near a river and save road building time as you only have to connect the brown road to the blue road!

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

LogisticEarth posted:

and the tech tree make stupid stuff happen like having Lancers floating around while you have B-17's bombing enemy cities.

That's part of the charm of Civ though. The alt-history silliness.

(not that I don't agree with everything else you said; I do)

Arnold of Soissons
Mar 4, 2011

by XyloJW

LogisticEarth posted:

Absolutely. The primary problem with Civ 4 was the Doomstack issue, which all previous civs had also had. I think a better solution was a stacking limit rather than a one-per-tile system. I'm not a huge fan of Civ 5's combat. It makes combined arms really clunky, and the tech tree make stupid stuff happen like having Lancers floating around while you have B-17's bombing enemy cities.

The tech tree, unchangeable social policies, and inherent biases against wide empires make Civ 5 a much more static game, where for 3 out of 4 victory types, the optimal solution is to just sit on your 4 cities and churn away the turns, occasionally fiddling with city states for bonus resources or World Congress votes.

:agreed: When you compare Age of Wonders 3 or Endless Legend to Civ V I think it's clear very quickly that more-than-one per hex just makes more sense.

I also installed Civ3, which was probably the one I played the most when it came out, but not being able to change the resolution has been bothering me a lot more than I thought it would.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
^^^^ Civ 3 got a bad rap because it changed a LOT from Civ 2, and sort of has a bunch of proto-features that were generally better fleshed out in Civ 4. I'm kinda hoping that Civ 6, if it's ever made, will have a similar relationship to 5. In general Civ 4 is an all around replacement for 3, with the exception of two things. 1.) Resource colonies were a neat idea, and 2.) The leaders changing their outfits based on their era was great, and really should have been a feature in all subsequent iterations of the series.


:v:

KKKlean Energy posted:

That's part of the charm of Civ though. The alt-history silliness.

(not that I don't agree with everything else you said; I do)

I agree in part there, I mean I remember back in Civ 2 how hilarious it was to have a Phalanx defeat a Battleship because of the luck of the dice. However, what bugs me is that there simply isn't anything to upgrade the units to in a rational progression if you WANT to have something kinda work out. Maybe it's rose colored glasses, but I remember Civ 4 having a much better feel to the changing eras of combat.

LogisticEarth fucked around with this message at 12:53 on Oct 30, 2014

Gort
Aug 18, 2003

Good day what ho cup of tea

LogisticEarth posted:

Absolutely. The primary problem with Civ 4 was the Doomstack issue, which all previous civs had also had. I think a better solution was a stacking limit rather than a one-per-tile system. I'm not a huge fan of Civ 5's combat. It makes combined arms really clunky, and the tech tree make stupid stuff happen like having Lancers floating around while you have B-17's bombing enemy cities.

I always thought the best way to do combat would be to combine the Civ 4 system and the Civ 5 system:

1. Have no limit to the number of units that can occupy a tile
2. When a tile is attacked, the best defender defends it, but the damage that unit suffers is taken by ALL units on the tile

For example, a spearman and an archer are sharing a tile. They get attacked by a horseman, so the spearman defends. He takes 25 damage from the horseman, and does 30 damage back to it. The archer he is sharing the tile with also takes 25 damage.

Result - no more issues with pathfinding during peacetime, and during wartime you have an incentive to spread your army out as much as possible, but if you must attack on a narrow front you can do it, but it leaves your armies vulnerable to a potentially deadly counterattack.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Idea: have a limit of units per tile that expands per techs. You'd form them into armies. Say you start out with two slots, front and rear. Two warriors would just be a big melee mob but an archer behind a warrior would get to do its damage first and take say, 25% of the damage that the front rank does. Cavalry against this formation would do the opposite, 75% of the damage to the back row, as the two unit formation doesn't have flanking units to protect it yet. Eventually you'd have front, rear, left and right flanks and a support slot or two. Support would be things like medics, engineers (for crossing rivers, building fortifications etc.) artillery, AA, officers and so on. Maybe even have a slot for assigning air units to CAS. You now have some interesting tactical choices to make in force composition without the AI getting bunched up on terrain with its ranged units out of position and you don't have stacks of doom because there's a hard limit on military units per hex.

E: you would design the armies and then build them whole. For an example of this working well, check out Kohan: the immortal lords.

Pvt.Scott fucked around with this message at 13:40 on Oct 30, 2014

Arnold of Soissons
Mar 4, 2011

by XyloJW
Was it 3 where you could group a handful of individual units into an single more powerful group? I remember it clearly and I was very surprised that it didn't come back in 5, especially with the real estate premium of one unit per hex

e: I think it required a Great General but either way

Arnold of Soissons fucked around with this message at 13:48 on Oct 30, 2014

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Arnold of Soissons posted:

Was it 3 where you could group a handful of individual units into an single more powerful group? I remember it clearly and I was very surprised that it didn't come back in 5, especially with the real estate premium of one unit per hex

In 3 Great Leaders, which "elite" units had a chance of generating in a battle, could be used to create armies of up to 3 units. This got reduced to Great Generals in 4, which just made a single super-unit with access to special promotions like area wide healing boosts. This was reduced again in 5 to just make Great Generals provide a blanket +15% combat strength to adjacent units (:geno:).

LogisticEarth fucked around with this message at 13:50 on Oct 30, 2014

Gort
Aug 18, 2003

Good day what ho cup of tea

Arnold of Soissons posted:

Was it 3 where you could group a handful of individual units into an single more powerful group? I remember it clearly and I was very surprised that it didn't come back in 5, especially with the real estate premium of one unit per hex

e: I think it required a Great General but either way

You could do it in Civilisation: Revolutions without a great general. The result was just that the 3-unit army became the standard unit and the lone unit was a temporary thing at the start of the game that got replaced quickly.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Gort posted:

You could do it in Civilisation: Revolutions without a great general. The result was just that the 3-unit army became the standard unit and the lone unit was a temporary thing at the start of the game that got replaced quickly.

Honestly that'd be a good way of handling Civ combat in general, so that you don't have to deal with huge stacks but you can still have some sort of combined arms for variety.

LogisticEarth posted:

^^^^ Civ 3 got a bad rap because it changed a LOT from Civ 2, and sort of has a bunch of proto-features that were generally better fleshed out in Civ 4. I'm kinda hoping that Civ 6, if it's ever made, will have a similar relationship to 5. In general Civ 4 is an all around replacement for 3, with the exception of two things. 1.) Resource colonies were a neat idea, and 2.) The leaders changing their outfits based on their era was great, and really should have been a feature in all subsequent iterations of the series.


:v:

It could just be because I played 3 as a kid but it seemed a lot easier to get your head around than 4, which felt like micromanagement hell for me. What generally kills my interest is the stupidly agressive AI and the lack of 'hard' closed borders.

Irony Be My Shield
Jul 29, 2012

I'm not sure if I really like the idea of a "limited" doomstack, it sounds like it would be just like Civ 5 only you have to spend more time assembling each unit.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Irony Be My Shield posted:

I'm not sure if I really like the idea of a "limited" doomstack, it sounds like it would be just like Civ 5 only you have to spend more time assembling each unit.

The key thing about the doomstack is that it means that hammers dedicated to building units are rarely wasted. In Civ5 it's pretty easy to get to the point where you can't effectively use more units, leaving your cities free to focus on building infrastructure and economic buildings. Ideally there'd be more of an opportunity cost to making buildings vs. units.

What if we kept the Civ5 system but allowed cities to spend production on "building" promotions for the garrisoned unit?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Gort posted:

I always thought the best way to do combat would be to combine the Civ 4 system and the Civ 5 system:

1. Have no limit to the number of units that can occupy a tile
2. When a tile is attacked, the best defender defends it, but the damage that unit suffers is taken by ALL units on the tile

For example, a spearman and an archer are sharing a tile. They get attacked by a horseman, so the spearman defends. He takes 25 damage from the horseman, and does 30 damage back to it. The archer he is sharing the tile with also takes 25 damage.

Result - no more issues with pathfinding during peacetime, and during wartime you have an incentive to spread your army out as much as possible, but if you must attack on a narrow front you can do it, but it leaves your armies vulnerable to a potentially deadly counterattack.

This is pretty much how the first few games worked, except combat was to the death. A lucky spearman could take out 100 tanks at once. :black101:

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Arnold of Soissons posted:

:agreed: When you compare Age of Wonders 3 or Endless Legend to Civ V I think it's clear very quickly that more-than-one per hex just makes more sense.

Is Age of Wonders 3 necessarily the best example to use here? Strategically it allows limited stacking, but in actual combat it's one unit per tile.

I don't have Endless Legend, incidentally, but I seem to recall reading that their combat also goes into a 1upt system as well. It sounds like both games are primarily an argument for adding a new tactical layer than anything about stacks vs 1upt.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Gabriel Pope posted:

This is pretty much how the first few games worked, except combat was to the death. A lucky spearman could take out 100 tanks at once. :black101:

Historically accurate. Katana can cut through tanks, so if the spear was made from Hanzo steel it should work.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Tomn posted:

Is Age of Wonders 3 necessarily the best example to use here? Strategically it allows limited stacking, but in actual combat it's one unit per tile.

I don't have Endless Legend, incidentally, but I seem to recall reading that their combat also goes into a 1upt system as well. It sounds like both games are primarily an argument for adding a new tactical layer than anything about stacks vs 1upt.

The neat thing about Endless legend is it expands the stacks out, but creates the arena you fight in by using the world tiles nearby. Youre fighting on the same map but in the murder death fight dimension.

E: so yeah, not actually stack vs stack

E2:

Kohan: Immortal Sovereigns trailer. It's an rts but if you pay attention you can see that each "unit" has multiple components, including rear support and flanks! It's a cool game.

Pvt.Scott fucked around with this message at 17:45 on Oct 30, 2014

Arnold of Soissons
Mar 4, 2011

by XyloJW

Tomn posted:

Is Age of Wonders 3 necessarily the best example to use here? Strategically it allows limited stacking, but in actual combat it's one unit per tile.

I don't have Endless Legend, incidentally, but I seem to recall reading that their combat also goes into a 1upt system as well. It sounds like both games are primarily an argument for adding a new tactical layer than anything about stacks vs 1upt.

They both do actual combat with one unit per tile, yes. They also both do the combat functionally apart from the strat map turn progression, unlike Civ where combat and world map movement are part of one system.

I really just meant the ability to bundle units together to a predetermined max bundle size as a work around for one per hex, not any of the other combat changes those games bring to the table

e: Endless Legend auto-resolve is functionally stack vs stack I guess

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Pvt.Scott posted:

Historically accurate. Katana can cut through tanks, so if the spear was made from Hanzo steel it should work.

Is this true, or are we talking early cardboard machines like the Mark V?

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Fintilgin
Sep 29, 2004

Fintilgin sweeps!

I loved that feature too. But it's hard to see it ever returning with how expensive graphical content is. Especially because for the cost of 4 era specific leader outfits for say, Shaka, they could probably make 3 whole new 'static' Civ leaders.

In my ~ideal~ world though, where Civ VI has Call of Duty's budget, they'd take it even further, with era specific war outfits. So when you're at peace with Washington during the mid game he's like vanilla Civ V, but when you're at war he's out in the field on horseback in a Colonial army uniform. When you're in the modern era, he's sitting in the Oval Office at peace, and in camo fatigues in front of a humvee, with a assault rifle when at war. :3:

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