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And the units can't move until the following turn, unless you have unlocked the first military promotion for the commander.
And No.. Alt F4 wouldn't work lol.
The battle system in Civ 7 is amazing, you can keep your commanders back from the front lines, to support units, to organise attacks ie fire all bowmen together etc.. you can even have units teleport across the map to reinforce your lost units.
It's a superb system.
Yea the superb system was present in Civ 6 as well but much better. They didnt have the rubbish joining hands and watch the spectable but not do anything logic in Civ 7. Another point to explain why we went a step back on the learning process for a 'Tried And Tested' process from civ 6 to Civ 7
Its such a hilarious mechanic. Im just trying to position myself as their game design leader and when they got this proposition of a dumb idea, he was like 'F* it lets do it!' XD
- Constant fiddling to create duplicate units so you can combine them to form armies and get a small bonus to power.
- Constant checking and rechecking to see which units had which promotions.
- Long delays as units had to travel from your cities with decent production to the front lines.
- Fiddling to make sure the correct Great General for the era of your units is in position.
Now, Units are always within the same Era range. Now there's only one type of upgrade to increase their power. Now promotions are tied to your permanently useful Commander and apply to all his units. Now Generals actually perform a function in battle. Now when you need to reinforce, it's a matter of one button and a few turns, not dozens of turns of travel.
If you really think the old way is better have fun in VI, but as of now I'm loving this system
1. The concept was to reduce the amount of units running around the map while not making units groups OP. In that sense it was a very good implementation
2. Why are you creating duplicate units? Once you've researched groups you can build groups. Are you complaining about joining existing units together? Is this bad enough to claim Civ 7 is doing a good job at it?
3. Promotions, travel delays and generals are systems that exist in every civ they were implemented in. Civ 7 uses the same system as well. This is therefore not considered an argument worthy point
Just because your in the modern age doesnt mean other civs need to be. Understand how age race should happen. Even irl all this tech race happens by emulating, stealing etc. tech to advance their country. So
1. Units are from the same era - Is this how the system is supposed to work? Rofl.. Yes the practical system in Civ 6 is wrong while Civ 7 where every civ jumps its units to that era specific unit is right Rofl
2. Promotions apply to permanently Commander and his units - What 'his units'? His effects affect units around him same as Civ 6. What part of Thread topic and your argument do u not understand? I have issues with the formation of armies under the loser generals who cannot attack or do anything. They have to unpack and BECOME SAME CIV 6 style gameplay..
Your arguments are a poor attempt at debating where every point is present in Civ 5 and 6 and the rest is an attempt at extra micromanagement. Unpacking and packing commanders is a far pathetic micromanagement route than keep armies and armada
However, the Commander still only gets experience from battles that are one tile away.
1. It failed at reducing the number of units. The AI didn't make use of it for the bulk of the game and even then only at the highest difficulties. It just spammed units and littered them across the map until it couldn't pay for them then deleted.
2. As a human you create units to fill armies and consolidate because it is the most efficient way. Your promotions exist on your older units. The newer units get the XP gain buffs from improved buildings. You merge them to get an army that promotes through the last few ranks more easily, because having units that can attack twice is one of the most poweful tools in the game.
Yes, you can build new corps and armies, but even with higher production cities it takes longer or costs more.
So at this point I guess I have to ask, were we even playing the same game? Your 'great system that was fine' just sounds like you were willing to waste a lot of time and be inefficient, and now you're blind to all the ways the new system is actually smoother and more efficient because turns out you just didn't understand the old one that well.
Some commander promotions could use some rebalancing though. There's a lot of fun tricks you can pull off with them, but there's several "dead nodes" which lead to nothing useful in a practical game.