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翻訳の問題を報告
Actually, what drives me crasy is the auto-select unit system....the stupidest one i ever saw
Yeah you can disable that in the options in the game file - fromt reddit:
Goto:
/Documents/My Games/Sid Meier's Civilization VI/User Options.txt
In that file, about half way down the text file, you'll see this:
;Does the selection auto cycle to the next available unit? (0 = no, 1 = yes) AutoUnitCycle 1
It is not a problem now either, you just have to play the game and prepare yourself on Deity and every level. If you want to win, move one unit at a time, very boring yes.
But the rewards pay back for this tedious play,
I rather play peacefully, but will grab land if I need to.
On Deity, it is not that hard.
It stinks. Don't buy it.
But there is in no scenario where you need to build 40 of any unit. Early you can capture cities with something like 4-6 units easy and later it really doesn't change when you get corps and armies you can tighten up your forces even more.
But yeah, sometimes even with only 4 units it's a drag to move em around. But it would be really hard to implement some kind of "move as a group" because there is always some unit in the way and that might cause complications and bugs.
Still I think this is more fun than moving stacks of doom around in single hex like back in IV.
So two things.
One. When you order your unit to a tile, and the unit turns around and goes in the opposite direction, stands next to a zombie, and happily awaits the coming oblivion... well, from the unit's point of view sure, that is "free movement" in the sense the unit has "free will" and doesn't have to listen to the player's commands if it is tired of its cruel existence. But from my point of view, I actually have less freedom when units just do whatever, hopefully at least approximating my commands.
Which gets me to two.
You mentioned moving one unit at a time. Especially with the new visibility rules, this is a fantastic way to lose your entire army. Don't do that.
Instead, for every unit, move one *tile* at a time. It's the only way to be sure.
Even then you want to put a few cheap fodder units in the way, since baddies will spawn out of basically nowhere or your movement will be suddenly interrupted on terrain the game lied about when telling you you could pass through it with fewer movement points than it really is.
I know it's cool to defend a game we all love against complaints we've heard before, but... this time it is unusually bad.
One of the new expansions has a mode where you compete to sacrifice the largest army to a volcano.
That said, I find single-stepping units to be situationally-helpful, but rarely have need to do so all the time.
I would suggest using 2 anti-wall units, 2 archery units, and 2 melee units, an observation balloon when you get them, an apostle-medic or some other healer, 2 heavy cal.
the heavy cal intercept anything and burn key tiles for money/faith/whatnot. The archers give whoever is fighting an edge and defend any town you take while you buy or make another one. the wall knockers do their thing then everyone hits the unwalled town, retreat to heal as needed. Burn any town that has less than 5 population unless it has a use, keep the bigger ones. META warmongering at its finest.