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In my opinion, Civ is a better game with 1upt. It definitely changes how combat works and how to plan for it and it's just more engaging.
For me, half of the fun in civ is dealing with the AI and see how things play out. It isn't perfect, granted, but it get the job done. I love how each civ have it's own personality (Civ V is my first Civ/4X game), it's nice to get to know them, understand how they "think" and play with it, mostly when you are trying to be peaceful.
MP I have zero interest, imo it just doesn't work. If everyone take their turn together, the combat is broken since Civ isn't about who click faster like in RTS. If each one take their turn separately, it would just take too long, too much waiting. Civ is already a time consuming game, it doesn't need more waiting. I don't remember if you can disable the timer but the only time I played MP it had a timer, it just don't fit with Civ. Civ is a game to stop and think without pressure, look through things, set everything right. A timer just kill the whole civ experience. Honestly, for me the MP is a impersonal, broken boardgame.
I played MP once and I'm not looking forwartd to try again. For me, roleplaying with the AI is where the fun is, for MP there's other games that offer a better experience..
This would be a hell to balance, would probably be more expensive and time consuming to do than it's worth and we would end with two half baked versions of the same game.
Yes, they would be completelly incompatible. They would need to do separate multiplayer modes because of it. And pretty much rewrite the game twice...
some aux like cav or tank should have some degree of power working alone,while other are weaker and needs protection.this will also provide the option of going to elite army or mass levy, embolden the strategy layer.
Maybe the main workload would be on building a balance context and usable AI.
Not sure why you think theyd have to make game twice could be handled by a simple check box enabling stackable units at start of game and not changeable for that save. Basically just create the checkbox and link it to an if else statement.
example
if box = checked combat units per tile limit = 9 allowing 9 combat units per tile. else box = not checked combat units per tile limit = 1 allowing 1 unit per tile.
Then they have to do the same for not combat units; such as settlers workers and missionaries. And as for balancing add collateral damage back in the game to ranged/artillery and armored units(tanks death walkers). and than finally make it so when u attack a stack of units the 1 with highest combat str in the attacked stack does the combat. Than BOOM multiple units per tile allowed and balancing done would take a company like firaxis 4-5 hours to do seing as they literally have all of the data they need to do this in civ4; would be as simple as copy pasting and changing the programming syntax. and for the allowing unit stacking part it would be as easy as editing the xml file.
P.S. thank you for your feedback on my previous post.
(please note spelling errors made for humorous reasons)
Obviously we are not discussing unlimited units per hex, but modifications to the 1UPT system to eliminate it's shortcomings. Ever read about the battles like Verdun and Stalingrad? MIllions of men and hundreds of divisions involved. Single cities as the objective. Isn't that perhaps a "stack of doom" in real life?
It's the scaling. When you see a tank on a hex, it's actually a fleet of like 1000 tanks. When you see an infantry unit, thats like 6 visible troops, it's really an army of 10000 men. I think 1 unit per tile is the best thing and must not be changed. Even stacking just 2 units would suck in my opinion.
A big city can expand to surrounding hexes, taking up 7 hexes in total, meaning you can put 7 units on it. And one unit is like thousands of troops. So yeah it's pretty accurate as it is.