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unmerged(48800)

Second Lieutenant
Sep 21, 2005
158
0
First: I really want this game to be realased! most of any other game, even assasin`s creed 3. I love Ardania, paradox games, and I always wanted a massive strategy fantasy well done game. (the only one good I played was Master of Magic, and less good Age of Wonder)

I don`t like the system of civilization V of only one unit per space. Why? because is unreallistic! why only a bunch of swordman or archers can be at a space (the size of a city at least) and not a combined army? If you want to limit the units per hex just put a limit (MoM has 9 per square, AoW has 8) but is quite unrealisc that you can`t have combined units in same hex (wich in game therm are really big areas)

But what really annoyed me is the range of some troops. As archers *must* have more range than melle units they can shoot even two hex aways (if not three) that brings sometime strange things like shooting from one continent to another or to an island, to shoot a troop wich is behind a city, so the arrow travel all above the city or sea and strike the troops behind them... quite unrealistic.

Well also the problems of formations, combined troops and protections.

How can you fix it? just put a mini map combat scene like MoM or AoW, where range makes sense and you can manouver the troops.

That all! regards.
 
This was already discussed multiple times at this forum. Tactical battles are a good solution, but it requires more time end effort to develop, and it's too late to change it in this game, as it will be released very soon. And 1 unit per hex has some advantages too - there are frontlines forming during a war, so the terrain is important ("choke points" like mountain passes gain strategic significance), also I like the "WYSIWYG" feeling - what you see on the hex is what you get, you don't have to look inside the stack to see what kind of units are there.

As for realism, it seems it wasn't the goal of the developers, the game doesn't look very realistic, but it's a fantasy game after all... It's more important if the game is fun than realistic.
 
Hope the expansion fix it. And I am not talking about realism in a sense of real world, but using the logic of fantasy setting...

Make tactical maps!

Regards!

And please, dont focus all the game in war!
 
Hope the expansion fix it. And I am not talking about realism in a sense of real world, but using the logic of fantasy setting...

Make tactical maps!

Regards!

And please, dont focus all the game in war!

Warlock is not just about making war. There is resource/city management, spell research and some diplomacy.
 
Hope the expansion fix it. And I am not talking about realism in a sense of real world, but using the logic of fantasy setting...

Make tactical maps!

Regards!

And please, dont focus all the game in war!

Hm, I'm not sure it's a thing to fix but more a preference of play style. As you wrote before there are allready a lot of games that have been made with fantasy settings and tactical battles (MoM, AoW, elemental, HOMM, kings bounty..). While tactical combat can be fun sometimes it also slow the game down a lot and most of the battles are rather meningless repetitions where you just try to minimize your own losses. The major strategy in those games are about building a stack of doom that can eliminate everything else.

I'm quite glad that they go for the classic option and tried something a bit different. It will be interesting to see how it works out and fun to "invent" some new strategies to handle this games rules and restrictions.
 
Can anyone speak to the size of the maps relative to the size of the units? I think that is one thing Civ 5 absolutely failed on. The one-unit-per-hex design is -necessarily- flawed, but you need some room to manuever and make use of it. Civ 5 was just way too busy of a world and way too small of a world for it to really work. /rant
 
I like how it is in Civ5, the main problem with this game is bad AI, but the space for moving units is OK for me. Sometimes it's too crowded, so I have problems with moving units around, but it's part of the fun for me.
 
One big reason most developers don't want to do tactical battles these days is MP - it would introduce annoying lags into multiplayer while you waited for other players to do their tactical battles.

I haven't personally had problems moving units around in CivV, except for a few AI-related problems.

Computer games are always abstractions - if this particular abstraction bothers you, play a different game, I guess. A lot of people raged about 1UPT in CivV, but the game has been pretty damn successful anyway.
 
One thing that's worth noting here is that a single tile does not contain a city - if you look at the screenshots, each building also has its own tile. Likely there's also regular housing around as well that's not shown on the map, but a single tile is still probably more along the lines of a block or a district than an entire city.