Posted December 07, 2018
Just because you have specific preference there does not make alternative game mechanics impossible to balance, or be enjoyable to others.
jamotide: It is still a viable tactic, you just can't stockpile endlessly anymore. Ever heard of roads? I rarely had my units "stuck" in the back in Civ 5, only really slow units. I guess you don't play on difficulty levels where you need much greater production than that. A single enemy unit will block at least two tiles of access before it's killed when attacked by units of similar tech level. If it's a defensive unit, particularly in a favorable terrain, chances are it'll stop three to four units. Which, in practical terms, equals to blocking access to the unit more often than not, because not even cavalry can go around such blockade and still be able to attack, especially if the terrain is somewhat varied. And why wouldn't you use terrain to your advantage in the first place?
It is possible to stagger defensive units to completely block wide-front advance. Put some artillery units behind them (or use airforce in late game) to weaken the attackers, and they may have 50 units back there, but won't get anywhere. That turn, anyway.
It's silly, to put it mildly. Any historical operations taking place were the result of concentration of forces within a rather small geographical placement.
jamotide: And you're the one always on about realism, it is more realistic to have slow units like cannons getting around slowly, hah! No, I just started right above. I'd appreciate if you paid attention to who says what, I dislike having others' words claimed to be mine.
The problem with this "argument" is that Civ V prevents me from moving my artillery along with accompanied infantry in the same tile - something that was pretty standard for most armies through history. For both security reasons, and because there were usually limited choices of routes for efficient movement of mass group of troops.
In Civ's case, this means also denies me the choice of sacrificing speed of the group for power projection/multiplication by using dedicated attached support unit.
You had plenty of explanation as to why your assertion that stacks were somehow unbalanced was dead wrong. Ditto for other claims.
jamotide: You on the other hand seem to be of the "I'm tired of civ, so all the new ones suck" type of player. Every series has those. It is amazing that Civ has continually gotten better despite the likes of you! I'm not tired of Civ. I just dislike what the newer versions of it did. Removing stacks is just a small part of it.
Hey, enjoy your increasingly "casual" game, but I like some challenge in my strategies. With a dash of simulation, please, instead of increasingly odd abstractions.
jamotide: Is this supposed to be witty? Nevermind, I'll just continue with your problem: Immersion. How immersive is it, that you can only attack the strongest unit in a stack of doom? Is this how a battle goes? An archer fires into a huge army and only hits the units that are best defended against it? Doesn't that destroy your immersion? Or, just maybe, it's intended to simulate the fact that the opposing commander has some brains and uses the best unit to counter your specific attack?
Anyway, Civ has always been full of simplifications like that. It's game mechanics restriction due to engine limitations. Unlike single-unit-per-tile change.
jamotide: I think its much more immersive to have these units spread out and to be able to attack any target that is in range. That's perfectly OK, but don't make easily disproven claims that stacks were somehow unbalanced.
Personally, I'd love to see a tactical battlefield like in Age of Wonders instead, but to each of their own.
jamotide: Why don't you guys just admit that a proper strategic battle system like the one in Panzer General is really much to complicated for city builders like you. :D Because there is no "proper" method to implement it.
Apparently Europa Universalis, Crusader Kings, Hearts of Iron, Victoria, Supreme Ruler, Imperialism, Dominions, and who knows how many others I am forgetting right now do not have "proper strategic battle system?"
Or, in most cases, are not more detailed than any Civilization title? Hell, from the list above only Imperialism is less complex, and that's because it's an old-ass two-title release.
Honestly, your entire argument reads like the complaint of somebody who couldn't figure out a way to counter superior enemy production resulting in stacks, could not figure out a way to defend against them, and decided they were "unbalanced" instead of reconsidering their approach and recognizing perfectly viable and existing counters.
Again, if you're enjoying the change to one-unit-per-tile, good for you. But don't go around making claims that stacks were somehow game-breaking for the older titles, and recognize that some of us have perfectly valid reasons to prefer that implementation to the limitations of the current.

It is possible to stagger defensive units to completely block wide-front advance. Put some artillery units behind them (or use airforce in late game) to weaken the attackers, and they may have 50 units back there, but won't get anywhere. That turn, anyway.
It's silly, to put it mildly. Any historical operations taking place were the result of concentration of forces within a rather small geographical placement.

The problem with this "argument" is that Civ V prevents me from moving my artillery along with accompanied infantry in the same tile - something that was pretty standard for most armies through history. For both security reasons, and because there were usually limited choices of routes for efficient movement of mass group of troops.
In Civ's case, this means also denies me the choice of sacrificing speed of the group for power projection/multiplication by using dedicated attached support unit.
You had plenty of explanation as to why your assertion that stacks were somehow unbalanced was dead wrong. Ditto for other claims.

Hey, enjoy your increasingly "casual" game, but I like some challenge in my strategies. With a dash of simulation, please, instead of increasingly odd abstractions.

Anyway, Civ has always been full of simplifications like that. It's game mechanics restriction due to engine limitations. Unlike single-unit-per-tile change.

Personally, I'd love to see a tactical battlefield like in Age of Wonders instead, but to each of their own.

Apparently Europa Universalis, Crusader Kings, Hearts of Iron, Victoria, Supreme Ruler, Imperialism, Dominions, and who knows how many others I am forgetting right now do not have "proper strategic battle system?"
Or, in most cases, are not more detailed than any Civilization title? Hell, from the list above only Imperialism is less complex, and that's because it's an old-ass two-title release.
Honestly, your entire argument reads like the complaint of somebody who couldn't figure out a way to counter superior enemy production resulting in stacks, could not figure out a way to defend against them, and decided they were "unbalanced" instead of reconsidering their approach and recognizing perfectly viable and existing counters.
Again, if you're enjoying the change to one-unit-per-tile, good for you. But don't go around making claims that stacks were somehow game-breaking for the older titles, and recognize that some of us have perfectly valid reasons to prefer that implementation to the limitations of the current.
Post edited December 07, 2018 by Lukaszmik