Civilization Beyond Earth

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Maximilian

Lifer
Feb 8, 2004
12,603
9
81
I'll concede that 8 directions of travel is better than 6 directions of travel, but that is pretty much the only advantage squares have. There are other reasons that hexes are the defacto standard for war gaming. They don't keep it around for nostalgia purposes. Firaxis is trying to add more legitimacy to the serious.

Like what?
 

Subyman

Moderator <br> VC&G Forum
Mar 18, 2005
7,876
32
86
Moving diagonal relative to a hexagon is still longer too, its just a different angle than a square
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
The distance travelled by a unit is constant on a hex map regardless of which direction they travel. On a square map, the units travel further on a diagonal move.

Yah but what matters are the squares themselves not the actual distance from edge to edge.
 

ewdotson

Golden Member
Oct 30, 2011
1,295
1,520
136
Moving diagonal relative to a hexagon is still longer too, its just a different angle than a square

What's a "diagonal" move on a hex grid? If you're moving in any of the six possible directions, the distances travelled is the same. (Given a unit hexagon, the distance travelled is sqrt(3).
 

Lil Frier

Platinum Member
Oct 3, 2013
2,720
21
81
I was happy with the gameplay of Civ 5 for the most part. The two things I'd really like to see addressed are tech victory / tech tree progression (tech victory is too easily 'independently' achieved and I think I'd like to see more 'branches' in it) and multiplayer performance/stability. If they can improve just that much I'd call it a win.

I'm not a big strategy fan, and Civ V was the first turn-based one I tried. I actually really like it, but I agree that the science victory is too easy (I assume that's what you mean by "tech victory." Of course, I think 4 is the highest difficulty I've played on (playing a game on each difficulty), but it was pretty simple to do. I'm also disappointed in the progression of time in the game (I turned the time victory off because I hated it), and how you can basically achieve victory before you get the entire tech tree discovered. It just feels like there is a large amount of pointless tech in the game because someone will always win before you get to the last bit, and if you go for a domination (or whatever the military one is called) victory, you won't even get close to the end, unless you really want to.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
I will not be buying this game based on what I've seen so far (including the developer let's play). It looks like just a Civ5 re-skin. The AI will still be worthless and the game mechanics a broken mishmash.
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
Yah but what matters are the squares themselves not the actual distance from edge to edge.

http://en.wikipedia.org/wiki/Hex_grid

Well, let's put it a different way. You like squares, but the vast majority of strategy gamers prefer hexes. While I normally would never point at consensus as a way of making a point, but in this particular case you are in the minority. In other words, we respect your opinion but anecdotal evidence shows that square isn't optimal.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
In other words, we respect your opinion but anecdotal evidence shows that square isn't optimal.

All I see is a meaningless element considering in games with grids movement is usually based off squares or hexes instead of measured distance.
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
All I see is a meaningless element considering in games with grids movement is usually based off squares or hexes instead of measured distance.

Yet you offer nothing tangible to make your own point. You are saying you would prefer square tiles over hex tiles. That's fine. Other than subjectivity or preference, what do squares bring to the table that makes them better?

The reason hexes were used in board games was because they are the same length edge to edge and made hand calcuations easier. Those same benefits carry over when they are used in PC strategy games.

Another benefit is that when you project tiles over a 3D surface such as we are seeing with recent releases, hexes offer a smoother transition. You can make round geometry with hexes, whereas with squares it isn't possible without distorting the grid.

I don't really need to prove the worth of the hex, because if you visit matrixgames.com or others like it you will quickly learn that the hex is used in the overwhelming majority of titles. Even among more casual PC strategy games which used square tiles in their earlier versions, hex tiles are becoming more numerous. Perhaps it is because the developer thinks they are better or maybe it's purely because it makes for cleaner graphics, but in either case, you see hexes. That's my anecdotal evidence. You are complaining about hex tiles being used in games that were traditionally square. They had a reason. I'll leave it up to you whether you believe they were justified. Saying that did it just to make older gamers happy is stupid, because older gamers played with square tiles and theoretically should not like the hexes if squares were so awesome. You can't have it both ways.
 
Last edited:

Subyman

Moderator <br> VC&G Forum
Mar 18, 2005
7,876
32
86
What's a "diagonal" move on a hex grid? If you're moving in any of the six possible directions, the distances travelled is the same. (Given a unit hexagon, the distance travelled is sqrt(3).

There are more than 6 possible directions. The move between those standard six directions would be the diagonal of the hex, which would be the diagonal plus the distance of one side. I was being facetious though
 

DAGTA

Diamond Member
Oct 9, 1999
8,175
1
0
I was excited until I read that it uses the Civ 5 engine with one unit per tile limitation. Pass.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
I was excited until I read that it uses the Civ 5 engine with one unit per tile limitation. Pass.

The problem with Civ5 isn't so much that OUPT it is inherently bad. The problem is that the design team simply implemented OUPT because "noobies don't like stacks of doom", not because it made any kind of sense as a gameplay mechanic in the context of Civilization. This key design failure is the reason why most of the rest of Civ5's gameplay mechanics fall apart - every gameplay change thereafter was simply implemented post-hoc to try to clean up the mess made by shoehorning in OUPT where it didn't belong.

Will CivBE be any better? Maybe. If they redesigned the game from the ground up it is possible. But based on the track record of the new Firaxis I'm not counting on it. I am expecting the exact same gameplay as Civ5 just with aliens instead of barbarians and a few different gameplay mechanics shoehorned in for the sake of making it futuristic. I hope I am proven wrong and they manage to make an awesome new game but my expectations are low so far.
 

JamesV

Platinum Member
Jul 9, 2011
2,002
2
76
I like the one unit per tile setup far better than stacks.

It adds strategy, because you need to plan out how you are going to attack a city instead of just moving all units into one square; things like attacks over water become important when you can't stack all attackers in another square. Movement is also more strategic, as is placement for keeping important units alive that otherwise would be 'hidden' in a stack from ranged.

I'd argue stacks are the more casual mechanic, because you don't have to think much with them.

-----

As for the new game, I'll wait to see reviews, and possibly until all DLC is released and a 'gold' version appears. Firaxis has the art of removing things from a game concept to later add as DLC, and I don't care to support that kind of thinking. Civ 5 as it is now, minus all the extra civs, is how the game should have been released.
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
The problem with Civ5 isn't so much that OUPT it is inherently bad. The problem is that the design team simply implemented OUPT because "noobies don't like stacks of doom", not because it made any kind of sense as a gameplay mechanic in the context of Civilization. This key design failure is the reason why most of the rest of Civ5's gameplay mechanics fall apart - every gameplay change thereafter was simply implemented post-hoc to try to clean up the mess made by shoehorning in OUPT where it didn't belong.

I think OUPT was implimented because of lazy math. In hardcore strategy games like Hearts of Iron or War in the Pacific, groups of mixed units are pitted against each other simulataneous using all sorts of variables that can affect the outcome of a battle. The Civ I-IV "stack of doom" was inheriently flawed because combat for each unit would occur successively and with relatively simplistic math. When they switched from stacks to single units, they made the mistake of not redefiniing combat units to focus on their purpose. A real army is comprised of multiple types of units (the stack of doom being a over-simplified version) that work together for a certain purpose and you lose a bit of that with OUPT. I do actually prefer OUPT, but the current implimentation is weak.

In hardcore strategy there is a concept called "frontage" that limits your ability to stack units ad nauseum. There is only so much geographic space in front of a unit, therefore there is a physical limit to the amount of troops and/or hardware you can attack with at any given time. OUPT deals with this, except in the case of Civ V the tiles are too big and it dumbs down actual strategy. My opinion is that they should split the exist tile size into 4 pieces and keep OUPT. In the place of one current tile, you would have space for four units, such as one armored, one mech inf, one artillary, and one support or whatever mix you want. Choosing how to mix my units would be so much more satisfying than what we have now.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
So is there any consideration from you guys for real time with pause in Civilization comparable to Total War with deployments, movement, tactics, and logistics?
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
So is there any consideration from you guys for real time with pause in Civilization comparable to Total War with deployments, movement, tactics, and logistics?

Not me. I enjoy the Total War series but it has a different focus. People play TW for the battles. As a result, the empire building for most of them has been lackluster and simplified.

Civ is about empire building first and combat second. I like the idea of what you are describing, but in principle it would destroy what makes Civilization....well, Civilization. Civ fans are very finicky. I mean, look at the backlash that we've seen from OUPT and tile shape, and those are minor. I doubt the franchise could survive the type of sweeping changes you are asking for.

It sounds like you want more of a wargame and less of a empire game. You should check out Europa Universalis IV. It doesn't have the real time combat of TW, but it does has the pausable, real time system you like.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
I think limited amounts of unit stacking would make sense and add a nice wrinkle to the game (although at the same time I feel like it might just be a meaningless step to accomplishing the same thing - if everyone is just going to try to put two of the same units on a tile instead of one, why not just leave it at one?) but I think in comparing the two extremes between "one unit" and "unlimited units" in a given area, "one unit" is far more realistic and sensible.

Oh one other thing that could stand to be improved is air warfare animations taking so long - and the slight 'bounciness' of the camera in multiplayer when combat animations are enabled. It's a real pain in the ass when you're trying to make your own moves but you have vision on another nation warring with barbarians or something and your camera keeps getting pulled over there to show you the battle.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
I like the one unit per tile setup far better than stacks.

It adds strategy, because you need to plan out how you are going to attack a city instead of just moving all units into one square; things like attacks over water become important when you can't stack all attackers in another square. Movement is also more strategic, as is placement for keeping important units alive that otherwise would be 'hidden' in a stack from ranged.

This goes to the noob part of my comment. If you ever played Civ4 at an appropriate difficulty level, you would know you very much have to plan how and where you are going to attack. Cities are often on hills or along rivers because of the gameplay bonuses they provide. They also give defensive bonuses such as river-crossing penalty or hill penalty which means you have to chose where to attack from. With the rock-paper-scissors mechanic and defensive bonuses mechanics, you have to carefully chose what units to have in the stack and which ones to attack with one-by-one in order to secure victory with minimal losses.

The strategy involved is simple, but deep and satisfying - unless you are playing far below your difficulty level where by you can just overwhelm your opponent without having to use any strategy whatsoever (or late in the game when you are just steamrolling/mopping up, in which case it is good for the gameplay to be sped up by requiring minimal tedious actions).

I'm not saying OUPT can't also be deep and satisfying, just that in Civ5 it certainly is not. I think the biggest flaw with Civ4 is that it did not encourage people to play at the right difficulty level. The only people that played Civ4 but prefer Civ5 were people that played Civ4 on the lowest difficulty levels, and never learned the in-depth gameplay mechanics required to succeed at higher difficulties.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
It sounds like you want more of a wargame and less of a empire game. You should check out Europa Universalis IV. It doesn't have the real time combat of TW, but it does has the pausable, real time system you like.

Yah but that is the campaign map and not the battle map. Real time campaign mechanics are interesting and are a very good mechanic but they are much more work to get right and there is not a lot of use of them minus the particular formula that Paradox likes to use. I would like for more games to start to expiriment with real time campaign mechanics and for all the possibilities and details to be disovered first before we make a prominent game like Civilization run real time campaign mechanics. Turn based campaign mechanics work for right now.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
This goes to the noob part of my comment. If you ever played Civ4 at an appropriate difficulty level, you would know you very much have to plan how and where you are going to attack. Cities are often on hills or along rivers because of the gameplay bonuses they provide. They also give defensive bonuses such as river-crossing penalty or hill penalty which means you have to chose where to attack from. With the rock-paper-scissors mechanic and defensive bonuses mechanics, you have to carefully chose what units to have in the stack and which ones to attack with one-by-one in order to secure victory with minimal losses.

Why do you speak about this as though the exact same mechanics and thought don't exist in Civ5? You could make the argument that it requires more planning because you can't simply put everything on the one optimal attacking tile and the spatial restrictions mean you may need to better utilize and organize units that can attack at range or move and attack in single turn to maximize your effectiveness. And all while trying to not hinder your own troop movements or inadvertently leave one vulnerable to ensure that you have melee forces in place to finally take the city.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
Why do you speak about this as though the exact same mechanics and thought don't exist in Civ5? You could make the argument that it requires more planning because you can't simply put everything on the one optimal attacking tile and the spatial restrictions mean you may need to better utilize and organize units that can attack at range or move and attack in single turn to maximize your effectiveness. And all while trying to not hinder your own troop movements or inadvertently leave one vulnerable to ensure that you have melee forces in place to finally take the city.

And if they made the game right then bombardment from siege weapons would damage all units in the tile so the mechanic of multiple units per tile would have in some ways more thought and planning than one unit per tile mechanics. This is the problem that these mechanics that are being preached are constantly referred to as superior in every way. One might consider that there are not good and bad mechanics but differing mechanics.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
Why do you speak about this as though the exact same mechanics and thought don't exist in Civ5? You could make the argument that it requires more planning because you can't simply put everything on the one optimal attacking tile and the spatial restrictions mean you may need to better utilize and organize units that can attack at range or move and attack in single turn to maximize your effectiveness. And all while trying to not hinder your own troop movements or inadvertently leave one vulnerable to ensure that you have melee forces in place to finally take the city.

I never claimed these mechanics did not exist in Civ5. I was responding to the bogus claim that Civ4 was simplistic (or more simplistic than Civ5).


And if they made the game right then bombardment from siege weapons would damage all units in the tile so the mechanic of multiple units per tile would have in some ways more thought and planning than one unit per tile mechanics. This is the problem that these mechanics that are being preached are constantly referred to as superior in every way. One might consider that there are not good and bad mechanics but differing mechanics.

Which game are you referring to? In Civ4 bombardment does damage all units in the stack, except for other siege units. Which is why it is important to have a well mixed army.

Again, I never said OUPT was inherently bad. Just that Civ5 was bad because they tried to shoehorn OUPT into a game that was otherwise entirely based on unit stacks.
 

JTsyo

Lifer
Nov 18, 2007
11,781
921
126
I think OUPT was implimented because of lazy math. In hardcore strategy games like Hearts of Iron or War in the Pacific, groups of mixed units are pitted against each other simulataneous using all sorts of variables that can affect the outcome of a battle. The Civ I-IV "stack of doom" was inheriently flawed because combat for each unit would occur successively and with relatively simplistic math. When they switched from stacks to single units, they made the mistake of not redefiniing combat units to focus on their purpose. A real army is comprised of multiple types of units (the stack of doom being a over-simplified version) that work together for a certain purpose and you lose a bit of that with OUPT. I do actually prefer OUPT, but the current implimentation is weak.

In hardcore strategy there is a concept called "frontage" that limits your ability to stack units ad nauseum. There is only so much geographic space in front of a unit, therefore there is a physical limit to the amount of troops and/or hardware you can attack with at any given time. OUPT deals with this, except in the case of Civ V the tiles are too big and it dumbs down actual strategy. My opinion is that they should split the exist tile size into 4 pieces and keep OUPT. In the place of one current tile, you would have space for four units, such as one armored, one mech inf, one artillary, and one support or whatever mix you want. Choosing how to mix my units would be so much more satisfying than what we have now.

This idea, I like. If I had to pick between OUPT and stacks, I would choose OUPT. But a compromise like this I can get behind. One of the troubles I have is having my artillery sieging a city and then trying to push frontline troops up past them. They should at least let you move troops through each other if they don't end their turn on the same tile.
 

thm1223

Senior member
Jun 24, 2011
336
0
71
This idea, I like. If I had to pick between OUPT and stacks, I would choose OUPT. But a compromise like this I can get behind. One of the troubles I have is having my artillery sieging a city and then trying to push frontline troops up past them. They should at least let you move troops through each other if they don't end their turn on the same tile.

I never really had a problem with Civ 5's unit mechanics until I ran into this issue. It pissed me off to no end. In certain instances it forces your troops to take damage from the enemy when they could otherwise just avoid it by sitting behind your artillery and only moving forward to protect it.
 
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