URL: <http://gna.org/patch/?5998>
Summary: civ2civ3: remove nostackdeath from bases Project: Freeciv Submitted by: bardo Submitted on: mar 14 abr 2015 22:43:51 UTC Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: _______________________________________________________ Details: With this patch, bases no longer protect full stacks from being killed when one unit is defeated. This is a small change, but with a big effect on gameplay, so I'll try to justify it. When you play against the computer in simultaneous mode (the default), the AIs always move at the start of the turn, so you can use your workers to build a base that will be finished before the AI can attack you the next turn. In your turn, you can use an engineer to move to enemy territory and to build a fortress with the 2nd movement point (if moved to flat land), and then you can move there your whole army in a stack, knowing that they will be protected by the fortress (+100% defense, no stackdeath, and no unhappiness due to agressive units) before the AI can attack. In practice, once you have engineers, and as long as there is a route of flat land, you can move stacks as if the server rule "nokillstack" was enabled. In multiplayer this is also possible as long as you delay your movements until the end of the turn, and it makes a huge difference in combat. The introduction of pre-bases in 2.6 is supposed to solve this issue for multiplayer, because you have one turn to try to attack the enemy pre-base before he upgrades it. But AI does not know it, and at the end it is just to delay the inevitable. I have tried to find a better solution, until I realiced that the problem is not the way the bases are built, but the fact that they grant an overpowered bonus (a mobile nokillstack structure), and such rule spoils most of the tactical aspect of the game for me. I'm confident that the game against the AI is improved with this patch, mainly because it removes an advantage that the AI does not use, and that is pretty boring to use against. I'm not so sure about multiplayer or non-simultaneous mode, but I personally find more enjoyable to be forced to spread my army, to have to build several bases, and to attack enemy cities from all 8 possible tiles, than to be able to create a single fortress in the best defensive possition and to place the whole army inside. Also, players that do not like the killstack, can always enable the nostackdeath server setting, that I think it is a more fair way to introduce this rule, because the AI can also take advantage of it, and it is not so important to move at the end of the turn. I'd understand if you do not want to include it in 2.5, but I think it is the version that needs it more, and I wish I had realiced it before the release. Anyway, I'd like to hear other opinions. _______________________________________________________ File Attachments: ------------------------------------------------------- Date: mar 14 abr 2015 22:43:51 UTC Name: civ2civ3-bases_stackdeath-S2_5.patch Size: 2kB By: bardo <http://gna.org/patch/download.php?file_id=24238> ------------------------------------------------------- Date: mar 14 abr 2015 22:43:51 UTC Name: civ2civ3-bases_stackdeath-S2_6.patch Size: 2kB By: bardo <http://gna.org/patch/download.php?file_id=24239> _______________________________________________________ Reply to this item at: <http://gna.org/patch/?5998> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev