“I think these problems are directly due to the decision to make civ V a one-thing game (1UPT). 1UPT allows a lot of flexibility in how you organize your army; But it only works if his army has an empty space to move in. We need an army smaller than the map. 1UPT led to small army sizes, which led to lower production and faster science, which led to the broken economic system that this game has now. The Civ V combat was based on general tanks, but it doesn`t work well in a civ-style game. I tried to explain why it`s in this post: (In PG, In England, there are about 500 witches. That`s enough room for very large armies to maneuver (and yet things get pretty overloaded when you fight over London). There are only six witches in Civ V. What am I supposed to do there? It`s not even enough to build a real city! The English channel is only 4 witches and a hexagonal width, so you can shoot them with archers. But poor Italy is the worst – only two witches for the Italian peninsula! And the Mediterranean Sea is just a wide tile! It`s a land map, but the same problems happen on every card I play.
Narrow spaces, bottlenecks, no room for manoeuvre. The Civ V War is just a traffic jam.) Obviously, it was a decision that was made early, because it is an important part of the game. At the same time, they wanted to keep the feeling “civ” for the game, where you can set up new cities, build improvements and city buildings and go to the city screen to suit your citizens. Together, this meant that they had to limit the total number of stones in the game, so they tried to force the sizes of the army to be very small. A typical 4-unit army civ of 50 units would be incredibly annoying to manage in the Civ V style, so they wanted to promote armies of only 5 to 10 units. I hope this succession game has shown how clumsy the war will be in this game when the sizes of the army grow (I enjoy the first wars with small army sizes). The AI can`t handle it, and the player doesn`t take advantage of it. To do this, they had to limit production.
You can see that in reduced yields – production and food yields have been reduced compared to civ 4, while the food needed to grow a city has been greatly increased. Early units like warriors don`t take much time to build, but the cost of units increases rapidly. The high maintenance costs of units, buildings and roads play a role here also (see my Sig: Civ5 is the first Civ game not to be built instead of built. Do not build troops, because the support is so high, do not build buildings because the support is too high, do not build roads because…. yada yada). The idea was, I think, that each new military unit would take about 10 to 20 towers to build just enough to repair your losses, while you have constantly upgraded your original army. As a result, your army size would remain almost constant during the game. It should also be noted that there are two ways to effectively reduce production. Either reduce hammer yields while increasing costs – no matter what they did – or to speed up science, which they did.