Page 4 of 6 FirstFirst 1 2 3 4 5 6 LastLast
Results 91 to 120 of 168

Thread: Roads give movement bonus and NOTHING else?

  1. #91
    Willem
    Emperor Willem's Avatar
    Join Date
    18 Dec 2001
    Location
    Canada
    Posts
    5,755
    Country
    This is Willem's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    02:34
    Originally posted by SpencerH
    Since we wont be able to draw upon combat resources from our entire empire to counter an attack we will have to maintain many more units and they will need to be dispersed throughout.
    Why not? All it's going to mean is that you'll have to plan better. There'll have to be a sizable force near your border before an attack occurs, since you won't be able to call up reserves from the opposite side of your empire anymore. If you know units can move 10 squares in a turn, space stacks 20 squares apart beforehand to guard your borders. I don't think that's too unreasonable.

  2. #92
    sabrewolf
    Emperor sabrewolf's Avatar
    Join Date
    10 Jun 2002
    Location
    turicum, helvetistan
    Posts
    9,852
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Originally posted by Willem
    You're assuming that these units will still have 3 movement points. By the sounds of it, there will be no 3 move units in Civ 4.
    modding, my friend, modding...
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

  3. #93
    alva
    Deity alva's Avatar
    Join Date
    28 Sep 2001
    Location
    Republic of Flanders
    Posts
    10,815
    Thanks
    2
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    11:34
    Why mod something that may well be very well balanced? Too many people making too many assumptions with no (practical) experience. Let's play a couple of games before we start talking 'bout modding, shall we.
    I'm almost hoping they won't release the SDK ever and hardcode the rest.
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

  4. #94
    The_Aussie_Lurker
    King
    Join Date
    06 May 2001
    Location
    Adelaide, South Australia, Australia
    Posts
    1,457
    Country
    This is The_Aussie_Lurker's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    09:34
    Truth was that I was always somewhere in the middle in the whole 'Limited vs Unlimited' RR movement debate. I could see the point of the realists, and I could equally see the point of the strategists. So, my idea was to have a system where movement was unlimited, but RR capacity was limited. This way, you got the benefits of RR movement, but only for a portion of your units-with the capacity dependent on how well you connected up your RR system and related infrastructure, and its technology level.
    The only problem with my idea was that it may have been a little too complex for novice players. Given that, I think the route they have taken is probably the best one.
    Oh and, before people denounce the 10MP too loudly, don't forget that some technologies boost the movement allowance of roads-so why wouldn't it do the same for RR's? i.e. perhaps railroads have a starting movement allowance of 10, but are boosted by +1 for techs like combustion, electricity and steel (to represent forward movement in rail tech from steam to diesal and electric-as well as improved tracks!)
    Just a thought-feel free to confirm or deny it though Soren !

    Yours,
    Aussie_Lurker.

  5. #95
    Gatamelata
    Settler
    Join Date
    14 Nov 2001
    Location
    Boston, MA
    Posts
    13
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by sabrewolf

    it is not about being tired but about the time used. if you can travel (let's say) 60km along roads in one day or 300km using the rail (i know, both values are higher, but it's about the relation), going 150km on rail would still take you half a day, leaving you with only time for 30km on foot. right?

    so if movement points are internally broken up into fractions, 1 move rail will take away 1/10 of the whole MP of every unit (even quick movers) and road will take away 1/4 of a single MP.

    I'm unconvinced.

    Your argument is compelling on time scales of a day. I have yet to see a Civ3 mod that goes finer than a week. Your argument might apply well to time frames of a week, but at a month or higher, it breaks down completely.

    I don't believe that it takes more than a year (default RR-era turn length) to move an armored division from Boston to San Diego, for the sake of example.

    This change stretches my suspension of disbelief quite a bit. I can't see any compelling reason to constrain railroad movement for any turn length of more than a week. I trust that altering this will become a rapidly-developed mod and perhaps later a toggle option in the new game screen.
    Si vis pacem, para bellum.

  6. #96
    sabrewolf
    Emperor sabrewolf's Avatar
    Join Date
    10 Jun 2002
    Location
    turicum, helvetistan
    Posts
    9,852
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Originally posted by Gatamelata
    I'm unconvinced.

    Your argument is compelling on time scales of a day. I have yet to see a Civ3 mod that goes finer than a week. Your argument might apply well to time frames of a week, but at a month or higher, it breaks down completely.

    I don't believe that it takes more than a year (default RR-era turn length) to move an armored division from Boston to San Diego, for the sake of example.

    This change stretches my suspension of disbelief quite a bit. I can't see any compelling reason to constrain railroad movement for any turn length of more than a week. I trust that altering this will become a rapidly-developed mod and perhaps later a toggle option in the new game screen.
    the timeframe is a problem in all games. you've always got the technology developments and the city growth which takes the same time as the time indicator shows.
    on the other hand you have the tactical stuff such as building improvements, moving units, which of course are not in any way bound to the interval given by the turn-time.

    my example was based on relativity to other movement, my absolute numbers are everything else but exact.... i was trying to say that RR is x times faster than road, no matter whether you look at days or decades.
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

  7. #97
    Gatamelata
    Settler
    Join Date
    14 Nov 2001
    Location
    Boston, MA
    Posts
    13
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by sabrewolf

    my example was based on relativity to other movement, my absolute numbers are everything else but exact.... i was trying to say that RR is x times faster than road, no matter whether you look at days or decades.
    At the risk of seeming thick, I'm still not sure I can agree.

    Rail transport of military units doesn't compare with road travel on a one-for-one scale, I think. Look at it this way:

    At the beginning and ends, rail travel is going to be more time-consuming than road travel. Let's assume that preparing a division or battalion for transport takes the same amount of time in both cases. However, getting onto a road is going to be a lot easier than loading onto trains. In this case, road beats rail by a significant amount.

    But this is where road advantages break down. With rail, you have the advantage of your transit corridor being dedicated to you. With road, this isn't the case. Even assuming that you can shut roads down to civilian traffic, doing so shuts down a lot of infrastructure that is necessary during day-to-day life, not to mention during wartime. With rail it's possible to execute a low-disruption massive rapid movement (see the Soviet mobilizations during WWII for examples, especially the redirection of eastern troops to the defense of Moscow in Dec 1941).

    Furthermore, roads have the disadvantage of requiring power from the units being moved. In this case, you have a much larger logistical nightmare of refueling, feeding and resting each individual soldier and vehicle. You are also constrained by equipment breakdown and soldier illness. In the case of a rail network, refueling, feeding and resting are done on the go. Travel is possible 24/7. The longer the distance travelled, the greater this advantage is.

    Finally, maintaining unit cohesion and preventing backups is a difficulty in road travel. A single broken-down vehicle can cause a massive delay (see what happens when a car stalls on a two-lane bridge during rush hour for a comparable example) for the troops behind it, which means the troops ahead have to slow down. This is an entire problem that can be obviated with rail.

    Rail is optimized explicitly for hauling large amounts of material efficiently over long distances. Roads are optimized for short-distance travel. I don't think that the relationship in travel times between rail and road are linear. I think that they are geometric, with the factor going up the farther the distance one travels.
    Si vis pacem, para bellum.

  8. #98
    Harovan
    Civ4: Colonization Content Editor
    Join Date
    04 Dec 2001
    Posts
    11,117
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Realism shmealism.

    This is a game, which some here conveniently forget. As such it has to be interesting and challenging. Not realistic.

    Time is measured in turns, not years. In Civ3, all movement except railroad and airlifting was limited by a number of tiles per turn, not per year. If you are so into realism, please tell me, why even a modern a ship would need 10-20 years to circumnavigate the globe? Or why an armored unit moving over unrailed territory could only move a number of tiles per turn, while it in reality could easily cross a continent in a year even on wheels and tracks?

    I repeat it, time is measured in turns. The year associated to a certain turn number expresses only the expected level of technology during this turn. Nothing else.

    It expresses a point of time, but you can not derive time differences. Doing that would be opening a big can of worms, as the examples above show.

    Time is measured in turns.

  9. #99
    Martinus
    Prince Martinus's Avatar
    Join Date
    17 Jun 2001
    Location
    Warsaw, European Union
    Posts
    938
    Country
    This is Martinus's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Originally posted by Gatamelata



    I'm unconvinced.

    Your argument is compelling on time scales of a day. I have yet to see a Civ3 mod that goes finer than a week. Your argument might apply well to time frames of a week, but at a month or higher, it breaks down completely.

    I don't believe that it takes more than a year (default RR-era turn length) to move an armored division from Boston to San Diego, for the sake of example.

    This change stretches my suspension of disbelief quite a bit. I can't see any compelling reason to constrain railroad movement for any turn length of more than a week. I trust that altering this will become a rapidly-developed mod and perhaps later a toggle option in the new game screen.
    The entire unit/movement system is unrealistic and it is designed to allow gameplay, not to reflect the real world. Taking a year to travel from Boston to San Diego is equally unrealistic as taking 300 years for a unit of archers to cross from Spain to Greece in early years.
    The problem with leadership is inevitably: Who will play God?
    - Frank Herbert

  10. #100
    Martinus
    Prince Martinus's Avatar
    Join Date
    17 Jun 2001
    Location
    Warsaw, European Union
    Posts
    938
    Country
    This is Martinus's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Originally posted by Sir Ralph
    Realism shmealism.

    This is a game, which some here conveniently forget. As such it has to be interesting and challenging. Not realistic.

    Time is measured in turns, not years. In Civ3, all movement except railroad and airlifting was limited by a number of tiles per turn, not per year. If you are so into realism, please tell me, why even a modern a ship would need 10-20 years to circumnavigate the globe? Or why an armored unit moving over unrailed territory could only move a number of tiles per turn, while it in reality could easily cross a continent in a year even on wheels and tracks?

    I repeat it, time is measured in turns. The year associated to a certain turn number expresses only the expected level of technology during this turn. Nothing else.

    It expresses a point of time, but you can not derive time differences. Doing that would be opening a big can of worms, as the examples above show.

    Time is measured in turns.
    Very good post.
    The problem with leadership is inevitably: Who will play God?
    - Frank Herbert

  11. #101
    Gatamelata
    Settler
    Join Date
    14 Nov 2001
    Location
    Boston, MA
    Posts
    13
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by Martinus

    Taking a year to travel from Boston to San Diego is equally unrealistic as taking 300 years for a unit of archers to cross from Spain to Greece in early years.
    Agreed. It's one of my biggest conceptual problems with an otherwise excellent franchise.

    But if you're tossing realism out the window in favor of gameplay, then why is unlimited rail movement such a problem? If the argument isn't that it's unrealistic, what is the argument?
    Si vis pacem, para bellum.

  12. #102
    Harovan
    Civ4: Colonization Content Editor
    Join Date
    04 Dec 2001
    Posts
    11,117
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    The argument against is, that it makes strategical troop placement unnecessary, thus making the game a bit dumber. Just lump your troops together at some tile in the middle and be sure, that all your forces can be thrown against an attacking foe, no matter from which direction he attacks.

  13. #103
    Krill
    Deity Krill's Avatar
    Join Date
    30 Dec 2003
    Location
    of Spam
    Posts
    13,867
    Country
    This is Krill's Country Flag
    Thanks
    19
    Thanked 15 Times in 14 Posts
    Blog Entries
    1
    Local Date
    May 22, 2013
    Local Time
    10:34
    eh, I've seen entire civs wiped out in a single turn too many times due to settler blitzing, which in itself is only possible with unlimited movement on rails.

    As SR says, it is not that it is unrealistic, but that all strategy is taken out of the game.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

  14. #104
    korn469
    Emperor korn469's Avatar
    Join Date
    30 Apr 1999
    Location
    In the army
    Posts
    3,410
    Country
    This is korn469's Country Flag
    Thanks
    1
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Removing unlimited railroad movement weakens grounds units and strengthens tactics that have the ability to catch an opponent offguard. So amphibious invasions (and naval units by extension), paratroop invasions, airlifts, and air units in general all become more useful since firaxis has removed unlimited rail movement.

  15. #105
    MrFun
    Deity MrFun's Avatar
    Join Date
    19 Nov 2000
    Location
    Iowa
    Posts
    12,803
    Country
    This is MrFun's Country Flag
    Thanks
    84
    Thanked 17 Times in 16 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by korn469
    Removing unlimited railroad movement weakens grounds units and strengthens tactics that have the ability to catch an opponent offguard. So amphibious invasions (and naval units by extension), paratroop invasions, airlifts, and air units in general all become more useful since firaxis has removed unlimited rail movement.
    I agree
    This is where an awesome Mark Twain quote would be, but Apolyton says it would be too many lines. :(

  16. #106
    Zoid
    Apolyton Sage No. 6 Zoid's Avatar
    Join Date
    07 Jan 2002
    Location
    Land of teh Vikingz
    Posts
    9,899
    Country
    This is Zoid's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    11:34
    And since there´s already voices that complains about the franchise dumbing down with Civ IV it´s good to see that they (Firaxis) do something to actually increase the complexity of gameplay...
    I love being beaten by women - Lorizael

  17. #107
    Joseph
    King Joseph's Avatar
    Join Date
    10 Feb 2000
    Location
    Ca. USA
    Posts
    1,316
    Country
    This is Joseph's Country Flag
    Thanks
    0
    Thanked 1 Time in 1 Post
    Local Date
    May 22, 2013
    Local Time
    02:34
    Once some of you loose a city or two because of 10 tiles, you will change your mind.
    I like it the old way.

  18. #108
    Ecthy
    Emperor
    Join Date
    23 Mar 2000
    Posts
    8,838
    Country
    This is Ecthy's Country Flag
    Thanks
    9
    Thanked 2 Times in 2 Posts
    Local Date
    May 22, 2013
    Local Time
    11:34
    Yeah, let's win wars against great powers with damn undermilitarized states!

    In Civ2 I'd fight off any invasion with like 2 or 3 riflemen per city

  19. #109
    Odin
    King Odin's Avatar
    Join Date
    14 Sep 2000
    Location
    Liberal Socialist Party of Apolyton. Fargo Chapter
    Posts
    1,649
    Country
    This is Odin's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    03:34
    to this, Unlimited RR movement took the fun out of defending my territory from invasion.
    Nothing to see here, move along: http://selzlab.blogspot.com

    The attempt to produce Heaven on Earth often produces Hell. -Karl Popper

  20. #110
    MrFun
    Deity MrFun's Avatar
    Join Date
    19 Nov 2000
    Location
    Iowa
    Posts
    12,803
    Country
    This is MrFun's Country Flag
    Thanks
    84
    Thanked 17 Times in 16 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by Joseph
    Once some of you loose a city or two because of 10 tiles, you will change your mind.
    I like it the old way.
    If you can't defend your territory with ten point movement on railroads then you're a loser anyway.



    joking
    This is where an awesome Mark Twain quote would be, but Apolyton says it would be too many lines. :(

  21. #111
    Joseph
    King Joseph's Avatar
    Join Date
    10 Feb 2000
    Location
    Ca. USA
    Posts
    1,316
    Country
    This is Joseph's Country Flag
    Thanks
    0
    Thanked 1 Time in 1 Post
    Local Date
    May 22, 2013
    Local Time
    02:34
    Originally posted by MrFun


    If you can't defend your territory with ten point movement on railroads then you're a loser anyway.



    joking
    I only defend with 2 or 3 units until late in the game. My thing is to build city improvements first, plus any wonder. Maybe that is why I'm not a great player.

  22. #112
    Ecthy
    Emperor
    Join Date
    23 Mar 2000
    Posts
    8,838
    Country
    This is Ecthy's Country Flag
    Thanks
    9
    Thanked 2 Times in 2 Posts
    Local Date
    May 22, 2013
    Local Time
    11:34
    Maybe you should change that now, I'm similar.

  23. #113
    joncnunn
    Emperor joncnunn's Avatar
    Join Date
    20 Sep 2002
    Location
    Maryland Heights, MO
    Posts
    6,183
    Country
    This is joncnunn's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Unlimited rail movement was one of the key reasons why navies just aren't important in civ 1 - 3 on contential and pangena maps.
    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
    Templar Science Minister
    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:

  24. #114
    sabrewolf
    Emperor sabrewolf's Avatar
    Join Date
    10 Jun 2002
    Location
    turicum, helvetistan
    Posts
    9,852
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    10:34
    Originally posted by Joseph
    I only defend with 2 or 3 units until late in the game. My thing is to build city improvements first, plus any wonder. Maybe that is why I'm not a great player.
    good to know... can we schedule a MP game?
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

  25. #115
    MrFun
    Deity MrFun's Avatar
    Join Date
    19 Nov 2000
    Location
    Iowa
    Posts
    12,803
    Country
    This is MrFun's Country Flag
    Thanks
    84
    Thanked 17 Times in 16 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by joncnunn
    Unlimited rail movement was one of the key reasons why navies just aren't important in civ 1 - 3 on contential and pangena maps.
    Exactly -- navy units should become more important now.
    This is where an awesome Mark Twain quote would be, but Apolyton says it would be too many lines. :(

  26. #116
    SpencerH
    Emperor SpencerH's Avatar
    Join Date
    15 Feb 2002
    Location
    Hoover AL, Go Bucs!
    Posts
    5,010
    Country
    This is SpencerH's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by Willem


    Why not? All it's going to mean is that you'll have to plan better. There'll have to be a sizable force near your border before an attack occurs, since you won't be able to call up reserves from the opposite side of your empire anymore. If you know units can move 10 squares in a turn, space stacks 20 squares apart beforehand to guard your borders. I don't think that's too unreasonable.
    I'm not saying it will make defense impossible, just more difficult and costly. Given the completely unrealistic ability to massively land amphibious forces anywhere on a continent, large caches of quick response forces will have to be spread throughout a large empire. That will cost much much more. The other option to counter sudden enemy strikes is ICS. Isnt that strategy something that we were hoping would be phased out in civ4?
    We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
    If any man be thirsty, let him come unto me and drink. Vampire 7:37
    Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

  27. #117
    The_Aussie_Lurker
    King
    Join Date
    06 May 2001
    Location
    Adelaide, South Australia, Australia
    Posts
    1,457
    Country
    This is The_Aussie_Lurker's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    09:34
    To be fair, Spencer, if you want to prevent an amphibious assault on your coastal cities-then the best defense is a good navy, patrolling the coasts and nearby oceans-destroying their land forces whilst still aboard ship. This again suggests that navy could actually end up being a much more important part of the game in Civ4-which IS a good thing.
    Also, Infinite city slease will be of no assistance to defense, as that will simply mean even more cities to defend (not to mention the other reasons for not pursuing ICS anymore!)

    Yours,
    Aussie_Lurker.

  28. #118
    hexagonian
    Emperor hexagonian's Avatar
    Join Date
    25 Jun 1999
    Location
    Smemperor
    Posts
    3,456
    Country
    This is hexagonian's Country Flag
    Thanks
    0
    Thanked 1 Time in 1 Post
    Local Date
    May 22, 2013
    Local Time
    04:34
    Originally posted by Sir Ralph
    The argument against is, that it makes strategical troop placement unnecessary, thus making the game a bit dumber. Just lump your troops together at some tile in the middle and be sure, that all your forces can be thrown against an attacking foe, no matter from which direction he attacks.
    ...and to take it one step further, when you take a city from an enemy, simply rush in how many defenders you feel you need on your newly owned rail system, so your forces can continue blitzing...

    No planning needed!
    Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
    ...aisdhieort...dticcok...

  29. #119
    TomVeil
    Warlord
    Join Date
    14 Dec 2001
    Location
    District of Columbia
    Posts
    104
    Country
    This is TomVeil's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 22, 2013
    Local Time
    04:34
    I'm sure there are some nice gameplay aspects, but these new rules are totally unrealistic.
    How fast can troops move on wild terrain? 1-2 km/h, tops, and they experience fatigue. How fast can troops move on rails/highways? 70-120 km/h, and they're chilling the entire time.
    Likewise, consider what percentage of crops were unmarketable before the development of roads or railroads, and how the railroad made coal burning economical -- allowing the industrial revolution. I'm from Pittsburgh, so don't contradict me here.
    Finally, every major American/European/Japanese city has ring after ring of suburban roads, so it's not like the tangle of roads on the Civ map isn't reflected in the real world.
    Making the map look "pretty" or making things more balanced for the invading force could be done in other ways. Civ should never sacrifice reality. I will be among the first lining up to mod this feature back to its classic, correct state.

    EDIT: to avoid the inevitable retort, yes, I know the game is measured in turns, not years. I still think that a tank should be more than 2-3 times as fast as a phalanx and that anything on a rail/highway network should be almost instantaneous compared to either.
    Last edited by TomVeil; October 10, 2005 at 23:36.
    Esquire

  30. #120
    Joseph
    King Joseph's Avatar
    Join Date
    10 Feb 2000
    Location
    Ca. USA
    Posts
    1,316
    Country
    This is Joseph's Country Flag
    Thanks
    0
    Thanked 1 Time in 1 Post
    Local Date
    May 22, 2013
    Local Time
    02:34
    Originally posted by sabrewolf


    good to know... can we schedule a MP game?
    Sorry I do not play MP.

Page 4 of 6 FirstFirst 1 2 3 4 5 6 LastLast

Similar Threads

  1. Replies: 23
    Last Post: June 5, 2003, 00:02
  2. PTW request: Allow movement on enemy roads
    By PR_Flack in forum Civ3-Play the World
    Replies: 11
    Last Post: June 5, 2002, 06:15
  3. Railroads and Roads = movement?
    By Diablo, Bro. of Mephisto in forum Civ3-General-Archive
    Replies: 11
    Last Post: October 11, 2001, 02:16
  4. Weak AI? Give it more roads!!!
    By BlueO in forum CtP2-General/Help/Strategy/Multiplaying-Archive
    Replies: 1
    Last Post: December 27, 2000, 20:22
  5. Weak AI? Give it more roads!!!
    By BlueO in forum CtP2-Creation/AI/Mods/Scenarios-Archive
    Replies: 1
    Last Post: December 27, 2000, 20:22

Visitors found this page by searching for:

civilization 4 roads

civ 4 roads

civ4 roads

civilization iv roadscivilization 4 roadciv 4 roadciv iv roadsroads in civ 4civ3 roadsciv iv roads and tile improvementsxroad civ 4roads civilization 4civ 4 what do roads doroads civ4civilization 4 building roadsroads in civ4civilization 4 road buildingciv4 roadroads civ ivciv4 road bonusroads and civilzationcivilization 4 railroadroads in civ ivciv iv railroadroads in civilisation 4

Bookmarks

Posting Permissions