Re: {The List-} Movement, supply, etc.
Even with roads, mountain movement should take twice longer, unless you Build Tunnel, which will take 100% longer to build than a road but will then reduce movement to any other road capability. Once a tunnel is built, railroads can use it, too.
- Yes, and railroads. It doesn't make sense that my explorer can't use the same railroad MP benefit as other units.
As much as I love it, it's really unrealistic to let a unit travel all the way across a continent with no movement points just because there's a railroad. Trains do take some time to move, after all. Far better would be to give 9 or 10 MP to every unit on the rail.
Similarly, in the early years of flight, planes flew slower, so just because you have an airport in Siberia and one on the Cape of Good Hope doesn't mean you can send a unit all the way on a single turn. Just like military planes, airlifted units should have to land every 20 or 30 tiles' distance, even if it's handled by AI behind the scenes, GoTo style.
In the earlier years of slower flight, landing on a strip of grass was commonplace, so airports shouldn't be required until Advanced Flight. Add a cheap Airstrip City Imp, maybe 50 shields, to enable boxwing plane puddle-jumping with a maximum range of 10 tiles.
.. No planes are built but are an automatic adjunct of the Airstrip, and only one unit can be flown at a time, and no other can be dispatched from an Airstrip until the previous unit has reached its destination. While en route, the icon would be a boxwing plane, with a unit panel to the side (like ships) showing the unit on board. A boxwing can't cross mountains, and there must be unoccupied (but improved is okay) Plains/Grassland for the plane to land. Whether programmers want AI or the player to handle this doesn't matter, but you can cross the continent in two or three turns by choosing the landing points and a safe route. You can also click on the plane after landing to Unload the unit at that location if you change your mind. The boxwing would then return to its home Airstrip without further command.
.. Only cities with an Airstrip can initiate unit moves this way, but units can land anywhere, including taking off from a city without an Airstrip while en route to its destination. The more Airstrips you have, however, the more probability the unit will arrive safely, based on the logic of having fuel and replacement parts for the planes.
What Airports are built, allow at least 3 units to be flown from and/or to land in a single airport per turn. The current limitation is unreasonable.
Only a new Tech Teleportation would restore instantaneous transport across the globe, very late in the tech tree. Each use of the technology would cost something in shields or gold. Building Telepads would radically reduce the cost, though zapping from any tile to any other would be possible (Rt-Click or Order Bar item) as in StarTrek.
If the above suggestion about finite MP for rail is implemented, then when the Tech including oil is completed, rail MP should increase (from 3X road rate to 4X, e.g.), since diesels are faster than steam engines. If the Bullet Train (magnetic-hover technology, whatever that's called officially) would increase the MP by another 2X road rate (6X in this hypothesis). It's still not infinite MP, but it's getting close.
Even with roads, mountain movement should take twice longer, unless you Build Tunnel, which will take 100% longer to build than a road but will then reduce movement to any other road capability. Once a tunnel is built, railroads can use it, too.
... units that have the 'all terrain as roads' feature should move slightly further when moving on roads.
As much as I love it, it's really unrealistic to let a unit travel all the way across a continent with no movement points just because there's a railroad. Trains do take some time to move, after all. Far better would be to give 9 or 10 MP to every unit on the rail.
Similarly, in the early years of flight, planes flew slower, so just because you have an airport in Siberia and one on the Cape of Good Hope doesn't mean you can send a unit all the way on a single turn. Just like military planes, airlifted units should have to land every 20 or 30 tiles' distance, even if it's handled by AI behind the scenes, GoTo style.
In the earlier years of slower flight, landing on a strip of grass was commonplace, so airports shouldn't be required until Advanced Flight. Add a cheap Airstrip City Imp, maybe 50 shields, to enable boxwing plane puddle-jumping with a maximum range of 10 tiles.
.. No planes are built but are an automatic adjunct of the Airstrip, and only one unit can be flown at a time, and no other can be dispatched from an Airstrip until the previous unit has reached its destination. While en route, the icon would be a boxwing plane, with a unit panel to the side (like ships) showing the unit on board. A boxwing can't cross mountains, and there must be unoccupied (but improved is okay) Plains/Grassland for the plane to land. Whether programmers want AI or the player to handle this doesn't matter, but you can cross the continent in two or three turns by choosing the landing points and a safe route. You can also click on the plane after landing to Unload the unit at that location if you change your mind. The boxwing would then return to its home Airstrip without further command.
.. Only cities with an Airstrip can initiate unit moves this way, but units can land anywhere, including taking off from a city without an Airstrip while en route to its destination. The more Airstrips you have, however, the more probability the unit will arrive safely, based on the logic of having fuel and replacement parts for the planes.
What Airports are built, allow at least 3 units to be flown from and/or to land in a single airport per turn. The current limitation is unreasonable.
Only a new Tech Teleportation would restore instantaneous transport across the globe, very late in the tech tree. Each use of the technology would cost something in shields or gold. Building Telepads would radically reduce the cost, though zapping from any tile to any other would be possible (Rt-Click or Order Bar item) as in StarTrek.
If the above suggestion about finite MP for rail is implemented, then when the Tech including oil is completed, rail MP should increase (from 3X road rate to 4X, e.g.), since diesels are faster than steam engines. If the Bullet Train (magnetic-hover technology, whatever that's called officially) would increase the MP by another 2X road rate (6X in this hypothesis). It's still not infinite MP, but it's getting close.
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