Originally posted by Max Sinister
I also think that you shouldn't get a lot of revenue for some rails you built into the wilderness where you don't need them for transporting your troops (and neither would anyone else, in reality)
I also think that you shouldn't get a lot of revenue for some rails you built into the wilderness where you don't need them for transporting your troops (and neither would anyone else, in reality)
Originally posted by Max Sinister
I think I've finally figured out why I was unhappy with this idea of unused rail = gold. Basically, every model of rails I've seen so far implemented has rails give a bonus to shield production, not to gold.
I think you kind of proposed this as an inverse of my using rails costs gold model. Your main arguemnt against that seemed to be the lack of gold that would effectively disable rails.
But by that stage, any civ on the path to winning will usually have a hefty surplus anyway, or can reduce reserach for a turn to make one. Giving extra gold for not using your rails simply makes the excess gold syndrome even worse.
I think I've finally figured out why I was unhappy with this idea of unused rail = gold. Basically, every model of rails I've seen so far implemented has rails give a bonus to shield production, not to gold.
I think you kind of proposed this as an inverse of my using rails costs gold model. Your main arguemnt against that seemed to be the lack of gold that would effectively disable rails.
But by that stage, any civ on the path to winning will usually have a hefty surplus anyway, or can reduce reserach for a turn to make one. Giving extra gold for not using your rails simply makes the excess gold syndrome even worse.
I don't mind the idea of paying money for moving units by train, but consider this: you have to get a bonus of *some* kind from the rails to justify what it is that you're losing when you use them for military transport. The cost of transporting troops by train is negligable compared to the disruption of the economic infrastructure it causes. And you shouldn't be poorer after you built a rail network - and increasingly poor as capacity grows.
@Modo:
I see you're obsessed with steam locomotives! That's ok, alot of people are : they're cool. But I can't see many modern nations seriously considering using them for military transport these days. If you don't have enough oil to transport military equipment with diesels, you probably don't have enough oil to wage war at all, except some sort of insurgent campaign. Also, modern wars are very fast and what you're talking about is more of a prolonged, WW2 type situation that will never happen again. Other than a few banana republics, the only nation in the world today that I could see having any serious plans for using steam engines as military transport might be China, and I doubt even that. I suppose too that you could reflect your idea by saying that you need oil to get the capacity bonuses from rail techs, but already alot of things in the game don't reflect alot of things anyway, in order to keep things simple. For instance, even if you don't have oil you can move tanks by road all over the place.
Yawn. Nice chop and drop job, but it doesn't make the point. Yes, the toughest offensives the Soviets mounted in WW2 took high percentages of rail capacity. But: 1) they succeeded in moving the troops and equipment they needed, and 2) they won those offensives.

More important than the conclusion of this debate (which I doubt you will concede): why do you want to introduce micromanagement of rail? I can see adding/deleting game features with realism as part of the rationale, but incurring a heavy development and playtesting load just to futz with small details? No way.
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