Originally posted by frekk
Scale is irrelevant in civ. If it isn't then the official scale of a tile is TEN miles to a side, 100 SQUARE miles. Not 100 miles to a side. You can say that on a map of size X representing area Y that it is whatever scale you like, and not everyone plays an Earth map. Some play a map of an area like Greece or perhaps the meditteranean. You can easily verify the 10 mile 'official' figure on the 'land mass' figure given on F11, though. I reject the notion of scale as an argument. Scale in civ is too variable to balance an argument on it.
Scale is irrelevant in civ. If it isn't then the official scale of a tile is TEN miles to a side, 100 SQUARE miles. Not 100 miles to a side. You can say that on a map of size X representing area Y that it is whatever scale you like, and not everyone plays an Earth map. Some play a map of an area like Greece or perhaps the meditteranean. You can easily verify the 10 mile 'official' figure on the 'land mass' figure given on F11, though. I reject the notion of scale as an argument. Scale in civ is too variable to balance an argument on it.
Civ2 uses a round figure of 1000 mi² per tile for the F11 stats. If you play with a "round" map the circumference dictates the scale be much larger than that. With only a hundred tiles at the equator (bigger than normal civ2 maps) the tiles must be well over 140 miles corner-to-corner to cover a small planet like Mars. To cover Earth's equator with 100 isometric tiles would require 250 miles corner-to-corner.
The map for Seeds of Greatness covers the NME from Greece to Persia. Tiles are about 20 miles corner-to-corner, 200 mi². But when you start reducing tile sizes so much, don't many of your anti-rail arguments go out the window? At that scale it is absurd to say you can't move soldiers a few hundred miles across the map by rail in a single turn. By definition, a tile is the minimum useful area of land. Any track that allows access to and from the people and resources of a tile is automatically significant, regardless of scale.
What you're talking about is a level of micromanagement not suitable for a game with mass appeal, and thus the majority of ppl playing the game end up putting rail in every tile. I suspect very few people play the way you do. What I'm saying is that micromanagement can be reduced without sacrificing any realism.
So you're saying nobody first connects cities, then builds rail on high value shield tiles, then to other strategic positions? They just start at one corner and methodically plop down one tile of RR after another without thought?
Or are you saying that taking away the need to think about where to put rail, or the purpose of placing rail, is somehow going to improve the game? Why not make Civ4 a game that plays itself, like MoO3?
The strategy becomes one of connecting cities and building rail for strategic purposes; not "reducing pollution" which is a really unrealistic way to look at rail. If anything, rail decreases pollution where it is built as transportation of resources by road burns more fuel. It's counter-intuitive and micromanagement heavy to look at rail like that.
So connecting cities is strategic, but connecting cities to outlying areas from whence an invader may pounce is not? Moving goods between major cities is strategic but collecting and distributing resources for production is not? Moving troops between major cities is strategic, but moving troops to the battle is not?
Originally posted by wrylachlan
I think its useful to really frame what a change to RR is trying to accomplish. For me its a few things:
1)Get rid of the ugly mess
2)Make RR more tactical in terms of a useful target for bombing/artillary.
3)Get rid of the cheesiness of being able to pull troops from all across your empire for a lightning raid. And vice versa being able to pull troops from all over your empire to defend against an attack.
I think that removing the tile bonus and transfering it to a percentage bonus for linkage does an effective job of taking care of 1 and 2.
I think its useful to really frame what a change to RR is trying to accomplish. For me its a few things:
1)Get rid of the ugly mess
2)Make RR more tactical in terms of a useful target for bombing/artillary.
3)Get rid of the cheesiness of being able to pull troops from all across your empire for a lightning raid. And vice versa being able to pull troops from all over your empire to defend against an attack.
I think that removing the tile bonus and transfering it to a percentage bonus for linkage does an effective job of taking care of 1 and 2.
So, if you make RR a "useful target" wouldn't that inspire people to RR a wide swath of tiles so that bombing a single tile won't break your network? 1) and 2) and mutually exclusive goals.
Likewise "simple" and "realistic" are mutually exclusive goals.
For those who keep harping on ugliness: Tim Smith's HiRes Modpack v2.5
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