I think the railroad zero movement cost is ridiculous. Id like to see it gone. There is no balance road-railroad. Additionally, railroads make airlifts obsolete on pangea maps...
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They could have it start at 1/9 and move up to higher numbers with later technology. Perhaps as high as 1/18?
The problem with infinite rail movement is that it cuts down on strategy, since you can respond with your entire land army in one round. You should need to think a bit more about how you are going to place your troops, imho.
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Would it be possible if there was an option to allow infinite movement railroads as a custom rule right before the game starts? I think that way, those who like or dislike infinite movement can choose whichever one they want.Known in most other places as Anon Zytose.
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I would think that adding optional rules at the game's start should be limited to more important concepts. I mean really, if you had to have an option to follow or not to follow every single rule that you could change, the list would get riduclously long. It should be limited to important game deciding options such as Victory conditions, etc.. Wether or not railroads have infinite movement is a bit obscure, don't ya think?It's what you learn after you think you know everything, that counts.
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I think unlimited movement should remain, with some modifcations.
Call it strategic movement. I would like to see two variants, one for roads and one for railroads. Essentially any cities connected by roads or railroads may move units between them, strategicially. If by roads, the unit may not attack or defend in the city, and will be destroyed if the city is captured. If by railroad the unit may defend at 1/2 strength. These penalties represent the disorganized nature units would face in having men and materiel moved vast distances in a hurry, but is also realistic, considering the time span of the turns we're dealing with. Normal movement by railroads should be double roads.
Additionally, I'd like to see some way for units to capture enemy railroads and roads, to be able to use them for benefits of moving units, which is a fairly normal occurrence in modern warfare. A new action, called secure road/railroad, which would allow a unit to take over control of the enemy road/rail tile movement bonus. Securing lasts until the following conditions are met: peace is declared or enemy retakes and rescures the square. Units need at least 1 MP to secure the road/rail. This would increase the value of the hill and mountain railed by the enemy.
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I favor the infinite railroad as well. Keep in mind how many years are in each turn. You can go far on a rail in 1/2/5 years. Airlift doesn't compare to rail. Those heavy lifters cost alot. Rail can haul more cargo cheaper.
As for roads, I think the movement as it is (1/3) is a little slow. On large and huge maps I've changed roads to 1/6 or even 1/9."And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
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