This is another idea I had with regards to transportation.
Anyone ever play Warlords 2? Remember vectoring?
Basically, the idea is simple. You have a screen (in this case, the Transport Minister, but possibly it could also be done from within the City Screen as well) where you can select a city, and then select a destination city. Routes are shown by lines, and departure and arrival cities are coloured differently (so you know which ends of the vectors are which).
All production from a city that is vectoring automatically arrives at the target city. Presumably, this wouldn't be possible for any city not connected by road or a harbour or airport; sort of like resources work now.
The computer automatically calculates the time it takes for the unit to get there, and vectoring units don't show up on the map at all, until they appear at the destination.
Possibly certain techs, as well as the movement rates of the units themselves, could factor into determining the time it takes to arrive.
This way, no more "mass crawl" effect. Long distance movement is abstracted.
Using vectors would be optional (you could still move on roads and such) but to discourage micromanagement, it would be a bit faster to vector.
Also, if you clicked on a destination point, you could then move the destination point to another city so you wouldn't have to reroute all your vectors but you could just pick them all up at once and define a new city as the rally point with two clicks.
Anyone ever play Warlords 2? Remember vectoring?
Basically, the idea is simple. You have a screen (in this case, the Transport Minister, but possibly it could also be done from within the City Screen as well) where you can select a city, and then select a destination city. Routes are shown by lines, and departure and arrival cities are coloured differently (so you know which ends of the vectors are which).
All production from a city that is vectoring automatically arrives at the target city. Presumably, this wouldn't be possible for any city not connected by road or a harbour or airport; sort of like resources work now.
The computer automatically calculates the time it takes for the unit to get there, and vectoring units don't show up on the map at all, until they appear at the destination.
Possibly certain techs, as well as the movement rates of the units themselves, could factor into determining the time it takes to arrive.
This way, no more "mass crawl" effect. Long distance movement is abstracted.
Using vectors would be optional (you could still move on roads and such) but to discourage micromanagement, it would be a bit faster to vector.
Also, if you clicked on a destination point, you could then move the destination point to another city so you wouldn't have to reroute all your vectors but you could just pick them all up at once and define a new city as the rally point with two clicks.
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