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Simple "Supply" System
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Originally posted by Kuciwalker
At which point all the fun out of early exploration is gone.
No...just delayed
You're missing the point. What am I supposed to do in my beginning turns?
Again, what do you do if you start on a 40 tile island for the dozens of turns before you get boats?
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one can still grow, just not as fast as we are use to now.
I see this idea changing the game slightly. With no real effect on empire building.
How many of us have explored fast areas of land, and can"t rex into them fast enough?
With cities closer to each other, I see this being more of a benfit
because of your boundries being more effective.
If you place your cities correctly, you could cut of the AI from expolring into your interior.
Keep the thoughts coming
(all spelling is to blamed on the ale)anti steam and proud of it
CDO ....its OCD in alpha order like it should be
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Originally posted by Kuciwalker
In fact, I completely disagree with the idea of slowing down exploration. I love moving my warriors around exploring the map. I don't care that it's unrealistic
I love exploring too, but I think early units should have a tile range that they cannot move from...
Perhaps about ten squares from one of your civ's cities...
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Originally posted by curtsibling
Perhaps about ten squares from one of your civ's cities...
There would still be settler pumps.
Pick the outer most city, leap frog your settler pumps
Just more settlers moving the same direction
Its a good thinganti steam and proud of it
CDO ....its OCD in alpha order like it should be
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Kuciwalker: Large scale exploration would be gone. You wouldn't be able to see territory until you expanded near it, for practical purposes.
Kuciwalker:
At which point all the fun out of early exploration is gone.
I don't think I heard it mentioned, but ships should be tied to operational ranges as well. Then consider what happens when a ship is carrying a unit. I don't think it's reasonable for a ship to drop a warrior in Venezuela and have it explore all of S. America.
The_Aussie_Lurker: All of this information would be condensed into whether or not your unit was White, Yellow or Red. White would be SAFE, Yellow would be MODERATE DANGER and RED would be extreme DANGER.
Operational range isn't just about supply. Don't you think it's weird that in 1000 BC you can have a unit effectively 12,000 miles away (19,200 km ;-) and yet get reports and send commands instantaneously? Operational range also models your limited ability to communicate with and thus command and control your troops.
Operational range also reflects morale. People don't like going thousands of miles into unknown territory away from their homes. We're modelling other emotions in city residents, why not fear and agoraphobia in troops? Alexander the Great's armies rebelled when he wanted to cross into India because they were homesick.
Operational range models reinforcement as well. There's sickness, accidents, getting too old, etc. When you're within your operational range, you can pretend that such attrition is automatically replenished, but if you're some isolated off in the middle of nowhere far from home, you're going to dwindle over time. I know, I know, more realism, but still.
Supply wagons are too much micromanagement. Just count the number of move points from your nearest city. skirt enemy units. If enemy units are blocking all paths back, you're in trouble. Ditto if it goes through unfriendly territory. Move points because roads should extend your operational range. If you are 10 unimproved squares from a city, you are effectively further away than if you are 20 road squares away. The imaginary couriers and supply wagons trundling back and forth would use that infrastructure (if they existed), after all. They're like gravitons.
Operational range should be from the nearest friendly city. Alliances mean that can be yours or your ally's. Large scale exploration would be gone. You wouldn't be able to see territory until you expanded near it, for practical purposes.
Operational range isn't just about having power, but the ability to project that power. China today has a larger army than the United States, but they cannot project that power nearly as well because they don't have the global network of bases that the United States has.
I believe that most battles and wars were won long before they were even fought because one side or the other couldn't get its army in the field or couldn't get it supplied well enough to fight effectively, even though the soldiers themselves might be numerous and high quality. Read about Sweden's Charles XII's disastrous attack into Russia in the early 1700s, for instance. In real military history, the actual battles are almost an afterthought compared to all the staging necessary to enable them. WWII US General Omar Bradley said, "amateurs talk about strategy; professionals talk about logistics." Keeping an army going is incredibly hard and expensive and thus requires good planning and making tough choices. Civ should reflect that.
Don't just focus on the one thing this takes away from the game. Look at all the things it adds. Map trading is actually useful (though you should be able to get an idea of what you're buying and selling). Trading contacts is useful. Alliances are essential for fighting wars at a distance. Exploration continues throughout the game. Wild grabs for land are less practical. Nations across the world declaring lame wars against you are meaningless (reducing AI foolishness). Scorched earth tactics that destroy your land and infrastructure in front of an invader's armies slow them down. This is one of those times when being limited increases your options rather than reducing them.
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You get absolutely no argument from me whatsoever, Sophist. In CFC, Commander Bello even came up with a brilliant, and deceptively simple, model for determining supply-it was pure genius.
The thing is that, along with limited capacity for Railroads, a Supply system will not only reducing REXing, but will also make combat far more than a sheer numbers game.
Yours,
Aussie_Lurker.
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My thoughts on railroads are summarized in this post in another thread. Basically, infinite movement between cities, but it costs a move point to go through a city, and you always have to go through a city. That's a little off-topic, though, since it doesn't have much to do with supply lines.
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its a large file to download, but worth it
wait till the end and you will hear about what is being talked about here, just done with cities though
anti steam and proud of it
CDO ....its OCD in alpha order like it should be
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