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  • #16
    A possible compromise (for Civ 4 perhaps...) would be to still allow infinite railroad movement, but units would only be able to use them to travel from city to city. That is, you'd have the unit board the rails in one city, and get off in another.

    To move units to tiles other than city centres, units would have to use roads. Speaking of which, when "motorized transport" (or "automobile" or whatever...) comes around, roads could be upgraded (by workers) to "highways" which could provide a further increase in movement over roads (say, 1/6 or 1/9 of a movement point per 'highway' tile).
    "Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss

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    • #17
      Originally posted by Paddy the Scot
      hahaha interesting, would what ol' Hannibal would have thought of G.W.
      G.W. would have asked him if Hannibal was "for him or against him"

      Being that Hannibal is from North Africa, GW would have been suspicous of his ties to Libya

      About railroads... well, the way I look at it is that the timescale issue is solved for land, but not water. Again we see the falloff from real life/history to civ. But I can live with that...playability is a priority.

      My solution, or rationalization, is that I think of the scale of a campaign, not a battle, when it comes to battles. The turns are a year, and your unit was fighting a series of battles...or relocating to a new theatre of war via railroad, etc.

      Although I don't like the re-base ships idea, I am sure the Russians would have like it in 1904...
      Yes! The Japanese were ready for them, weren't they! BANZAI!
      Haven't been here for ages....

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      • #18
        Originally posted by Plotinus
        There's something wrong with the movement in Civilization anyway. I mean, if George Bush wants a ship somewhere, he doesn't have to wait five years for it to get there (although things might be interesting if he did). And it's not just in modern times - it didn't take Hannibal decades to travel from Spain to Italy with his army. To be realistic, all units should have massively increased movement. The problem is that this would make the game unplayable, because one player could send all his units crusading into the enemy's territory and wipe him out in a single fell swoop before he has a chance to respond. And that's because Civilization is turn-based. If (shocking heresy) it were *not* turn-based, then it might be possible to make movement and so on make a lot more sense without screwing everything off.
        This is more or less precisely what I was hoping my post said.

        And there is an interesting idea there with the rebase of ships, Willem, but still does not solve the fact that a ship in RL can travel a hugely greater distance in a year than a ship in Civ can travel in a turn. An idea I just had to avoid a ship zooming in, attacking and then evacuating to safety befoer it can be countered woul dbe to have many ships lose some/all of their remaining moves upon attacking. Some, like the Privateer, with a better type of hit and run attack tactic, could have the ability to ignore this movement loss. Then you could grant ships enormous numbers of moves in the modern era and still allow naval combat to play out. What does everyone think?
        Consul.

        Back to the ROOTS of addiction. My first missed poll!

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        • #19
          That's actually a very good point about gameplay Mr. WhereItsAt. Since the SP mode is not simultaneous movement, the other civ must have a chance to intercept, engage. If you choose to scout and return to port that still doesn't give the opposing navy a chance to intercept. They should have that opportunity.

          With a lot of ships, with huge movement values, you will be hardpressed to understand the theatre of operations. Say you want to move your carrier and escorts near a land mass. A much larger number of ships would have the potential of intercepting and fighting. Seems like that would just make stacks of naval units fighting out massive Jutland type battles.
          Haven't been here for ages....

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          • #20
            Originally posted by Tall Stranger
            Interesting.

            Off the top of my head, my only concern would be to limit such a capability to modern, non-transport ships or somehow prevent it from being used as a way to dump massive numbers of ground units into a city. If we can have this capability arrive around the time of airfields, it might work. Otherwise, building a single harbor on another continent and having a good number of transports could let you land huge numbers of knights or cav and crush the AI.
            That could easily be solved by only allowing re-basing when you discover Combustion, when the modern ships become available. And having a distance limit like we now have with aircraft would help as well. For cities on another continent, it might take two or three jumps in order for the ships to get there.

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            • #21
              Originally posted by Xorbon
              A possible compromise (for Civ 4 perhaps...) would be to still allow infinite railroad movement, but units would only be able to use them to travel from city to city. That is, you'd have the unit board the rails in one city, and get off in another.

              To move units to tiles other than city centres, units would have to use roads. Speaking of which, when "motorized transport" (or "automobile" or whatever...) comes around, roads could be upgraded (by workers) to "highways" which could provide a further increase in movement over roads (say, 1/6 or 1/9 of a movement point per 'highway' tile).
              That's what I would have liked to have seen myself. I think it's ludicrous having Railroads all over the landscape, they should only connect one city with another. They could easily have found another way to boost production in the modern era, like hydro poles with Electricity for instance. I think electrification did more to boost productivity than the railroad ever did.

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              • #22
                Originally posted by MrWhereItsAt
                An idea I just had to avoid a ship zooming in, attacking and then evacuating to safety befoer it can be countered woul dbe to have many ships lose some/all of their remaining moves upon attacking. Some, like the Privateer, with a better type of hit and run attack tactic, could have the ability to ignore this movement loss. Then you could grant ships enormous numbers of moves in the modern era and still allow naval combat to play out. What does everyone think?
                Not bad, but there's no reason why you can't have both. I think it would make it easier to move units with a rebase function than it would to watch them chug their way to their destination. Anything that will save some game time would certainly be welcome as far as I'm concerned.

                PS Another option would be to have the ships take a reduction in movement once they're inside a cultural boundary, just like land units can't use the roads.

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                • #23
                  while it's clear that some people would want to alter railroads and others wouldn't...

                  no one has given a clear reason why we shouldn't have the OPTION of changing this...

                  if we can change the ratings of roads, why can't we touch railroads?

                  personally, if given a choice, I'd make RR's a 1/12 movement rate...but with the CHOICE I could alter this as I see fit...

                  again, just give me the ability to alter railroads...if infinite movement is a part of the Civilization experience for you...great...but I and many others would like the opportunity to tweak this rating...

                  any official thoughts?

                  Kevin

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                  • #24
                    A whole nother option would be to continue to allow railroads unlimited movement distance, but limit how many units/tiles can be moved by rail each turn. The basis for the number of unit/tiles that can be carried could be based on any of a number of factors.

                    1) Total number of rail tiles within the country.
                    2) Total number of rail connected cities in the country.
                    3) Population in the country
                    4) Rail connected population in the country
                    5) Number of "railyard" city improvements biult/captured.
                    6) Shield expenditure on "locomotives/rolling stock"

                    I would prefer #5 or #6 myself, as those do not necessarily encourage solid railroad construction (as #1 does), nor does it result in a country that has recently acquired railroads to have a high capacity system immediately or in very short order (as #2-4 do)

                    One could even allow bombardments of rail lines to have a chance of destroying carrying capacity in addition to disrupting the actual connection.

                    Example of use :
                    Country A is 20 tiles across and has land borders on its extreme east and its extreme west. Its military (land) consists of 100 units, 20 of whom are in garrisons, 30 of whom are on either land border, and 20 of whom are maintained as a central reserve, able to reinforce either border, or beat off seaborne invasions in the center.
                    The country is well connected by rail, and its rail capacity is 300 unit-tiles. Moving the entire reserve of 20 units to either border would take (20*10=) 200 capacity. the remaining 100 capacity could be used to move an additional 5 units (5*20) from the opposite border to the threatened one. Moving the entire (non-garrison) army the lenght of the country would take (80*20) 1600 capacity, or 5 turns and change.


                    Another option that could be used in conjunction with the above one would be to limit the number of units that can move by rail through any given tile in a single turn. Even if one runs trains nose to tail, only so many will fit on the track, after all. Unfortunately, this would encourage putting rail in every tile.

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                    • #25
                      Ship Movement

                      There's an idea that I got from a crappy strategy boardgame called "Onslaught - D-Day to the Rhine". In that game, you can move units in one of two ways: either by normal movement, or by strategic movement. Normal movement is similar to Civ movement in that each unit has its own movement rate (in hexes) and can go their movement rate or less each round. Strategic movement gives a 3x multiplier to a unit's normal movement rate. However there are restrictions as to when you can use strategic movement. Basically, the restrictions are that your unit has to start-off being at least a certain distance from enemy units, and the unit cannot come within another given distance of an enemy unit while moving. This was to allow far-away units to catch-up to the frontline units.

                      I think a similar ability could be given to Civ sea-based units. The multiplier could depend on map size. First, for a unit to use strategic movement, it would have to be put in "Stategic Move Mode" (SMM) (there would be restrictions as to when you could go into SMM). Further, there would be restrictions on where you could move the unit while it is in SMM.

                      Restrictions could include: a) the unit can't have already performed an action (including moving, attacking, etc.) during the same turn before being put in SMM (to keep the unit from hitting-and-running);
                      b) the unit would be restricted in what actions it could perform while in SMM (eg. no attacking, bombarding, unloading troops, etc.);
                      c) you can't start-off or move to be adjacent to another non-allied civ's unit*;
                      d) you can't start-off or move through another civ's territory unless you have a ROP with that civ;
                      e) the unit could not move into a tile that would cause a previously unexplored (i.e. blackened-out) tile to become 'explored' (to keep units from exploring the world too quickly);
                      f) galleys and caravels (as well as similar units) wouldn't be able to travel across terrains in which they have a chance of sinking (i.e. seas or oceans); and
                      g) units being carried by ships in SMM would be unable to perform any actions (other than rebase - for air units) either.

                      *except for subs that are hidden

                      Ships in SMM would still be able to move (of course), disband, upgrade, and have units load on board.

                      I may have missed some details, but that's my idea.

                      Sorry for the novel-length explanation.
                      "Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss

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                      • #26
                        Personally, I think with the 1 year time scale of the shortest epic turns, infinite railroad movement is reasonable.

                        And I agree that something needs to be done about the disparity between modern sea and land movement. The rebase idea is a good one, but I don't see why any of the suggested restrictions to prevent unit-dumping are really needed.

                        For one, rebasing can only occur between your own cities anyway. And rebasing a loaded transport would be equivalent to air-transporting those units. And would be a realistic representation of the difference in volume sea and air transport are capable of handling. Even now most of the major intercontinental transportation of military hardware in the US arsenal is done via sea transport. This is simply because it is a LOT more economical to transport the heavy equipment via sea than it is by air. There are very few planes that can transport an M1-A2 Abrams Main Battle Tank. There are a lot of cargo ships that could do it. And any of the ones that the US DoD would use could easily carry multiple tanks, all of their crews, a full ammo loadout for them, spares and more. To transport the same amount of equipment via air would take probably 1.5 to 2 planes per tank.

                        If unit-dumping is really a big concern, what I think would be a reasonable way of dealing with it is a movement cost to loading/unloading on the transport. For example, with a modern transport, and say an 0.5 MP cost to load the transport, fully loading it would cost 4 MPs. Make rebasing the ship cost its full movement allowance, ie. no rebase if the ship has already been charged MPs that turn. This would create an automatic delay of a turn in shifting units overseas if they weren't already prepped and loaded on a transport.

                        Another factor that could be mixed in is bringing back the Port city improvement and requiring it in a city for rebasing. If this is one of those city improvements that is automatically destroyed when a city is captured, having to rebuild it before using rebasing would be a reasonable and realistic thing.

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                        • #27
                          I would like that you would actually have to build trains. Each train carries X number of units, and is the only unit gets a movement bonus, or unlimited movement on rail. Need iron and coal to be built. The cost of a train would be high, reflecting the real investment they were. Of course trains would be capable of being captured.

                          The process of loading units would not be be too cumbersome, and resemble sea transport. What it would do is that it would make it harder to move troops back and forth between the fronts.

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                          • #28
                            Originally posted by Tripledoc
                            I would like that you would actually have to build trains. Each train carries X number of units, and is the only unit gets a movement bonus, or unlimited movement on rail. Need iron and coal to be built. The cost of a train would be high, reflecting the real investment they were. Of course trains would be capable of being captured.

                            Ouch.

                            I llike Railroad Tycoon...it's a pretty cool idea. But in no way do I want to mix it in with civ.

                            Even if it were one train unit for three military unit, many of my games have 100 or more military units in the industrial age. I don't want to build 10 or 20 train units too.

                            Too much.
                            Haven't been here for ages....

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                            • #29
                              How about a city improvement such as a freight terminal that would allow rapid rail movement betwen cities with them?
                              Visit First Cultural Industries
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                              • #30
                                For some reason this seems to provoke emphatic reactions, but the timescale of a civ turn has nothing to do with tactical combat considerations. Civ combat is about balance. A horseman moves further than a warrior, and that is good. No need to calculate the size of a tile or the MPH attained by the various units to see if the ratio is appropriate.

                                The RR system in Civ is very weak and due to be re-worked, just like air combat was for Civ3. I've read and given alot of suggestions in the past. For the most part, the effects of fundamental changes would be hard to predict without playtesting. There is one change that would have a clear balancing affect: RR transport should be point-to-point, same as an airlift, only without the airport requirement. Loading equipment or troops on a train is similar to loading them onto a plane. If units can't unload from a plane and attack the same turn, why can they off of a train? RRs still maintain their usefulness due to quantity and location of movement, but it is no longer faster to send troops from Alaska to Southern Chile by train than by plane. The ability to limit the range and number of train trips by some factor would be even nicer.

                                As for sea transport, there was a thread a while back with Skywalker and some others with some good ideas about increasing movement points and balancing it out by using a patrol/intercept system.
                                Enjoy Slurm - it's highly addictive!

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