As I mentioned in another thread, I've proposed a similar idea before, although it was "crueler" in that it downright killed units that ran out of supply.
I see only one fundamental dilemma: do we trace supply routes for supply sources?
If we don't, we're sacrificing realism for gameplay (with turns lasting 50 years, it's not what's IN a supply unit that's important; rather, the supply unit is representing a supply line, which must actually be fed somehow).
If we do, we're sacrificing gameplay for realism: I don't think any Civ lover wants to see the game become alienating for the masses, for all Civ lovers entered the world of Civ from those same masses once.
I'd go with the first option: please the mass market (and the AI for that matter) by not checking for supply routes. One can argue the realism aspect of that as follows: a supply unit, though it appears in the game as a unit, represents a supply line (just as the old Civ II caravans "touchably" represented the logistics of getting a trade route going, and the Diplomats "touchably" represented espionage activities, albeit rather sillily*). Its upkeep cost (see below!) represents the expense involved in keeping that supply line open during the very large time units used in Civ, even though nothing is visibly going on on the map.
Ideally, Civ 4 would implement variable unit upkeep (hey, CTP did it without falling apart -- well, OK, it did fall apart, but not because of variable unit upkeep). In that case, supply units could have:
1. A fairly high upkeep cost representing that though shown as a unit, they represent an ongoing investment. In fact, I would propose a low build cost, since the main cost of supply lines lies in their maintenance rather than their setup. If point #2 below is implemented, the base upkeep can be low, since the real real cost of supply lines is when they run outside friendly territory.
2. [Optional, since it's a complication] a. An increase in a supply unit's upkeep if it leaves its civ's cultural borders; b. [Double-optional] a growing increase as distance from one's cultural borders increases, to reflect the greater cost of supply lines outside one'; c. [Triple-optional] a second flat or growing penalty as supply units enter hostile territory.
I don't agree with any ancient units having an infinite Range Factor. 4x or not (in deference to jimmytrick), if range factor exists, then we have an excellent chance to keep the Romans from visiting China in 2000 AD, i.e. to feed realism -- and thus immersion -- with no loss in gameplay. The only disadvantage is that you eliminate the "Kon-Tiki" scenario, which arguably happened in real life, where some daring individuals really did go way off somewhere deep in the BC's, "with a settler" no less. But then their civilization split. :-)
I agree with the poster who mentioned that this can make the age of discovery more exciting -- it can make it more "real," by giving the units in that age a sudden tremendous jump in range factor. However, this still doesn't address what the CivIII haters of the world have called "settler diarrhea" -- that is, that the whole world tends to be settled by the time the age of discovery arrives.
As far as the AI aspect, I say: let 'em have it. Computer graphics improvement seems to be slowing down (e.g. Civ II is graphically closer to Civ III than to Civ I) and new graphics development tools are slowly becoming a commodity, so we can only hope that Firaxis will take a breather and focus on what marketing hates but what everyone who's fallen in love with Civ loves: AI development.
I don't like the idea of the AI absolutely refusing to exceed its range factor. The very least that could be done is to use (range factor+ RAND(c)) as the farthest it will go in a certain time factor or (may I dream?) strategic-planning time-ish unit ("excursion"), where c is some reasonable number. If players know it will always go out to its range factor and not a step farther, you can be sure that'll be exploited.
BTW Willem, weren't you also the one with the brilliant ship-rebasing idea?
In that light, if any good compromises on gameplay and realism occur to you regarding the following (IMO) "key realism flaws of civ", I'd be thrilled to read and discuss them (ideally in separate threads):
1. No real-life Civ is planet-spanning, or probably ever could be -- too many transportation and "corruption" issues in the past; too many diplomatic issues in the present. Yet it's easy to create a planet-spanning civ in Civ.
2. No real-life civ has continuously grown in power since 4000 BC; perhaps none even could.
3. No real-life civ is still "fielding spearmen" today.
4. No real-life civ ever paid or probably even could have paid another civ money to teach it the secrets of e.g. Monarchy or Free Artistry; these things tended to be disseminated "for free" through trade, conquest, and contact. On the other hand, there are other techs like Rocketry that certainly have and can be bought.
5. Abe Lincoln (et al.) could never reach the ripe old age of 6050!
(And even 500 would be pretty nice. ;-) ) OK, OK, it wouldn't be Civ without that part!
Cheers,
USC
* Yes, I realize this is not a word. But it should be.
I see only one fundamental dilemma: do we trace supply routes for supply sources?
If we don't, we're sacrificing realism for gameplay (with turns lasting 50 years, it's not what's IN a supply unit that's important; rather, the supply unit is representing a supply line, which must actually be fed somehow).
If we do, we're sacrificing gameplay for realism: I don't think any Civ lover wants to see the game become alienating for the masses, for all Civ lovers entered the world of Civ from those same masses once.
I'd go with the first option: please the mass market (and the AI for that matter) by not checking for supply routes. One can argue the realism aspect of that as follows: a supply unit, though it appears in the game as a unit, represents a supply line (just as the old Civ II caravans "touchably" represented the logistics of getting a trade route going, and the Diplomats "touchably" represented espionage activities, albeit rather sillily*). Its upkeep cost (see below!) represents the expense involved in keeping that supply line open during the very large time units used in Civ, even though nothing is visibly going on on the map.
Ideally, Civ 4 would implement variable unit upkeep (hey, CTP did it without falling apart -- well, OK, it did fall apart, but not because of variable unit upkeep). In that case, supply units could have:
1. A fairly high upkeep cost representing that though shown as a unit, they represent an ongoing investment. In fact, I would propose a low build cost, since the main cost of supply lines lies in their maintenance rather than their setup. If point #2 below is implemented, the base upkeep can be low, since the real real cost of supply lines is when they run outside friendly territory.
2. [Optional, since it's a complication] a. An increase in a supply unit's upkeep if it leaves its civ's cultural borders; b. [Double-optional] a growing increase as distance from one's cultural borders increases, to reflect the greater cost of supply lines outside one'; c. [Triple-optional] a second flat or growing penalty as supply units enter hostile territory.
I don't agree with any ancient units having an infinite Range Factor. 4x or not (in deference to jimmytrick), if range factor exists, then we have an excellent chance to keep the Romans from visiting China in 2000 AD, i.e. to feed realism -- and thus immersion -- with no loss in gameplay. The only disadvantage is that you eliminate the "Kon-Tiki" scenario, which arguably happened in real life, where some daring individuals really did go way off somewhere deep in the BC's, "with a settler" no less. But then their civilization split. :-)
I agree with the poster who mentioned that this can make the age of discovery more exciting -- it can make it more "real," by giving the units in that age a sudden tremendous jump in range factor. However, this still doesn't address what the CivIII haters of the world have called "settler diarrhea" -- that is, that the whole world tends to be settled by the time the age of discovery arrives.
As far as the AI aspect, I say: let 'em have it. Computer graphics improvement seems to be slowing down (e.g. Civ II is graphically closer to Civ III than to Civ I) and new graphics development tools are slowly becoming a commodity, so we can only hope that Firaxis will take a breather and focus on what marketing hates but what everyone who's fallen in love with Civ loves: AI development.
I don't like the idea of the AI absolutely refusing to exceed its range factor. The very least that could be done is to use (range factor+ RAND(c)) as the farthest it will go in a certain time factor or (may I dream?) strategic-planning time-ish unit ("excursion"), where c is some reasonable number. If players know it will always go out to its range factor and not a step farther, you can be sure that'll be exploited.
BTW Willem, weren't you also the one with the brilliant ship-rebasing idea?
In that light, if any good compromises on gameplay and realism occur to you regarding the following (IMO) "key realism flaws of civ", I'd be thrilled to read and discuss them (ideally in separate threads):
1. No real-life Civ is planet-spanning, or probably ever could be -- too many transportation and "corruption" issues in the past; too many diplomatic issues in the present. Yet it's easy to create a planet-spanning civ in Civ.
2. No real-life civ has continuously grown in power since 4000 BC; perhaps none even could.
3. No real-life civ is still "fielding spearmen" today.
4. No real-life civ ever paid or probably even could have paid another civ money to teach it the secrets of e.g. Monarchy or Free Artistry; these things tended to be disseminated "for free" through trade, conquest, and contact. On the other hand, there are other techs like Rocketry that certainly have and can be bought.
5. Abe Lincoln (et al.) could never reach the ripe old age of 6050!
![LOL](https://apolyton.net/core/images/smilies/lol.gif)
Cheers,
USC
* Yes, I realize this is not a word. But it should be.
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