I know this is probably too late to affect a game 85% done- but I want to get it out of my system.
Recent threads have called for the ability to move quickly across your empire for various reasons- railroads, airplanes, etc. In one I proposed the idea of Strategic Redeployment, and I'd like to build further on the idea (ignoring the fact that most of this was already mentioned in the List).
The basic idea is to allow for quick movement of units in a game where turns are years- but without ruining gameplay. The gist of the plan is to allow "unlimited" movement, but it uses all the unit's movement points for the turn. Benefits are:
Allows player to rapidly move forces around his/her empire;
Builds on already existing civ2 technology (removal of unit from enemy space, airlifts);
Should not unbalance game as moved unit cannot attack in same turn;
Helps "goto path" problems, as the route need only be traced. The unit is instantly transported there;
Helps kill "unlimited RR movement".
A potential problem is that it MIGHT unbalance game in favor of player over AI as the player will have a better grasp of how to use it.
How it works:
Land SR, w/o road connection- The unit is immediately placed in the nearest home city or colony, as per civ2 when enemy civ asks you to leave. Unlike civ2 all movement is consumed for the turn.
Land SR, w/ road or rr connection- The unit may be placed in any city, colony, or fortress of your civ or an allied civ as long as long as a viable supply path can be linked to both points A and B (no enemy ZOC's). In this case RR movement is assumed to not be unlimited but higher than road movement, and enemy rails cannot be used by another civ (may use ally's).
Sea SR- Any sea unit may use SR to the nearest available port. It may also use SR between two cities with the appropriate naval facilities (harbor &/or port facility in civ2). Perhaps a wonder like the Lighthouse could allow SR between all port cities (& colonies?). As air units (below), the SR path may not travel past enemy "ZOC's" (as Firaxis has mentioned ships traveling past coastal forts may be fired upon; also I include enemy navy "ZOC's") w/o risk of damage.
Air SR- All air units have unlimited range, but the air unit must be able to reach another airport or airbase within its normal flight range to continue its travel path. Thus a fighter with a move of 6 could travel 36 tiles away if there were 6 cities or airbases in between to act as refueling points. In the event that Firaxis still has air units flying for 2 turns the range of the unit is doubled for purposes of SR. Enemy fighters would have ZOC's around their base of operation, and although air units can still attempt to SR past them, they may be damaged, destroyed, and/or turned away in the attempt. AA may also attack units flying overhead.
Why all movement points lost? Aside from game balance, the supply lines and supply base, personnel, etc. must also be moved in their own fashion, which may take considerably longer than moving the unit itself. Ending the movement assumes that new supply routes have been successfully set up for the unit's new location.
Also note that the instant movement removes the civ2 event where enemy units were detected and landscape uncovered en route. Now while the basic landscape should be uncovered, things in the land probably shouldn't be, like irrigation, bases, units, etc, as the unit is not actively searching for them.
Comments?
Recent threads have called for the ability to move quickly across your empire for various reasons- railroads, airplanes, etc. In one I proposed the idea of Strategic Redeployment, and I'd like to build further on the idea (ignoring the fact that most of this was already mentioned in the List).
The basic idea is to allow for quick movement of units in a game where turns are years- but without ruining gameplay. The gist of the plan is to allow "unlimited" movement, but it uses all the unit's movement points for the turn. Benefits are:
Allows player to rapidly move forces around his/her empire;
Builds on already existing civ2 technology (removal of unit from enemy space, airlifts);
Should not unbalance game as moved unit cannot attack in same turn;
Helps "goto path" problems, as the route need only be traced. The unit is instantly transported there;
Helps kill "unlimited RR movement".
A potential problem is that it MIGHT unbalance game in favor of player over AI as the player will have a better grasp of how to use it.
How it works:
Land SR, w/o road connection- The unit is immediately placed in the nearest home city or colony, as per civ2 when enemy civ asks you to leave. Unlike civ2 all movement is consumed for the turn.
Land SR, w/ road or rr connection- The unit may be placed in any city, colony, or fortress of your civ or an allied civ as long as long as a viable supply path can be linked to both points A and B (no enemy ZOC's). In this case RR movement is assumed to not be unlimited but higher than road movement, and enemy rails cannot be used by another civ (may use ally's).
Sea SR- Any sea unit may use SR to the nearest available port. It may also use SR between two cities with the appropriate naval facilities (harbor &/or port facility in civ2). Perhaps a wonder like the Lighthouse could allow SR between all port cities (& colonies?). As air units (below), the SR path may not travel past enemy "ZOC's" (as Firaxis has mentioned ships traveling past coastal forts may be fired upon; also I include enemy navy "ZOC's") w/o risk of damage.
Air SR- All air units have unlimited range, but the air unit must be able to reach another airport or airbase within its normal flight range to continue its travel path. Thus a fighter with a move of 6 could travel 36 tiles away if there were 6 cities or airbases in between to act as refueling points. In the event that Firaxis still has air units flying for 2 turns the range of the unit is doubled for purposes of SR. Enemy fighters would have ZOC's around their base of operation, and although air units can still attempt to SR past them, they may be damaged, destroyed, and/or turned away in the attempt. AA may also attack units flying overhead.
Why all movement points lost? Aside from game balance, the supply lines and supply base, personnel, etc. must also be moved in their own fashion, which may take considerably longer than moving the unit itself. Ending the movement assumes that new supply routes have been successfully set up for the unit's new location.
Also note that the instant movement removes the civ2 event where enemy units were detected and landscape uncovered en route. Now while the basic landscape should be uncovered, things in the land probably shouldn't be, like irrigation, bases, units, etc, as the unit is not actively searching for them.
Comments?
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