Like most people here on the forum, I realise that it's probably too late to make suggestions which will get included in Civ III. You never know until you try though, so here goes:
I see several ways of improving the movement system without unbalancing the the game
1) increase the size (in km's) of tiles, so that a single MP equates to a much longer distance than in Civ II.
2) Give units higher MP allowances at the start of the game (to reflect turn length), but reduce it by 1 at the start of each era!
3) Give units a Maximum unsupported range in enemy territory so that, even if the unit/army has a move of 18 tiles (on a road), if it only has a range of 8 tiles in enemy territory, then it can only capture cities and land within this range (and this can be good news if your Capital lies only 12 hexes from the enemies border). As I mentioned in my post to the "Army Attrition" thread, capturing an enemy city or building a supply depot will allow you to calculate your range from this point.
Range should probably increase by 1 per era, to reflect improvements in supply technology!
4) Tile improvements should not have time cost, but should instead have an MP cost. For example, a farm might cost a worker 1/2-1MP to build, wheras a mine might cost up to 3MP's to build. This way, improvements won't take decades to complete in ancient times, but the number of improvements a worker can build per turn will be limited!
5) Fighters/Bombers should probably act in the same fasion as Coastal fortresses will, in that they automatically attack enemy air units which come within their ZOC's, creating Aerial "Choke Points"
6) Air-lifts should require a special aerial transport unit.
7) Aircraft Carriers should have a higher MP rating than fighter aircraft of the same era, to make them worth building (Probably about 2MP's higher!)
Anyway, just a few points I'd like to make. I'd be interested to know what peoples thoughts are on this matter!
Yours,
The_Aussie_Lurker
I see several ways of improving the movement system without unbalancing the the game
1) increase the size (in km's) of tiles, so that a single MP equates to a much longer distance than in Civ II.
2) Give units higher MP allowances at the start of the game (to reflect turn length), but reduce it by 1 at the start of each era!
3) Give units a Maximum unsupported range in enemy territory so that, even if the unit/army has a move of 18 tiles (on a road), if it only has a range of 8 tiles in enemy territory, then it can only capture cities and land within this range (and this can be good news if your Capital lies only 12 hexes from the enemies border). As I mentioned in my post to the "Army Attrition" thread, capturing an enemy city or building a supply depot will allow you to calculate your range from this point.
Range should probably increase by 1 per era, to reflect improvements in supply technology!
4) Tile improvements should not have time cost, but should instead have an MP cost. For example, a farm might cost a worker 1/2-1MP to build, wheras a mine might cost up to 3MP's to build. This way, improvements won't take decades to complete in ancient times, but the number of improvements a worker can build per turn will be limited!
5) Fighters/Bombers should probably act in the same fasion as Coastal fortresses will, in that they automatically attack enemy air units which come within their ZOC's, creating Aerial "Choke Points"
6) Air-lifts should require a special aerial transport unit.
7) Aircraft Carriers should have a higher MP rating than fighter aircraft of the same era, to make them worth building (Probably about 2MP's higher!)
Anyway, just a few points I'd like to make. I'd be interested to know what peoples thoughts are on this matter!
Yours,
The_Aussie_Lurker
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