I have always disliked the very low movement of units in civ games, but understand the need for exploration and military stratagy aspects of the game. So I thought of a possible solution, tell me what you think.
Land Units
1) All land units would have about 4x the current movement rate.
2) Unit moves at half speed if moving outside of your or your allies borders.
3) Units move at 1/4 speed if moving in non-ally borders (but must be in some civ's borders) and the fog of war is currently affecting the tile(s) OR you are moving anywhere but are uncovering backed-out map tiles.
Naval Units
1) All naval units move at 8x current speed.
2) This is cut in half if moving within a non-allies borders.
3) Cut-in-half again if moving in "deep waters" with an early ship.
4) Cut-in-half again if moving in an area covered by the fog-of-war.
5) Cut-in-half again if "exploring" blacked out tiles (cummalitive with "fog-of-war" penalty).
6) Cut-in-half again for later vessels that are of large size moving in "shallow water"
Air Units
1) Do not have movement, instead have RANGE and MISSIONS
2) Missions is the number of things a air unit can do, attack, move to location, Bomb, Flyby/Explore, etc.
3) Range shows all available locations that Missions can be performed in, Range is in Tiles from Airports/Airfields/Aircraft Carriers(with Room) (cities w/o Airports also can be used but they do not add to other ranges, either use them as the sole departure point or don't use them at all). The ranges are cummalitive, thus planes can attack quite far away if their is a chain of Airports-Carriers-Airfields present)
[Note: All Anti-Air units should have a zone-of-control vs. Air-units]
Final Modifications:
All actions that normally cost one movement point (i.e., Attacking/Unloading/etc.) should now cost a set % of total movement.
Land Units
1) All land units would have about 4x the current movement rate.
2) Unit moves at half speed if moving outside of your or your allies borders.
3) Units move at 1/4 speed if moving in non-ally borders (but must be in some civ's borders) and the fog of war is currently affecting the tile(s) OR you are moving anywhere but are uncovering backed-out map tiles.
Naval Units
1) All naval units move at 8x current speed.
2) This is cut in half if moving within a non-allies borders.
3) Cut-in-half again if moving in "deep waters" with an early ship.
4) Cut-in-half again if moving in an area covered by the fog-of-war.
5) Cut-in-half again if "exploring" blacked out tiles (cummalitive with "fog-of-war" penalty).
6) Cut-in-half again for later vessels that are of large size moving in "shallow water"
Air Units
1) Do not have movement, instead have RANGE and MISSIONS
2) Missions is the number of things a air unit can do, attack, move to location, Bomb, Flyby/Explore, etc.
3) Range shows all available locations that Missions can be performed in, Range is in Tiles from Airports/Airfields/Aircraft Carriers(with Room) (cities w/o Airports also can be used but they do not add to other ranges, either use them as the sole departure point or don't use them at all). The ranges are cummalitive, thus planes can attack quite far away if their is a chain of Airports-Carriers-Airfields present)
[Note: All Anti-Air units should have a zone-of-control vs. Air-units]
Final Modifications:
All actions that normally cost one movement point (i.e., Attacking/Unloading/etc.) should now cost a set % of total movement.
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