In several threads, I have been fighting the timescale literalists who insist on the literal interpretation of 1 turn=1 year (10 years, whatever). Because of this literal interpretation, they say that it makes sense for units to have infinite movement on railroads. I have countered that this is not in sync with other units NOT using railroads since even modern ships can circumnavigate the globe in a year's time.
But after some thought, I have come up with a model of movement that might satisfy the 1 year=1 turn literalists. That is we should have nearly all modern units have nearly infinite movement.
This is how it would work.
1. RRs have infinite movement.
2. All ships and planes have nearly infinite movement per turn, say on the order of 30 or so MPs.
3. Ships and Planes will have expanded zones of control. If you move a large fleet of ships or planes and unwittingly move into a hostile zone of control, your unit's movement is severely reduced (perhaps to 1 MP.) Thus you will be allowed to initiate an attack but simply cannot use large MPs to avoid detection and interception! (For those of you familiar with Sid Meier's Colonization this is the exact model used! In the presence of hostile ships, your own ships MPs were reduced to prevent simply running away from intercepts every time!)
Advantages:
1. Satisfies the 1 turn=1 year literalists. (I am not one of them BTW)
2. Since all units have very high MPs, satisfies balance of MPs between units.
3. Using the "Colonization" model, upon entering enemy ZOC, MPs are reduced severely so still models intercept capability. You can't just use high MPs to just bypass intercepts!
4. Speeds up game.
5. Strengthens AI by making routing and control of units easier (doesn't have to plan and coordinate many units over large distances spread out over several turns.)
What do people think of this near infinite movement, ZOC lowers MP model???
But after some thought, I have come up with a model of movement that might satisfy the 1 year=1 turn literalists. That is we should have nearly all modern units have nearly infinite movement.
This is how it would work.
1. RRs have infinite movement.
2. All ships and planes have nearly infinite movement per turn, say on the order of 30 or so MPs.
3. Ships and Planes will have expanded zones of control. If you move a large fleet of ships or planes and unwittingly move into a hostile zone of control, your unit's movement is severely reduced (perhaps to 1 MP.) Thus you will be allowed to initiate an attack but simply cannot use large MPs to avoid detection and interception! (For those of you familiar with Sid Meier's Colonization this is the exact model used! In the presence of hostile ships, your own ships MPs were reduced to prevent simply running away from intercepts every time!)
Advantages:
1. Satisfies the 1 turn=1 year literalists. (I am not one of them BTW)
2. Since all units have very high MPs, satisfies balance of MPs between units.
3. Using the "Colonization" model, upon entering enemy ZOC, MPs are reduced severely so still models intercept capability. You can't just use high MPs to just bypass intercepts!
4. Speeds up game.
5. Strengthens AI by making routing and control of units easier (doesn't have to plan and coordinate many units over large distances spread out over several turns.)
What do people think of this near infinite movement, ZOC lowers MP model???
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