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Get Rid of Roads and Railroads!

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  • #16
    There is no way you could take roads and railroads out of a civ game like this. Just take away the infinite movement idea.
    For Example:
    Roads: 1/3 multiplier
    Railroads: 1/5 multiplier
    Simple

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    "We don't know a millionth of one percent about anything."
    -Thomas A. Edison

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    • #17
      No way it is better without them. like everybody said they just need to be balanced
      I play CTP2 Now! And my Login is Pedrunn (with 2 n's).

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      • #18
        While historical accuracy in Civilization is fun, it is not, as even Sid says, the focus of the game. The face that it takes twenty years for a legion to move one square at the beginning of the game may seem stupid, but the reality of the situation is that the length of the turn is only there to keep technology more or less in synch with the date.

        Think about it: when you play at the diety level, the pace of your research stays about with the actual way it went in history. The number of years per turn drops as you progress to reflect the dramatic increase in the speed of technological advancement - it really has no tie to any other facet of the game. The date is not important except as a timer. It lets you know how much time you have left and, to some extent, how you are doing in comparison to other games you've played.

        Trying to match up the time increments and unit movement would be an impossibly, and perhaps needlessly, difficult task.

        On another note, railroads should be toned down but you cannot remove them (or roads, for that matter) entirely from the game. The infinite movement of railroad is there to portray the lightning fast response times modern fighting forces have. The ability to react quickly to a single threat is not a factor; all that does is force the aggressor to use increasingly imaginative tactics. Wars are no longer fought by two massive forces finding a spot to meet and pounding each other until only one is left. To fight a modern Civilization war effectively an attacker must split the defenders forces using diversions and use unconventional attacks (i.e. spy units). Because of the effectiveness of rails, they become a prime target for an attacker, as was the historical case in WWII. Fast-moving mech inf units can break rail connections to a city before the defender can respond. Isolating your target is the most basic of the war tactics in Civilization.

        It is not enough to simply handicap the human player so that the AI can compete - that is what the difficulty levels are for. The AI needs to be enhanced and the railroads themselves tweaked, perhaps, but there is no reason to totally remove them.

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        • #19
          In Call to Power 1 & 2 a walking unit without roads was 1 tile, with roads 3 tiles, with railroads 5 tiles. Maybe if Firaxis consider that approach the road and railroads thing would fixed.

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          • #20
            On the subject of roads and RR's. Aside from the suggestions I've already given, I also feel that you should not be able to get onto a RR from any point, but must enter it from a city square. This would make using an enemies RR against him much harder, as you'd have to capture one of his connecting cities before you could use it! You could also have a tile improvement that you can build next to a RR, that would allow your units to move onto it at this point (sort of a Rail Depot improvement). This would also have to be captured before you can use an enemy RR. Lastly, RR's should be able to ignore the effects of mountain and hill terrain-as it is assumed that the RR goes straight through (via a tunnel!)
            Anyway, as always, I'm eager to hear peoples thoughts on these ideas. I hope to hear them soon.

            Yours,
            The_Aussie_Lurker

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            • #21
              quote:

              Originally posted by The_Aussie_Lurker on 05-13-2001 07:35 PM
              On the subject of roads and RR's. Aside from the suggestions I've already given, I also feel that you should not be able to get onto a RR from any point, but must enter it from a city square. This would make using an enemies RR against him much harder, as you'd have to capture one of his connecting cities before you could use it! You could also have a tile improvement that you can build next to a RR, that would allow your units to move onto it at this point (sort of a Rail Depot improvement). This would also have to be captured before you can use an enemy RR. Lastly, RR's should be able to ignore the effects of mountain and hill terrain-as it is assumed that the RR goes straight through (via a tunnel!)
              Anyway, as always, I'm eager to hear peoples thoughts on these ideas. I hope to hear them soon.

              Yours,
              The_Aussie_Lurker


              I think this is a good idea and could make the use of enemy railways harder.
              Rome rules

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              • #22
                Here's the thing. I think that the more realistic the concepts of the game are, the better play it will be (since it is, after all, suppose to simulate real war and growth, etc). Therefore, may I suggest that we look at how railroads and roads are used in real life, and then apply them to the game.

                1) Roads were used by the Roman Empire to racilitate the movement of chariots and such. Units who can take advantage of roads would be mobile units, infantry units shouldn't be able to use it as much. Later on in the game, when hover units (if there are such) become available, roads should be obselete and useless to facilitate the movements of these units.
                2) Railroads are not something you can just get on anywhere and be transported. So, therefore, may I suggest that we have a transport unit that can take advantage of the railroads (trains), in which you can put units into and transport them (of course, there'd be a limit to the number of units you can put in a transport unit). Also, a limitation to how many units can be in a stack is also important. And since railroads aren't totally frictionless or give a unit infinite speed, may I suggest that it will not facilitate the movement of any unit other than that of the transport unit (which, should be limited to movement ONLY on railroads).
                3) I think there should be some third generation of the road/railroads, just because the concept is cool. Like maglevs in SMAC. So how about having a magtube improvement that will allow infantry units to move faster (as you can't shove a big tank into a magtube).

                Each type of road/whatever should facilitate the movement of a certain type of unit. This will also make it possible to make infantry units generally stronger than mobile units, but slower so that they're less effective (don't you hate how an armor unit is just as capable of defending a city as a rifleman unit?) This would make it neccessary to not only think about where to place your infantry units, but also for an attacker to try to lure an infantry unit away so that the main force may be able to take a city (as an infantry unit would be much stronger than the attacking mobile units). The civilization that has faster infantry units due to magtubes will gain a great advantage. Roads, railroads and magtubes shouldn't be mutually exclusive. They should be allowed to exist together, since each only facilitates the movement of a certain type of unit.

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                • #23
                  Instead of terrain movement per turn, how about a really radical idea and make it terrain movement per year! This would require some adjusting of variables but then the units would (from our point of view) speed up or slow down depending on how many years were passing per turn. Or is this just a bit too radical?
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                  • #24
                    I wouldn't get rid of roads and railroads, I would keep them!!!

                    In Civ3 the AI can't use your roads and railroads, because there is a thing called borders now that will prohibit them from using your roads, unless you allow them or you are in war with them. But it is kinda of cheap for them to use your roads and railroads when your are in war with them!!!

                    Anyway, I think that Firaxis should upgrade them in some way!!!
                    "What is the Matrix?" -Neo
                    "The Matrix is the world that has been pulled over your eyes to blind you from the truth." -Morpheus [The Matrix]

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                    • #25
                      If anyone has read any of my posted topics (very few have) they would have read a solution to this problem. Using railroads requires a TRAIN!!! If Saddam Hussein landed troops in New York, hundreds of thousands of American troops would be transported, mostly by rail, to New York and they would kick his arab arse back to his sh*thole of a country.

                      If you have the infrastructure in place, you can use it to your advantage. Use your head polymths, the scenario you described is what would happen in real life. Troops from all over the country would be transported, mostly be rail, to the problem area and would neutralize the threat. The thing you are overlooking is that if someone invaded the US, they probably would not be able to use the rail system because they wouldn't control any TRAINS!!

                      Also, roads should be changed upon the invention of the Automobile because it takes a very short time to drive across the United States. In fact, it is almost faster to drive than to take the rail.

                      In Civilization's turn based system, railroad's movement allowance needs to be infinite because the minimum turn is a year. And in a year, I can travel across any length rail line. If you people are unwilling to give up your flawed turn based system, then you have to deal with the effects of railroad and infinite movement.
                      [This message has been edited by SoulAssassin (edited May 14, 2001).]
                      To us, it is the BEAST.

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                      • #26
                        quote:

                        Originally posted by SoulAssassin on 05-14-2001 03:49 PM
                        In Civilization's turn based system, railroad's movement allowance needs to be infinite because the minimum turn is a year. And in a year, I can travel across any length rail line. If you people are unwilling to give up your flawed turn based system, then you have to deal with the effects of railroad and infinite movement.
                        [This message has been edited by SoulAssassin (edited May 14, 2001).]


                        FOR THE LAST TIME!
                        Time/Turn is only for measuring technological progress and cannot be interpreted literally for unit movement! On another thread, I've already proposed that time/turn timescale might be totally gotten rid of and turns simply called turns (with a very periodic year update for effect only).

                        But this point is BALANCE!
                        If indeed you hold that since 1year/1turn literal interpretation, then shouldn't ships all other units have basically infinite movement as well. Hell, since 1 turn=1 year, I should be able to instantaneously transport almost any unit!

                        Again, I say, let it be balanced! If units travelling on trains have infinite movement based on 1 turn=1 year dogma, then ships and planes and almost every unit should have close to infinite movement. I mean IRL, you actually can travel around the world a couple of times even on ships! But is this what you really want????

                        If you don't like that every unit has near infinite movement and ships/planes, etc have finite movement, then land units should be balanced to be in sync with OTHER UNITS!

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                        • #27
                          quote:

                          Originally posted by SoulAssassin on 05-14-2001 03:49 PM
                          If you people are unwilling to give up your flawed turn based system, then you have to deal with the effects of railroad and infinite movement.


                          Its not so much a question of what WE are willing to give up, or not. Its instead a question of what Firaxis already have implemented. The game IS turnbased and they are not going to change that. (Good!).

                          As for infinite RR movement - well, that obviously imbalances the end-games pretty seriously. I want both roads and RR:s, but the movement-rules must be tweaked one way or the other.

                          Finally: I dont give a damn about that timescale argument. As I said in another thread: I have read somewhere that "those who analyzes humor dont have any". Maybe one likewise shouldnt analyze the realism in strategy-games too much either. Perhaps one tend to forget about having fun playing.

                          [This message has been edited by Ralf (edited May 14, 2001).]

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                          • #28
                            It is when you are at war that their use of your railway is important to restrict.

                            Roads were essential for the movement of all troops, even infantry, because it is faster and easier than tramping through woods and fields. Supply carts simply don't move where there are no roads and you have to use less efficient pack trains.

                            Embarking only at stations would be sensible but unless you are crossing Siberia or the Amazon there are going to be invisible small town stations two to a tile.
                            To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                            H.Poincaré

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                            • #29
                              I personally don't have any problems with units moving at infinite speeds along railroads. This is counterbalanced by their acutal low movement points. So while they can get anywhere fast, they can't fight many times.

                              Compare this to ships and airplanes.

                              Also railroads are extremely important strategically. Germany built its railways in anticipation of a two-front war. Some war plans were devised by examining railroad systems.

                              Let things as they are now.
                              (\__/) 07/07/1937 - Never forget
                              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                              (")_(") "Starting the fire from within."

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                              • #30
                                quote:

                                Originally posted by Urban Ranger on 05-15-2001 04:11 AM
                                I personally don't have any problems with units moving at infinite speeds along railroads. This is counterbalanced by their acutal low movement points. So while they can get anywhere fast, they can't fight many times.



                                I believe the biggest reservations stem from the AI being keen to railroad every tile within their city radii and then inadequately guard them. Playing against human opponents you deserve to lose if you make that mistake. Playing the AI you want a rule tweak to make it harder to take the city of your choice having bust through the border guard. Assigning a small but real cost to each tile crossed or by forcing you to 'occupy' enemy rail tiles before another of your units can use them are possibilities for achieveing this. An alternative is to produce such a strong AI that it is redundant.

                                Your point about infinite sea and air movement is well made. Ships should certainly have comparatively higher movement points in the modern era and airplanes should be able to fly anywhere they want provided they can stop to refuel every 8-12 tiles. The only reason for not allowing them is game balance, which is precisely where infinite rail movement causes problems too.

                                To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                                H.Poincaré

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