This is a continuation of discussion from <A HREF="http://apolyton.net/forums/Forum28/HTML/000022.html">MOVEMENT, SUPPLY, ETC. (ver 1.0)</A>. Earlier discussion can be found at CIV3 - Master List - MOVEMENT (1.0) and at Movement Rules.
Go to the <font size=3> Current Summary </font> and return to this thread to post ideas.
In a game where turns are a minimum of 1 year and typically 10+ years long how do we rationalize such pathetically low movement rates? Caravans typically traveled the 3000+ miles from Damascus through the Hindu Kush to Xian in 8-11 months, including weather delays in the mountains. Travel on the Mongol post road from Sarai to Korakoram (c. 3000 mi, flat terrain) took less than 4 months, and message relays took less than half that.
The best means is to expand the types of strategic movement generalization. There are already several strategic generalizations in Civ2 movement rules. Free railroad movement is a strategic generalization. When an opponent expels a diplomat or insists that military unit(s) be removed from their territory, these units instantly return to your capital/nearest city. If you donate a military unit to an ally it moves instantly to the ally's city. Airlifting and Paradrop features are perhaps the best examples.
How to increase movement, remain playable, and not dilute the value of RR, Airlift, etc.? This composite of my original suggestions, modified for various constructive criticisms (thanks, everybody especially Theben) may prove useful. Further comments and suggestions by many participants are included. There are some who strenuously object to any change in movement rates. They're probably the ones who don't like the "double movement" option in MGE. For their sake perhaps new movement rules should be an option. On the other hand, if most of the strategic movement generalizations here are implemented, their apprehensions may be eased by the great flexibility of movement options. Most of these suggestion are far more than just changing the movement rates in the rules.txt file. Some (especially the old die-hard paper map/cardboard unit wargamers) would love a game with a purely strategic feel to it.
This was originally presented as a more-or-less coherent proposal (and was e-mailed to BR as such long ago), however the inclusion of many (possibly conflicting) ideas from independent sources makes this more of a grab-bag.
CONTENTS
1) Land Unit Movement
2) Naval Unit Movement
3) Air Unit Movement
4) Supply
5) Trade
6) Zones of Control
7) Exploration
8) Air Superiority
9) Air Support
10) Strategic Air Attack
11) Miscellaneous Suggestions
<font size=1 face=Arial color=444444>[This message has been edited by don Don (edited January 05, 2000).]</font>
Go to the <font size=3> Current Summary </font> and return to this thread to post ideas.

In a game where turns are a minimum of 1 year and typically 10+ years long how do we rationalize such pathetically low movement rates? Caravans typically traveled the 3000+ miles from Damascus through the Hindu Kush to Xian in 8-11 months, including weather delays in the mountains. Travel on the Mongol post road from Sarai to Korakoram (c. 3000 mi, flat terrain) took less than 4 months, and message relays took less than half that.
The best means is to expand the types of strategic movement generalization. There are already several strategic generalizations in Civ2 movement rules. Free railroad movement is a strategic generalization. When an opponent expels a diplomat or insists that military unit(s) be removed from their territory, these units instantly return to your capital/nearest city. If you donate a military unit to an ally it moves instantly to the ally's city. Airlifting and Paradrop features are perhaps the best examples.
How to increase movement, remain playable, and not dilute the value of RR, Airlift, etc.? This composite of my original suggestions, modified for various constructive criticisms (thanks, everybody especially Theben) may prove useful. Further comments and suggestions by many participants are included. There are some who strenuously object to any change in movement rates. They're probably the ones who don't like the "double movement" option in MGE. For their sake perhaps new movement rules should be an option. On the other hand, if most of the strategic movement generalizations here are implemented, their apprehensions may be eased by the great flexibility of movement options. Most of these suggestion are far more than just changing the movement rates in the rules.txt file. Some (especially the old die-hard paper map/cardboard unit wargamers) would love a game with a purely strategic feel to it.
This was originally presented as a more-or-less coherent proposal (and was e-mailed to BR as such long ago), however the inclusion of many (possibly conflicting) ideas from independent sources makes this more of a grab-bag.
CONTENTS
1) Land Unit Movement
2) Naval Unit Movement
3) Air Unit Movement
4) Supply
5) Trade
6) Zones of Control
7) Exploration
8) Air Superiority
9) Air Support
10) Strategic Air Attack
11) Miscellaneous Suggestions
<font size=1 face=Arial color=444444>[This message has been edited by don Don (edited January 05, 2000).]</font>
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