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kserra11
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I really wish there was a way for me to edit the movement values of railroads...
Personally, I don't like the unlimited movement of RR's...and would love the option of changing it to 1/10 or 1/15....
I think it takes away from some of the strategic value of the game, since you no longer really need to worry about troop placement since you can respond to an attack within one turn...
Have there been any changes or ideas that you've come up with to alter or re-balance the effects of Railroads?
I'm at the point now where I might just eliminate railroads and increase roads movement to 1/5 or something...
Thoughts???
Kevin
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mrmitchell
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If you increase roads, remember that affect lasts through the entire game, even in the Ancient ages.
But doesn't an army going across the country in 5 years (game time) make sense?
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Plotinus
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There's something wrong with the movement in Civilization anyway. I mean, if George Bush wants a ship somewhere, he doesn't have to wait five years for it to get there (although things might be interesting if he did). And it's not just in modern times - it didn't take Hannibal decades to travel from Spain to Italy with his army. To be realistic, all units should have massively increased movement. The problem is that this would make the game unplayable, because one player could send all his units crusading into the enemy's territory and wipe him out in a single fell swoop before he has a chance to respond. And that's because Civilization is turn-based. If (shocking heresy) it were *not* turn-based, then it might be possible to make movement and so on make a lot more sense without screwing everything off.
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kserra11
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The key would be to just have the option of changing the value...then people can edit it and perhaps find a happy medium for their styles...
Personally, I don't really pay attention to the length of years that go by per turn...one turn is one turn in my mind...
As stated before...while everyone is saying that in the modern age, an army would be able to move cross-continent within a year is true...but if you use that logic...so should a ship or plane...
What has happened is that the very mobility of these vehicles which makes them the striking force of modern militaries has been downgraded by the "blitzkrieg" abilities of land forces and the inabilities of air and sea units to match that speed...
Kevin
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geniemalin
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I would like to see a re-base ships option. The problem of unit-dumping can be solved by allowing only empty ships to re-base.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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quote: Originally posted by Paddy the Scot
hahaha interesting, would what ol' Hannibal would have thought of G.W. 
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G.W. would have asked him if Hannibal was "for him or against him"
Being that Hannibal is from North Africa, GW would have been suspicous of his ties to Libya 
About railroads... well, the way I look at it is that the timescale issue is solved for land, but not water. Again we see the falloff from real life/history to civ. But I can live with that...playability is a priority.
My solution, or rationalization, is that I think of the scale of a campaign, not a battle, when it comes to battles. The turns are a year, and your unit was fighting a series of battles...or relocating to a new theatre of war via railroad, etc.
quote:
Although I don't like the re-base ships idea, I am sure the Russians would have like it in 1904... |
Yes! The Japanese were ready for them, weren't they! BANZAI!
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:32
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quote: Originally posted by Plotinus
There's something wrong with the movement in Civilization anyway. I mean, if George Bush wants a ship somewhere, he doesn't have to wait five years for it to get there (although things might be interesting if he did). And it's not just in modern times - it didn't take Hannibal decades to travel from Spain to Italy with his army. To be realistic, all units should have massively increased movement. The problem is that this would make the game unplayable, because one player could send all his units crusading into the enemy's territory and wipe him out in a single fell swoop before he has a chance to respond. And that's because Civilization is turn-based. If (shocking heresy) it were *not* turn-based, then it might be possible to make movement and so on make a lot more sense without screwing everything off. |
This is more or less precisely what I was hoping my post said. 
And there is an interesting idea there with the rebase of ships, Willem, but still does not solve the fact that a ship in RL can travel a hugely greater distance in a year than a ship in Civ can travel in a turn. An idea I just had to avoid a ship zooming in, attacking and then evacuating to safety befoer it can be countered woul dbe to have many ships lose some/all of their remaining moves upon attacking. Some, like the Privateer, with a better type of hit and run attack tactic, could have the ability to ignore this movement loss. Then you could grant ships enormous numbers of moves in the modern era and still allow naval combat to play out. What does everyone think?
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kserra11
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while it's clear that some people would want to alter railroads and others wouldn't...
no one has given a clear reason why we shouldn't have the OPTION of changing this...
if we can change the ratings of roads, why can't we touch railroads?
personally, if given a choice, I'd make RR's a 1/12 movement rate...but with the CHOICE I could alter this as I see fit...
again, just give me the ability to alter railroads...if infinite movement is a part of the Civilization experience for you...great...but I and many others would like the opportunity to tweak this rating...
any official thoughts?
Kevin
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Outsider
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Seattle, Wa USA
Apr 2000 time: 05:32
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A whole nother option would be to continue to allow railroads unlimited movement distance, but limit how many units/tiles can be moved by rail each turn. The basis for the number of unit/tiles that can be carried could be based on any of a number of factors.
1) Total number of rail tiles within the country.
2) Total number of rail connected cities in the country.
3) Population in the country
4) Rail connected population in the country
5) Number of "railyard" city improvements biult/captured.
6) Shield expenditure on "locomotives/rolling stock"
I would prefer #5 or #6 myself, as those do not necessarily encourage solid railroad construction (as #1 does), nor does it result in a country that has recently acquired railroads to have a high capacity system immediately or in very short order (as #2-4 do)
One could even allow bombardments of rail lines to have a chance of destroying carrying capacity in addition to disrupting the actual connection.
Example of use :
Country A is 20 tiles across and has land borders on its extreme east and its extreme west. Its military (land) consists of 100 units, 20 of whom are in garrisons, 30 of whom are on either land border, and 20 of whom are maintained as a central reserve, able to reinforce either border, or beat off seaborne invasions in the center.
The country is well connected by rail, and its rail capacity is 300 unit-tiles. Moving the entire reserve of 20 units to either border would take (20*10=) 200 capacity. the remaining 100 capacity could be used to move an additional 5 units (5*20) from the opposite border to the threatened one. Moving the entire (non-garrison) army the lenght of the country would take (80*20) 1600 capacity, or 5 turns and change.
Another option that could be used in conjunction with the above one would be to limit the number of units that can move by rail through any given tile in a single turn. Even if one runs trains nose to tail, only so many will fit on the track, after all. Unfortunately, this would encourage putting rail in every tile.
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Xorbon
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Guelph, ON
Jul 2003 time: 00:32
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There's an idea that I got from a crappy strategy boardgame called "Onslaught - D-Day to the Rhine". In that game, you can move units in one of two ways: either by normal movement, or by strategic movement. Normal movement is similar to Civ movement in that each unit has its own movement rate (in hexes) and can go their movement rate or less each round. Strategic movement gives a 3x multiplier to a unit's normal movement rate. However there are restrictions as to when you can use strategic movement. Basically, the restrictions are that your unit has to start-off being at least a certain distance from enemy units, and the unit cannot come within another given distance of an enemy unit while moving. This was to allow far-away units to catch-up to the frontline units.
I think a similar ability could be given to Civ sea-based units. The multiplier could depend on map size. First, for a unit to use strategic movement, it would have to be put in "Stategic Move Mode" (SMM) (there would be restrictions as to when you could go into SMM). Further, there would be restrictions on where you could move the unit while it is in SMM.
Restrictions could include: a) the unit can't have already performed an action (including moving, attacking, etc.) during the same turn before being put in SMM (to keep the unit from hitting-and-running);
b) the unit would be restricted in what actions it could perform while in SMM (eg. no attacking, bombarding, unloading troops, etc.);
c) you can't start-off or move to be adjacent to another non-allied civ's unit*;
d) you can't start-off or move through another civ's territory unless you have a ROP with that civ;
e) the unit could not move into a tile that would cause a previously unexplored (i.e. blackened-out) tile to become 'explored' (to keep units from exploring the world too quickly);
f) galleys and caravels (as well as similar units) wouldn't be able to travel across terrains in which they have a chance of sinking (i.e. seas or oceans); and
g) units being carried by ships in SMM would be unable to perform any actions (other than rebase - for air units) either.
*except for subs that are hidden
Ships in SMM would still be able to move (of course), disband, upgrade, and have units load on board.
I may have missed some details, but that's my idea.
Sorry for the novel-length explanation.
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Bleyn
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Personally, I think with the 1 year time scale of the shortest epic turns, infinite railroad movement is reasonable.
And I agree that something needs to be done about the disparity between modern sea and land movement. The rebase idea is a good one, but I don't see why any of the suggested restrictions to prevent unit-dumping are really needed.
For one, rebasing can only occur between your own cities anyway. And rebasing a loaded transport would be equivalent to air-transporting those units. And would be a realistic representation of the difference in volume sea and air transport are capable of handling. Even now most of the major intercontinental transportation of military hardware in the US arsenal is done via sea transport. This is simply because it is a LOT more economical to transport the heavy equipment via sea than it is by air. There are very few planes that can transport an M1-A2 Abrams Main Battle Tank. There are a lot of cargo ships that could do it. And any of the ones that the US DoD would use could easily carry multiple tanks, all of their crews, a full ammo loadout for them, spares and more. To transport the same amount of equipment via air would take probably 1.5 to 2 planes per tank.
If unit-dumping is really a big concern, what I think would be a reasonable way of dealing with it is a movement cost to loading/unloading on the transport. For example, with a modern transport, and say an 0.5 MP cost to load the transport, fully loading it would cost 4 MPs. Make rebasing the ship cost its full movement allowance, ie. no rebase if the ship has already been charged MPs that turn. This would create an automatic delay of a turn in shifting units overseas if they weren't already prepped and loaded on a transport.
Another factor that could be mixed in is bringing back the Port city improvement and requiring it in a city for rebasing. If this is one of those city improvements that is automatically destroyed when a city is captured, having to rebuild it before using rebasing would be a reasonable and realistic thing.
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Tripledoc
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I would like that you would actually have to build trains. Each train carries X number of units, and is the only unit gets a movement bonus, or unlimited movement on rail. Need iron and coal to be built. The cost of a train would be high, reflecting the real investment they were. Of course trains would be capable of being captured.
The process of loading units would not be be too cumbersome, and resemble sea transport. What it would do is that it would make it harder to move troops back and forth between the fronts.
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