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MattPilot
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Tulsa, OK
Dec 2003 time: 05:35
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... with railroads disabled. Not by removing the flag, but by requiring a non-existant resource.
Although the game is more fun strategically (late-game), the bonus is lost by getting extra food or shields.
I know this has been done to death, but if only jesse could let us edit railroad movement in the editor .....
... *hopes for a miracle* ...
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:35
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the trend that i observed in an epic game is as follows:
In the first age you or on an exploration path. You make decisions like where you want to settle and how much land you claim, followed by rudamentary road building.
In the second age, you expand your infastructure and do some diplomatic work. <- also some stuff that you did in the first age
In the third and forth age, you don't have much left to do other than to build. And with the more sophisticated units you are able to build, the game focus shifts to more strategic path. <- however this is reduced by railroads, since you do not have to make strategic important decisions - you can basically station your troops anywhere and move them around at will.
And by removing railroads (or hopefully limiting them with a patch), you greatly add to the strategic element of the game, which is very much needed in the boring late game era.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:35
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hmm another patch?
i think i remember jesse said something about "Worker Gangs" - they weren't in this patch (unless i'm confused), so maybe there will be another patch?
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Phoenix
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Indiana
Dec 1999 time: 23:35
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How about this....'civ4'ish sollution
What if Railroad provided 6 movement per turn (twice roads) and require 1/gold per tile per turn upkeep and then late game with a late modern tech you could build 'Superhighways' or something that give infinite movement but each tile requires say 5 gold/turn in upkeep?
I liked infinite RR in civ, civ2 and I think it makes perfect sense in civ3. I see no reason that moving tanks across a vast modern empire should take more than one turn.
If you think fighting the AI is boring boost the difficulty level.
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Trip
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Hunt Valley
Apr 2002 time: 00:35
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In other words, it's a strategy that's more trying to remove the effects of RRs rather than a strategy to try and defeat your opponent. Using Bombers to cut roads and RRs is a tactic actually used historically, but the Civ 3 engine means that its pivotal to do so on a large scale in order to try and make sure that your invading army lives.
In order to cover an invasion now with, say, Tanks and Infantry you have to crawl ahead at 1 tile per turn. Even with fairly compact city spacing, with a full RR network intact this force would be completely decimated by the defender. Not only would they be able to call upon every combat unit to fight in actual melee combat, but all Artillery units could also be called upon to attack the very same turn. I'm not sure how much everyone here knows about how artillery was used historically, but that is certainly not it... placing artillery in strategic locations in order to provide fire-support across the entire front was an important part of decision-making. Packing up and moving artillery between fronts was a major deal, not something that could be done with the snap of fingers.
So once you've hit your poor enemy's invading army with 40 Artillery and basically destroyed all of his defending Infantry, you can send in the Bombers... and then finally the Tanks. Voila, invading army is now toast.
Want to prevent that? Well then, you must find a way to render your opponent's RRs ineffective... Bombers. There isn't a very strategically challenging trade-off that has to be made. You either cut those RRs or die.
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