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MattPilot
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Tulsa, OK
Dec 2003 time: 05:35
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here's an idea as to how this could be handled in Civ4:
Railroads shouldn't multiply your movement points, but rather railroads should only give you a given number of movement points free per turn.
The train doesn't move any faster just because you got a vehicle loaded instead of infantry. So perhaps each unit could get 2, or 3, free movement points when moving from one railroad square to the next. After said number of movement points is used up, the rest of the movements points get deducted as if it were on roads (even if its moving on railroads).
Shouldn't be to hard to implent code wise. Just add an additional Byte (or bit?), with a number to each unit.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:35
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quote: Originally posted by binyo66
I thought I am the only one who is crazy. With the current rr, I dont even have much time to finish most of the game (never finisih conqest, always UN, cultural, at most domi). With limited rr, I dont even have time to play on modern time |
Remove infinite movement, take away the commerce bonus for rails, and add a commerce-style Tile Improvement to replace the lost gold, tweak the cost of unit upkeep and tech costs, and your problem would be fixed.
Unfortunately, Firaxis locked themselves into this flawed system in civ3 by hardcoding rail movement and limiting the creation of multi-tiered tile improvements. Short-sighted and foolish... 
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gunkulator
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Another idea for RR: You build RR lines instead of just rails. Each tile with rails connects to no more than two other tiles, excepting city tiles which act as rail line junctions. Cost to move along rails is still 0, however each junction would cost 1/3 movement point. A tile improvement called Rail Junction would act the same way as city tiles.
The real problem I think is not the infinite movement, it's the infinite interconnections. Just because two adjacent tiles have rails doesn't mean they are part of the same line.
Having rail lines would create strategic junction points that could all rail traffic must switch through. Tearing up just a few rails would cripple your's or the enemy's ability to ship units rapidly to the front.
While you could still conceivably criss-cross every square, pratically few people would build rails this way.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:35
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Just noticed something:
Disabling RR's doesn't at all negatively affect worker management in the industrial age at all. Infact, it enhances gameplay by giving the player even more strategic decisions to make.
For example, to send workers across your city, the fastest way would be to use airfields (assuming you modded it that way, like me). Although it would use up your airfields turn and your units. Another way of doing it, is using helicopters (hey, they finally got a good use). Pack three workers in a helo, rebase the helo, activate worker and you can do it all in one turn.
Now what if you need workers in an area where you don't have a town? Well, then you need to build up your infastructure by placing airports (hey, this finally got a good use too!) around your country. I'm someone who likes to build cities far away with big distances from each other. To make sure i have access to terrain further away from my cities, i placed airports there. I've also modded it so you can only build cities on a few tiles, making airports in the inhabital areas invaluable to my defense.
Also, i've placed the now-very-useful airports around my production centers, this way i can airlift multiple units from own town to the hot-zone.
Removing RR's was the best thing i ever did to this game. Actually having to work out a good infastructure (which is also easily demolishable by enemy airstrikes if left undefended) for your empire is awesome! I just love the possibilities now 
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