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VetLegion
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On a serous note, I don't believe they will change it. Railroads is a concept separate from roads. Perhaps they'll add some minor tweaks, like increasing the cost of passing through cities or some such, but I believe infinite movement stays.
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Brent
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I love infinite railroad movement. Same with Leo's Workshop.
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Drachasor
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They could have it start at 1/9 and move up to higher numbers with later technology. Perhaps as high as 1/18?
The problem with infinite rail movement is that it cuts down on strategy, since you can respond with your entire land army in one round. You should need to think a bit more about how you are going to place your troops, imho.
-Drachasor
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TimeTraveler
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Would it be possible if there was an option to allow infinite movement railroads as a custom rule right before the game starts? I think that way, those who like or dislike infinite movement can choose whichever one they want.
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Ka Plewy
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I think unlimited movement should remain, with some modifcations.
Call it strategic movement. I would like to see two variants, one for roads and one for railroads. Essentially any cities connected by roads or railroads may move units between them, strategicially. If by roads, the unit may not attack or defend in the city, and will be destroyed if the city is captured. If by railroad the unit may defend at 1/2 strength. These penalties represent the disorganized nature units would face in having men and materiel moved vast distances in a hurry, but is also realistic, considering the time span of the turns we're dealing with. Normal movement by railroads should be double roads.
Additionally, I'd like to see some way for units to capture enemy railroads and roads, to be able to use them for benefits of moving units, which is a fairly normal occurrence in modern warfare. A new action, called secure road/railroad, which would allow a unit to take over control of the enemy road/rail tile movement bonus. Securing lasts until the following conditions are met: peace is declared or enemy retakes and rescures the square. Units need at least 1 MP to secure the road/rail. This would increase the value of the hill and mountain railed by the enemy.
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Drachasor
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quote: Originally posted by Vince278
I favor the infinite railroad as well. Keep in mind how many years are in each turn. You can go far on a rail in 1/2/5 years. Airlift doesn't compare to rail. Those heavy lifters cost alot. Rail can haul more cargo cheaper. |
With that reasoning your Legion should be able to move 10 or more squares a good-sized map each turn. Movement isn't realistic time-wise, that's just how it is.
I believe Civ3 made it so you can't use enemy roads, correct? I for one, think this needs to be done away with, as not being able to use roads is unrealistic. Rails is a bit more understandable, but the whole reason this was done was to prevent Civ2 era fights where you took over half a Civilization in 1 turn (or maybe the whole thing). Instead, cap movement on rails, and you also have gone a long way to solving the problem. "Capturing" rails and road should merely be understood when you use a railway (you don't really capture a road, you just have troops use it).
Perhaps troops in military bases inside your territory should rush to defend cities under attack. This would happen even if it wasn't your turn. Perhaps you set them on "sleep" or "defend" and they'll do that, and fortify keeps them in place.
Both limited movement and auto-defending troops would eliminate the reason why you can't automatically use enemy rails and roads. Anyhow, I understand the popularity of the unlimited movement, and auto-defending mobile troops might be sufficient, if they eliminate the rail splurge (via not needing rails everywhere). However, the mobile troop idea works best with limited movement, less everyone rushes to defend the furtherest city (though perhaps some sort of radius on the auto-defend would work).
-Drachasor
-Drachasor
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Bjarkehingrumme
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How about auto-destruction of improvements occupied by troops in hostile territory. This could represent burned ground strategy, conducted by civilians/retreating troops. It it would keep the gaming mechanic, and also motivate stopping the enemy at the borders instead of hiding in the cities. Perhaps you could even make it an option set globally by each civilization. If the civ suspected an impending surprise attack it would turn this auto-destruction on, to slow enemy advance. This is quite close to the preparations of war that many countries have in their contingency plans.
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Drachasor
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quote: Originally posted by Japher
What's worse current railroad movement, or taking a year to travel 4 squares on a railroad? |
I am not following, are you talking about roads or railroads? They're 3 movement, and that's unrealistic as well.
Proposals for Railroads have been about 9-18 tiles/1 movement point.
As I said before (do people read?) all movement is unrealistic time-wise. All wars are unrealistic time-wise. It isn't going to change, and I don't understand why everyone isn't used to it now.
-Drachasor
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Deathmerchant
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quote: Originally posted by Kucinich
Simply making it only a better road is not going to work at all - with the POSSIBLE except that you make workers get infinite move on it. |
Well, all I know is I don't like the ability to ship every single troop on your entire continent to defend one city in a single turn. This completely eliminates anything related to strategic troop placement. The fact that I can have my entire force fighting two fronts on different sides of a continent in the same turn is ridiculous. Oh, the Americans just make a sneak attack on one of my northern outpost cities. Well, as long as the railroad is intact we can just ship our 100 tank units to defend it.
Please explain your argument further, I don't understand why we can't make it just a better road. It would allow a 3 or 4 turn delay from forces that are tied up elsewhere. I would think that this is perfect. A sneak attack on a border city shouldn't be able to get a 'rush order' of your entire army into the city within seconds.
quote: Originally posted by CyberShy
Pherhaps a better idea:
roads: 1/3
railroads: 1/9
superhighways: infinite. maintanance: 1gold/tile/turn
That forces you to think about the places you want to build superhighways. You most probably will only connect cities through superhighways and not flood your entire country with it. |
Intersting idea, but it still eliminates the importance of troop placement. We now have the possibility to make a major improvment in the way troops are handled, you could no longer just throw troops wherever you want to, you have to actually think about what border needs more protection, it would add more meaning to 2+ front wars, and might make you think twice about attacking two people at the same time.
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