Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > Railroads?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread   
Pages (5): [ 1   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Octavian X is offline Octavian X
King
Probably buried under piles of Literature, Biology, or Government homework
Jan 2002
time: 23:37
  Old Post 02-07-2004 10:06 Visit Octavian X's homepage!
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by CyberShy
repost of the idea

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.


I really do like this idea, except for the idea of superhighway maintanence. That gets expensive after a while, I would think, even for just connecting cities. Maybe .1g, rounded up.

There's also have to be another factor to prevent a player from just building superhighways all over the place, just as one does currently with railroads. Maybe, rather than terrain improvments, superhighways could be individual city improvments. For example, in the build menu for City A, options 'Superhighway to City B, Superhighway to City C, etc.' would be present.

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:37
  Old Post 02-07-2004 10:07
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Put an end to popups!

Just adding my voice to the cacophony....

Infinite movement is a terrible design, and breaks late game combat. Make it some other fraction. I would say 1/6.

I am in favor of no economic bonus to the tile rail is built on, but additional income to cities that are connected by rail. Also, a gold per tile (1 or .5, assuming that gold is worth about the same as in previous games) upkeep.

Rails everwhere will bankrupt you.
Rails connecting cities directly will make you a little cash.
The ideal military rail network (best defense grid possible, and lines to all fronts) might cost a little bit, or maybe break even.

The map looks nice, combat isn't broken, and there is a little thinking involved in your rail network.

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:37
  Old Post 02-07-2004 10:38
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
I really do like this idea, except for the idea of superhighway maintanence. That gets expensive after a while, I would think, even for just connecting cities. Maybe .1g, rounded up.


That may be a better solution indeed. Or pherhaps 1g / 5 tiles (or x tiles) of superhighway.

quote:
Maybe, rather than terrain improvments, superhighways could be individual city improvments.


I prefer the system in which the worker has to build the roads. Pherhaps a city can make a highway-ring around the city, which is needed to connect the superhighways to.

And you can put a worker in a city and chose: "Create highway to....." option

quote:
Intersting idea, but it still eliminates the importance of troop placement.


This can be implemented by taking a one-turn penaly from any unit that wants to travel over the superhighway.

Thus: you can get from whatever point on the continent to whatever point at the other side of the continent, it'll always take you 2 turns anyway. (1 for getting ready to travel and 1 for traveling)

For short distances one can take the ordinary railroad for only 1/9 (with no start penalty)

Lawrence of Arabia is offline Lawrence of Arabia
King
of the Gulag Archipelago
Apr 2001
time: 06:37
  Old Post 03-07-2004 08:45
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

also, with less railroads (seeing how they would cost,) artillery and bombers would have to be a lot more expensive to both build and upkeep so that you cant cripple an entire civ in one strike - or then decrease their bombard strength, or keep bombard strength same and make roads a lot harder to destroy with bombard. railroad same to destroy roads a lot harder (which is true in real life, bombing a railroad will destroy it, bombing a road will keep the road there unless you really bomb it)

rickontherun_21 is offline rickontherun_21
Chieftain

Apr 2003
time: 17:37
  Old Post 03-07-2004 08:54
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Full PM-box? Change here!

make it so you have to embark/disembark from train/superhighways and that would take a turn

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:37
  Old Post 03-07-2004 09:19
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Increase Your PM Length

Errr, 1 turn to get on or off a railroad? That is a lot less realistic than 1/9 or 1/12 rail movement (upgradeable to higher values), and a lot more annoying too. Same with the maintainence cost. Also, charging 1 turn to load eliminates the usefulness of that transit system...at that point you might as well use the airport.

Just remove the bonuses to trade and production given by rails/roads, and give them a high, but limited movement. Perhaps increase the number of turns it takes to make a rail (perhaps). Then you will only see rails and roads used for actual travel purposes, no ugly glut. It is a lot easier to deal with than ideas about unloading and loading from rail, easier to tell in-game (can you defend a city if you are loaded on the rail inside it?). This is the simplest solution I think.

Then, as I said, let units be set to a "defensive" mode. This would be like fortify/sleep, with a unique graphic. When a city within a 1 turn movement is attacked, then 1 by 1 they will go to the city to defend it if the defenders there are defeated. Movement for these purposes should ignore enemy ZOC (if it exists), so the only way to stop it would be to fully surround a city.

These changes would make strategy in unit placement have a much bigger role in the post-rail game. It would make it so you can adequately defend you cities as well, without being an overpowering change. If you somehow can't find ways to place the troops you need within 20-30+ tiles of where you need them (remember, almost all units late game have 2+ movement), then that is something you need to work on; not something you need a crutch to prop up.

You shouldn't punish people for building rails (by making it cost money/turn), nor should you punish people for using them with a load/unload time (heck, it doesn't take time to load on to a ship, now does it?) Instead make rails useful and fun, but find ways to get rid of the usefulness of putting rails everywhere. As for highways, well, there is no reason why roads shouldn't eventually become 1/6 or 1/9, say an increase when you get the automobile, and another later on. By then your rails will probably be superior, but both would be handy.

-Drachasor

Lawrence of Arabia is offline Lawrence of Arabia
King
of the Gulag Archipelago
Apr 2001
time: 06:37
  Old Post 03-07-2004 11:29
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Suffering from ads?

and the only way to make sure rails arnt everywhere is to make them cost money. if they dont cost, people will still put them everywhere so that when one tile gets bombarded, they still have road/rail link to their luxeries and strategic resources.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:37
  Old Post 03-07-2004 18:15
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Increase the size of your Attachments

Infinite railroad movement has to go, but only if naval landings are much more limited in where they can be done. It's impossible to protect an entire coastline without infinite rail movement and nonsense to think modern armies can just pick up sail around the globe for 20 years then land whereever they please. The problem could easily be solved with another terrain type that allows modern units to come ashore (marines would be allowed to land anywhere).

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:37
  Old Post 03-07-2004 19:07
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Support Apolyton, buy Call to Power 2

It should be impossible to protect an entire coastline. Can you imagine building a military large enough to actually defend even a small country's entire shore?

That being said, units should not be able to disembark onto mountaintops. But I don't see the need to limit navy landings beyond one or two terrain types. Navies are already useless enough, and efforts should be made to increase their power.

If the other guy's navy can land almost anywhere, and you don't have the ability to teleport to them on rails, then you have to actually think about your defenses strategically. That's a huge gain.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 03-07-2004 19:57
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Tired of ads?

The only way to prevent rails being built everywhere is to make building the rail useless.

If it costs the same to maintain an A->B connection as it does to maintain a A->(B,C,D,E,F,G,H,I) connection, then people will probably keep spamming the increased number of connections.

Make rails a path between 2 squares rather than a tile in a specific square.
That way a hub with 8 rails coming out of it would in effect be 8 rails - build time and maintenance applies.

You just might see a strategic network forming, with rails running along coasts or through mountains and between bases without the mess of having all 3 lines form an ugly pattern.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:37
  Old Post 03-07-2004 20:02
Edit/Delete Message Reply w/Quote
#41 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Fosse
It should be impossible to protect an entire coastline. Can you imagine building a military large enough to actually defend even a small country's entire shore?

That being said, units should not be able to disembark onto mountaintops. But I don't see the need to limit navy landings beyond one or two terrain types. Navies are already useless enough, and efforts should be made to increase their power.

If the other guy's navy can land almost anywhere, and you don't have the ability to teleport to them on rails, then you have to actually think about your defenses strategically. That's a huge gain.


The point is you shouldnt have to defend the entire coastline. Its impossible to land modern troops just anywhere. Do you think that the allies would have attacked Normandy in the face of Hitlers 'fortress Europe' if they could sail any old where and attack at any point.

The fact is that infinite rail movement allows you to defend against naval invasions at unreasonable locations. The answer is to limit where modern units can land and thereby allow reasonable (limited) rail movement.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:37
  Old Post 03-07-2004 20:05
Edit/Delete Message Reply w/Quote
#42 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Enigma_Nova
The only way to prevent rails being built everywhere is to make building the rail useless.

If it costs the same to maintain an A->B connection as it does to maintain a A->(B,C,D,E,F,G,H,I) connection, then people will probably keep spamming the increased number of connections.

Make rails a path between 2 squares rather than a tile in a specific square.
That way a hub with 8 rails coming out of it would in effect be 8 rails - build time and maintenance applies.

You just might see a strategic network forming, with rails running along coasts or through mountains and between bases without the mess of having all 3 lines form an ugly pattern.


I like that although again, infinite rail movement would need to be stopped.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 03-07-2004 20:10
Edit/Delete Message Reply w/Quote
#43 Report this post to a moderator
Support Apolyton or Terrorists Win

Infinite rail movement was indeed dumb.
If my enemy had lost all my troops, I could take his entire continent in one turn with just one unit.
"Day 23: Killed all resistance in New Orleans, which had conveniantly been waiting on the railway tracks for my locomotive. Moving on to St. Louis."

Lord Nuclear is offline Lord Nuclear
Duke of Civ3 Hall of Fame

Donate to the Red Cross
and the Apolyton University
Jun 2002
time: 21:37
  Old Post 03-07-2004 21:03
Edit/Delete Message Reply w/Quote
#44 Report this post to a moderator
Avatar Enlargement: We've got the solution

When would an AI never have any units?

Deathmerchant is offline Deathmerchant
Settler

Jan 2001
time: 23:37
  Old Post 03-07-2004 23:42
Edit/Delete Message Reply w/Quote
#45 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by SpencerH


The point is you shouldnt have to defend the entire coastline. Its impossible to land modern troops just anywhere. Do you think that the allies would have attacked Normandy in the face of Hitlers 'fortress Europe' if they could sail any old where and attack at any point.

The fact is that infinite rail movement allows you to defend against naval invasions at unreasonable locations. The answer is to limit where modern units can land and thereby allow reasonable (limited) rail movement.


Alright, Hitler's forces at normandy were not the strongest forces he had on the Western Coast. Hitler assumed that the allies would attack at the shortest point possible between Britan and France, which is where he concentrated his defence, Normandy happens to be about twice that distance. So Hitler -did- have a tough time defending all that coastline. If he could have teleported all of his army to normandy via railroad, the invasion of normandy would have easily failed.

But reading your post again, I see that this probablly wasn't your point. Your point was not allowing troops to land anywhere and everywhere they want? Which makes perfect sense, but now we have to wonder where they can and can't land. If your entire coastline consists of open grassland, well, tough luck, they should be able to invade anywhere they want to in that scenario. If half of your coastline is mountain, the other half is grassland, well, you would be forced to land on the grassland. Or should you? Why can't I land my units on mountains? Sure it would take em awhile to get up those slopes, but they should still be able to find some way up, shouldn't they? Should it depend on how steep the mountians are? What about how well equipped your troops are? Should some units be able to land and some not?

Well, what if my coastline was entirely mountains, steep, frozen, lifeless mountians. Well I'd say that you should probablly find another way around. But what if I had a crack infantry divison that specializes in climbing mountains. Why shouldn't I be able to land then?

Or should we just simplify the entire thing and say that nobody can land on mountians? Or what if we had a different type of coastline that didn't allow the landing of troops? So it depended on the coastline rather then the type of terrain that you're landing on?

Just a few questions to ask yourself when considering this.

(Sry for the slight threadjacking at the end, but the start of my post had a paragraph about the evilness of infinite rail movement. )

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 03-07-2004 23:53
Edit/Delete Message Reply w/Quote
#46 Report this post to a moderator
Increase Your PM Length

Unless you've somehow built an undersea railroad to the invading location, the point seems somewhat moot.

Most likely, there will be railroads through the mountains - especially if the guy on the continent has artillery.

---

I like the 'super highway' idea, move the infinite movement thingy back up the tech tree.
If roads are 1/3 make Railroads 1/7 or so. That will solve the army teleporting thing, which is far too cheesy IMO.

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:37
  Old Post 04-07-2004 01:01
Edit/Delete Message Reply w/Quote
#47 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Well, there are two goals I think that need to be considered.

1. Elimination of infinite troop movement. It is unrealistic, and destroys depth in combat strategy.

2. Elimination of rails and roads being everywhere.

Solutions:

A. Reduce the benefit of rails to 1/9 or so, and have it upgradeable to higher levels. Eventually 1/18 or some such. Have road travel upgraded too, first when you hit the automobile, and later on as well. Car speed should never be as fast as rails though (unless you don't follow the rail speed upgrades at all). Good rails are always fast, even in modern times. Perhaps have the upgrades to rails be small wonders though, to show you must dedicate resources to it.

B. Allow everyone to use all road and rails freely, regardless of who built them. It is pretty obvious why this should be true for roads, and for rails one can just assume some sort of mechanism was jury rigged to allow this. This will mean you don't want them.

C. Eliminate all bonuses roads and rails give beyond movement. With B this will mean you don't want roads and rails everywhere, since the enemy can get troops on them very easily if they are too prevelent. If you are concerned about a coastal invasion, for instance, don't make nice high speed lanes for the enemy to use if they arrive.

D1. Make it harder to bombard rail and roads into oblivion. Perhaps give them a "damaged" state, that is repairable by any worker in 1 turn. Once this is reached it should be extremely difficult to damage the road.

D2. And/Or, use my idea of setting troops into a "Defensive" mode, wherein they automatically defend anything that is attacked. Have artillery automatically fire on anything in their radius that passes. Fighters should automatically scramble against enemy bombers that come into your territory. Perhaps let SAM batteries be build by workers inside forts, but give this a very long construction time. It would be nice to have some sort of ZOC back.

Net effect: It will be very hard to damage the road and rail network within a civilization, since a smart player will build fortifications and cities in a way to block and attack anything that tries to threaten them. Also, with defensive stance troops, you can have strategic troop placement, while still maintaining a movement advantage for linked cities. Sure, you can still spam roads and rails everywhere, but then you sacrifice time you could be spending to build defensive networks, more troops, and more improvements (since you'll need more workers).

Lastly, I think that regular tile improvements should give a 1/2 movement bonus when next to each other, and this should upgrade with the automobile to 1/4, and continue to improve with roads. This represents the fact that there are road/rail networks there, just primitive ones, smaller ones. It also makes there be less incentive to spam roads and rails everywhere for movement, since you'll get a bit of a bonus in the lesser used areas anyhow.

This way we wouldn't have to deal with infinite movement, the messiness of "loading" troops onto roads/rails, nor paying maintainence costs. While the last one is realistic, it is also a decided headache (hence very unfun).

-Drachasor

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 01:29
Edit/Delete Message Reply w/Quote
#48 Report this post to a moderator
Support Apolyton, buy Civilization 2

Which, added into my 'limited links' idea will make a great system.

Some form of primitive link at a developed square... I don't see how you'd implement that; make a troop that passes over the square spend 2/3 of a movement point?

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:37
  Old Post 04-07-2004 02:26 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#49 Report this post to a moderator
Support Apolyton buy from Amazon

Does anyone have any thoughts on an old idea of mine?

Tile improvements are road (1/3) and highway (1/5? 1/9?).

Rail depots are a city improvement, available before highway and after road. It allows redeployment of troops in a similar manner to the civ2 airport, for cities that are connected by roads. There is a gold cost for each unit moved by the rail depots.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 02:42
Edit/Delete Message Reply w/Quote
#50 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Does it cost the same gold to move units over 2 road connected tiles as it does over 20?

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:37
  Old Post 04-07-2004 08:09 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#51 Report this post to a moderator
Browse Apolyton AD-FREE

Just to clarify that gold cost for using the rail depots.

If you are moving units with their usual movement allowance, there is no gold cost. Roads allow x3 speed, highways allow x5 (x9 ?) movement.

The rail depot allows you to move a unit instantly to any other city. The restrictions are:

1 - both cities must have a rail depot
2 - both cities must be connected by a road/highway network.
3 - The unit must start its turn in a city.
4 - Moving a unit by rail depot ends the unit's turn.
5 - Each unit moved by rail depot costs [n] gold for the movement, regardless of actual distance.

Essentially, the mechanic is the same as the civ2 airport, except the main limiting factor is gold instead of "one unit per turn".

Thus, normally, you'll want to keep your units in a good position for defence, but if necessary, you can spend hard cash to get your reserves in position in an emergency. Good players will have their defence arranged such that they won't usually need the rail move order.

Having rail depots as a city improvement also solves the issue of using "enemy" roads and rails. Roads and highways can always be used (its just a long thin hard piece of flat ground after all); rails require significant facilities to use, represented by rail depot city improvements. Theres no need for the civ3 "can't use enemy roads" rule.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 09:01
Edit/Delete Message Reply w/Quote
#52 Report this post to a moderator
Support Apolyton buy from Amazon

So basically it's a rehash of an old idea which avoids the central problem of infinite railway movement.
Right.

Deathmerchant is offline Deathmerchant
Settler

Jan 2001
time: 23:37
  Old Post 04-07-2004 10:54
Edit/Delete Message Reply w/Quote
#53 Report this post to a moderator
Remove this text

quote:
Originally posted by Drachasor
*Snip


Good post .

A) Yes.
B) Yes.
C) Yes.
D1) So you propose it would take two bombardments to destroy a road/railroad? Or just one to reduce a road into a rail, then another to destory it? Or more then that? I would favor three or four bomardments for a road, just so it isn't too easy, and think about it, to disrupt every different route you could take in that one square (think of it as a network of roads in a square, not just one) but I'd think it would be just a couple bombardments to destroy a rail network. Railroads should be a bit easier to destroy, I'd think anyway. This would all be effected by chance to, it may take 4 or 5 bombardments for a rail, if chance is against you.

D2) To a degree maybe, someone else had an idea about auto-defending land units, where they just zoom to a city being attacked automatically, I really wasn't in favor of that. But I'd say yes for the fighter and SAM batteries shooting bombers down, and artillary auto-shooting at approching enemies.

And great idea with the network of roads with terrain improvments. That would simulate grid roads that branch off major highways that connect cities. They are still there, but just not as fast of travel as highways are.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 15:53
Edit/Delete Message Reply w/Quote
#54 Report this post to a moderator
Support Apolyton, buy Civilization 2

Well, can't have a primitive road network on a per-tile improvement,
but can't have my 'linked nodes' idea either
(Where you install the link to one adjacent tile separately from the links to other adjacent tiles).

Which idea gets the nod and which gets the heave?

Vince278 is offline Vince278
King

Dec 2002
time: 05:37
  Old Post 04-07-2004 21:59
Edit/Delete Message Reply w/Quote
#55 Report this post to a moderator
Increase Your PM Length

quote:
Originally posted by SpencerH
The point is you shouldnt have to defend the entire coastline. Its impossible to land modern troops just anywhere. Do you think that the allies would have attacked Normandy in the face of Hitlers 'fortress Europe' if they could sail any old where and attack at any point.


Considering the sea and air superiority the allies had at that point of the war I often wondered why they landed in France where the Germans were somewhat ready for them instead of going somewhere closer to the target, such as the Kiel area of Germany or even Denmark.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 22:03
Edit/Delete Message Reply w/Quote
#56 Report this post to a moderator
Inflate your Upload Space

Because Germany had Railroads, of course.

Vince278 is offline Vince278
King

Dec 2002
time: 05:37
  Old Post 04-07-2004 22:06
Edit/Delete Message Reply w/Quote
#57 Report this post to a moderator
Got spare money?

quote:
Originally posted by Enigma_Nova
Because Germany had Railroads, of course.


Oh. I was talking about the real world (for a change... )

Lord Nuclear is offline Lord Nuclear
Duke of Civ3 Hall of Fame

Donate to the Red Cross
and the Apolyton University
Jun 2002
time: 21:37
  Old Post 04-07-2004 22:46
Edit/Delete Message Reply w/Quote
#58 Report this post to a moderator
Support Apolyton buy from Amazon

I think he knew that.

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 23:15
Edit/Delete Message Reply w/Quote
#59 Report this post to a moderator
Inflate your Upload Space

The real reason was because Germany had Land superiority on the direct assault path to Berlin.
So, the Allies attacked a different point.

But if Germany had Railroads, the allies would have been stuffed.

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:37
  Old Post 05-07-2004 00:16
Edit/Delete Message Reply w/Quote
#60 Report this post to a moderator
Lose 30 kilos (of popups)

Here are some other reasons the allies did what they did:

1. Avoid having Germans east, west, and south of them.

2. They wanted to *liberate* Europe, so just going in and attacking Germany wouldn't have accomplished they. There still would have been large contingents of German troops elsewhere.

3. They wanted to have a direct line of supply for the troops, and to make it as unlikely as possible that the supplies lines could be attacked. As it was, Patton pushed things almost to the breaking point on the supply end.

-Drachasor

 
Pages (5): [ 1   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:37.
Apolyton Time is 00:37.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0587 seconds (92.22% PHP - 7.78% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net