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What factor(s) should be used to limit rail movement? (Time out:0 days after 27-01-2005, 00:17)
No free rail movement - it should cost at least a fraction of a movement point (for instance 1/6 or 1/10)
No rail bonus in enemy territory (like Civ 3 model)
Rail bonus should only apply when travelling between cities
Disallow tanks, cavalry and other heavy units from rail movement bonuses
Utilization limit for railroads - only a limited number of units can get rail bonus from a square each turn
Monetary/resource cost for railroad maintenance
Monetary/resource cost for railroad usage
Other limitation of rail movement, please post comment
Skip the concept of Railroads
Banana trains
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Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:28
Question  Old Post 27-01-2005 00:00
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What kind of railroad model would we like for Civ 4?

Last edited by Optimizer on 27-01-2005 at 00:19

korn469 is offline korn469
King
Poetic Justic
Apr 1999
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  Old Post 27-01-2005 00:50
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I think that all units should have the same movement across railroads, like 10 or 12 spaces for each unit, regardless of their movement. Also this shouldn't count against their movement points. This means a 1 move archer and a 3 move tank would both move the same on a railroad, but after they finish their railroad move, the tank could still move farther. Unlimited railroad movement diminishes the power of air and sea units which already suffer under current rules.

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
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  Old Post 27-01-2005 02:01 Visit realpolitic's homepage!
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If you do have a resource cost for rail movement, keep it small, it should be much less than the maintence cost for moving it by road, or nothing.

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:28
  Old Post 27-01-2005 03:30
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I just voted, but would like to add that a monetary/resource maintenance cost should be applied to all terrain improvements. Roads & Railroads should grant no other bonus, but the movement bonus.

Snotty is offline Snotty
Prince

Dec 2002
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  Old Post 27-01-2005 14:01
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I love railroad infinite movement

From a realism point of view, it represents the revolution that came with the steam and combustion engines, and they develpoment of the infastructure needed to use those really fast engines. It would take me about a week to cycle to the south west tip of england at 60 miles day, how far could medieval troops force march day after day? But with the infastructure with cars or trains it takes about 8 hours (and they dont need to sleep on longer journeys).

For the games purposes the combustion revolution really does create relatively instant travel

Maquiladora is offline Maquiladora
Emperor

Jun 2001
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  Old Post 27-01-2005 16:54 Visit Maquiladora's homepage!
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Infinite RR movement

These are the kind of concepts we can look forward to in civ4 with a lead designer interested primarily in the AI's performance.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:28
  Old Post 27-01-2005 22:36 Visit Inverse Icarus's homepage!
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Railroads should act as they do in real life, they connect cities quickly.

Units in a city should use a "GOTO" window, and select another city connected by rails. They should get there instantly, but lose all movement points.

This make RRs a lot more defensive, rather than offensive, and is a bit more true to life. Then again, I don't think railroads should plaster every tile, but thats just me, I guess.

(psst... Railroad upkeep.)

Nikolai is offline Nikolai
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Bergen, Norway
Oct 2000
time: 06:28
  Old Post 27-01-2005 23:22
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It's much better to have infinite RR movement, than to have a tank use some years to cross a continent. And if this should turn out to be removed, then there should be different movement rates in different world sizes.

BTW, check out the thread link in my sig(Terrain) for some of the previous discussion.

Modo44 is offline Modo44
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in western Poland
Jul 2004
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  Old Post 27-01-2005 23:42 Visit Modo44's homepage!
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Civ3 movement is almost good. It should probably get small changes to avoid the Railroad-blitz, but that's it.

Dauphin is offline Dauphin
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Caught in a tuna net
Jan 1970
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  Old Post 28-01-2005 01:29
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Keep RR as infinite, just make the build time longer.

Dauphin is offline Dauphin
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  Old Post 28-01-2005 01:30
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quote:
Originally posted by Snotty
It would take me about a week to cycle to the south west tip of england at 60 miles day, how far could medieval troops force march day after day? But with the infastructure with cars or trains it takes about 8 hours (and they dont need to sleep on longer journeys).


Have you ever tried to use SouthWest trains?

Guardian is offline Guardian
Prince
Bergen, Norway
Feb 2001
time: 06:28
  Old Post 28-01-2005 15:17
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I voted for 3 options: "No rail bonus in enemy territory (like Civ 3 model)", "Utilization limit for railroads - only a limited number of units can get rail bonus from a square each turn" and "Monetary/resource cost for railroad maintenance".

Now, the way I envision this is as follows: Your railroad system has a certain maximum capacity, for game purposes represented by a maximum number of units that can be moved for free by rail each turn. Now, you can increase the capacity of the rail system to allow for more units to be transported, but that would increase the maintenance cost of the rail system. So, I imagine you'd have a default number of "free unit moves" which would be related to the total size of your railroad network, and then you could choose to increase capacity beyond default values - for a certain price.

Now I see a couple of people voted for "Rail bonus should only apply when travelling between cities". In my opinion, this is a silly artificial limitation that has nothing to do with realism. Trains don't need a city to be able to stop! Of course, if we're talking tanks, artillery and heavy equipment, it may be a bit of a hassle to unload this in the middle of a forest, but it's really quite amazing what the military can do in times of war. If Civ 4 is to be the greatest Civ game of all times, the last thing we need is to add silly, unrealistic limitations!

"Disallow tanks, cavalry and other heavy units from rail movement bonuses"
Once again, we're talking silly, unrealistic limitations that I hope we'll never see. Disallowing tanks and cavalry from traveling by rail makes about as much sense as disallowing them from traveling on roads! Moving big, bulky, heavy stuff from A to B in a fast, cheap and efficient way is exactly where the railroad is second to none and always has been.


quote:
Originally posted by Modo44
Civ3 movement is almost good. It should probably get small changes to avoid the Railroad-blitz, but that's it.


You mean moving a bunch of workers into newly captured territory to build railroads the same turn you captured it and then move your forces through at no movement cost to attack the next city within that same turn? Yeah, I do that a lot in the late game. The Zulus once went from being the second largest empire in the world to being completely wiped out in just 2 turns, thanks to this strategy. Perhaps that was a little "over the top", but I'm not so sure we want to get rid of the "railroad blitz" capability alltogether.

Think of it. In a standard Civ game, one turn represents a whole year or more. Historically, there are more than a few examples of railroads being built in a matter of weeks during times of war.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:28
  Old Post 28-01-2005 16:52
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quote:
In a standard Civ game, one turn represents a whole year or more. Historically, there are more than a few examples of railroads being built in a matter of weeks during times of war.


Oh man, I'm so sick of this argument...it doesn't allright, all it does is add a bit of flavour, it's sounds better than reading that you are currently playing "turn 267". That's all there is to it.

quote:
only a limited number of units can get rail bonus from a square each turn"

Not against this in principle but the thing, all one would have to do is build parellel rail-roads to work-around that limitation and this force more MM on the player.
-
I personally really dislike unlimitted movement, in each and every game I have played, I started loosing interest as soon as railroads came online.

Last edited by alva on 28-01-2005 at 17:56

Guardian is offline Guardian
Prince
Bergen, Norway
Feb 2001
time: 06:28
  Old Post 28-01-2005 18:27
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quote:
Originally posted by alva
quote:
In a standard Civ game, one turn represents a whole year or more. Historically, there are more than a few examples of railroads being built in a matter of weeks during times of war.

Oh man, I'm so sick of this argument...it doesn't allright, all i does is ad a bot of flavour, it's sounds better than reading that you are currently playing "turn 267". That's all there is to it.


Well, all right. I agree that the "1 turn = 1 year" thing is not to be interpreted too strictly, since a lot of things tend to make very little sense if you do. (Travel times and build times way too long, aircraft can only fly one mission per year, etc...)

But that's not really the point here anyway. Even if we suppose that a turn could represent a month, a week or even just a couple of days, it would still be possible to build a railroad in that time if you had the manpower, the resources and the will to do so.

quote:

quote:
only a limited number of units can get rail bonus from a square each turn"

Not against this in principle but the thing, all one would have to do is build parellel rail-roads to work-around that limitation and this force more MM on the player.


Not if you're a railroad freak like myself who likes to plop down railroads all over the place in any case. If you don't like the "micromanagement" this entails, then just pop out a few workers and set them up for automatic railroad construction.

quote:

I personally really dislike unlimitted movement, in each and every game I have played, I started loosing interest as soon as railroads came online.


I don't see why. There's nothing even remotely unrealistic about placing your units on a train and having them travel across your nation in a single turn. Of course, if your empire covers half the planet and you're thinking 1 turn = 1 day, then sure - that would be stretching it a little, but even a nation the size of the USA can be crossed from coast to coast in less than 3 days.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:28
  Old Post 28-01-2005 18:44
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I don't dislike it because of anything time related but because it kills all strategy and it just becomes a clickfest.
"mm, should I defend my eastern front against that AI that will invade me for sure any turn now? Nah, I'll just recall everything on the completely other side once he does."

I dislike it because it becomes too easy.

Guardian is offline Guardian
Prince
Bergen, Norway
Feb 2001
time: 06:28
  Old Post 28-01-2005 18:59
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Only if you choose to look at it that way, I say.

I prefer to think of the rail network as a key strategic asset and expanding it into new areas as a key strategic objective.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:28
  Old Post 29-01-2005 11:18
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My favourite idea is to have a cost for railroad usage. This could work by costing 1 gold to move a unit 'X' tiles (where 'X' increases with technology) by rail. Movement by rail would still be unlimited (unless you run out of money). I would also allow the first 10 or so gold used for rail transport to be 'free' so that minor redeployments wouldn't cost anything. Also, moving workers (and certain other units) could cost nothing.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
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  Old Post 29-01-2005 15:30
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Again, that would only increase the level of MM seeing as you would start checking which unit is nearest to the desired destination.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:28
  Old Post 30-01-2005 06:11
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quote:
Originally posted by alva
Again, that would only increase the level of MM seeing as you would start checking which unit is nearest to the desired destination.


Maybe. But I don't think micro-management would be too bad if the cost was 1 gold per 10 or 12 tiles. That would make fairly large concentric 'circles' where the movement costs would be the same within each circle. On the other hand, if the cost was 1 gold per 3 or 4 tiles then, yes, you would have to spend time checking different units.

Shogun Gunner is offline Shogun Gunner

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Potomac Falls, Virginia
Oct 2000
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  Old Post 31-01-2005 19:56 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I voted for no free movement -- each tile should cost something to traverse. Nothing is free.

I also voted for some utilization limit. I recognize this may be difficult to implement in a manner which would not negatively affect gameplay, but it would make things more realistic. Imagine your decision point when facing a threat on a front. What's the condition of the railroad? the capacity? Has the enemy bombed this rail link? Have paratroopers blocked the rail? Which units do I move first?

Many more variants available with this feature. I hope some form of it makes it in.

GePap is offline GePap
King
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  Old Post 01-02-2005 03:23
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Railroads should be super-roads, giving a unit the ability to move a certainy a number of times, with the limit based on world size a turn on the system, regardless of the movement of the unit (cause movement is based on the locomotives). you shoud also be unable to build railroads outside of someones territory (yours or that of someone with a RR) in order to stop RR blitz.

lajzar is offline lajzar
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Japan
Jun 2003
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  Old Post 01-02-2005 04:05 Visit lajzar's homepage!
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Under my rail roads model, rails become city improvements instead of tile improvements. Actuial connections are assumed to exist between any pair of cities that has a road or better contact. Any unit that starts its turn in a city with a "rail depot" city improvement can pay a small fee to use the rail, and go to any other city that is connected (by road/highway) and has a rail depot.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
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  Old Post 01-02-2005 07:15
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quote:
Originally posted by GePap
you shoud also be unable to build railroads outside of someones territory (yours or that of someone with a RR) in order to stop RR blitz.


The problem with that is it would be very difficult to connect the cities of a fragmented/divided empire. An example is newly captured territory where the cultural borders haven't had a chance to fill-in yet.

Straybow is offline Straybow
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SG(2)… gone but not forgotten
Jan 1970
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  Old Post 08-02-2005 00:00 Visit Straybow's homepage!
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Trying to model "realism" into the RR system makes it suck. Managing a RR is an incredibly complex and tedious task and should be left to a RR managing game.

In Civ3 the inability to use RR in opponents' territories is also bogus. The only time this happens is when the opponent uses a scorched-earth defense, and the effect should be modeled as auto-pillage of tiles when a defending unit retreats or is destroyed (as hypothetical surviving subunits retreat).

A well-designed supply (not unit support) model would enable limitations on rail usage outside home territories automatically.

Platypus Rex is offline Platypus Rex

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Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
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why not pay for maintenance, we do for a lot of other items in civ3

more use = more maintenance ?

If you want no one to use your rail road, maybe a que to select a different gauge? (maybe 5 to choose from).
Wouldn't that be a suprise !

Old n Slow is offline Old n Slow
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  Old Post 11-02-2005 03:19
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Two thoughts for more equality:

1) After the road measure of spaces, the unit in quetions would be unable to execute its activity -- combat, engineering function, etc. So unlimited movement still exists, but does come with a sacrifice. Thus by accepting the strategic gain, one pay a tactical cost.

2) Allow aircraft to "use" the rails -- again with a tactical cost as noted above.

joncnunn is offline joncnunn
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In addition, remove production bonsuses associated with Rails so there is no incentive to liter the empire with rails.

Elok is offline Elok
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Land of Ramen Dragons
Mar 2003
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  Old Post 16-02-2005 22:18
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Maintenance costs sounds like a good idea, but then there's the question of who pays for maintenance-whoever has the nearest city, or what? I voted for it anyway, though I suppose use costs might be a bit more realistic. But use costs would do nothing to stop that godawful sprawl.

I'm inclined to support lazjar's idea, except possibly for the usage fee bit. Railroads as a forerunner of airports makes sense, and a "limit on use" would be easy to implement in that case, by giving each city a railroad use limit per turn. But that might cause a hassle trying to remember which city has used its RR already on a given turn, so perhaps a money-for use model would be in order, though the transport fee might be scaled somewhat to the value of the unit. The only thing it doesn't simulate is the risk of interception, and that can be compensated for by the same means as aerial intercepts in Civ2. Getting flight and radio could allow true "airlifts," which would be somewhat less expensive due to the flexibility of air travel as well as avoiding interception by non-AA units. If you want to be able to get off at a point other than a city, build a fortress/base there, or whatever. I don't know if there were similar things in Civ3, since I gave up trying to play it pretty early. Yawn.

Ideally, I think Civ's limitations should be based to some degree on the limitations of the real world. We do sort of cover everything with railroads IRL, don't we?

The Templar is offline The Templar
Prince
People's Republic of the East Village
Oct 2001
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  Old Post 17-02-2005 09:27
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Keep RR movement infinite, and instead fix naval movement. I recommend something like what was done with the air units in civ 3 - operations all take place on the same turn within a specified range.

Actually, why not do this with land units as well and just allow rails and roads to increase the operational range of land unit. Yeah! That's the ticket.

Elok is offline Elok
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Land of Ramen Dragons
Mar 2003
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  Old Post 17-02-2005 19:29
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Uh, because land units don't move at the speed of sound, and are bound by the limitations of terrain. Or were you joking? I, for one, don't want musketeers hovering around the map in a state of quantum uncertainty or whatever. That only makes sense for air units.

 
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