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 > Keep infinite railroad movement?
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
  
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
View Results [Edit Poll (moderators only)]
Author
Thread   
Pages (10): [ 1   2   3   4   5   6     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 10-03-2005 09:15
Edit/Delete Message Reply w/Quote
#61 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by hexagonian
OK, lets analyze this...

You respond to Maq's post when he says civ4 might have a propped up AI because it is a distinct possibility the designers will keep the 'crutch' of infinite RR. And this is a possibility because infinite RR has been part of the entire Sid civ franchise.

The thread is titled 'Keep Infinte Railroad', meaning that people should probably post opinions on why it should/should not be in the game. I posted that it is a crutch - and clarified the reasons when asked (as it was initially posted by GenMet).

Here's the part that was not clear...
At the same time, in the initial discussion, you do not post that you are against infinite RR. In fact, your initial comment can be taken that you were pro-infinite RR, as it comes across more as a knee-jerk reaction to the poster who is clearly against infinite RR...(and I'm sorry that I do not have the time to track through all of the threads on this site just to get your viewpoint on this - it certainly was not in this thread until your last post)

Perhaps you should of posted this instead...
Words that may go good with crow, and a bit of salt. But I would like to see infinite RR removed because...(list opinions here)

Hey, I have hope for civ4. I'll glaldly eat crow if the AI in civ4 is good. I play games because I enjoy them, not because of some sort of blind loyalty to a franchise or creator.

But I will also realize that if infinite RR is in civ4, that AI will be propped up in the same way that it is now in civ3 with its AI bonuses/AI see the entire map/AI slanted trade agreements, and so on.

I hope I'm not sensing some sort of a personal bias against Maq and I... (my guess is that it's probably there anyhow) But, as I said before, and will repeat here, it's just a game, and in the great scheme of things, is not all that worth getting worked up about...

enjoying a good laugh at work


Actually, he was just being a flaming *******, and I pointed out that he may be in for a course of crow.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:28
  Old Post 10-03-2005 16:14 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#62 Report this post to a moderator
Enter the AD-FREE zone

I was flaming who with the what now?

Toby Rowe is offline Toby Rowe
Warlord
London, UK
Feb 2001
time: 05:28
  Old Post 11-03-2005 10:35
Edit/Delete Message Reply w/Quote
#63 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Notyoueither;

You have one of the best names on the internet, you have a lot of knowlege about the Civ series, yet still you disparage new players to the game by calling them "nOObies" or something like it.

Exactly how will this encourage new players seeking to ask an entirely innocent question about Civ 3?, and correct me if I'm wrong, but were you not once a nOObie as you call it your self? You became an "expert" by playing/repeating the task in hand.

I really dislike this type of attitude on the net- and there is no other option to the net- Why are you so special that you can call others "nOObies"- Do you instantly know all about a game the second you opened the box?
Nobody else on this board has this attitude, sadly you are the first to reply.

If I'm wrong, can I buy the "instant knowledge potion? you must have?

I personally start from the perspective that the questioner knows little or nothing of the game, or else they wouldn't have spent 10 minutes typing the question they want an answer to.

Bar that, how about a private email argument about attitude.

I am fully aware about the many crap posts I've made, whilst drunk or tired, but I'm not seeking to earn brownie points either.
I reckon if we met in a pub, we'd get on fine, as you'd have to explain your attitude to the "nOObies" that daren't post because of it, and I'd ridicule you for so doing, but we'd still have a laugh.

Toby

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 11-03-2005 10:53
Edit/Delete Message Reply w/Quote
#64 Report this post to a moderator
Get a bigger avatar today!

These aren't new players, Toby. These are old trolls who have been haunting the CTP forums for ages. They occassionally emerge from under their bridge to make a lot of noise and cause a stink that Civ3 wasn't CTP3.

However, cheers to the idea of beers.

Toby Rowe is offline Toby Rowe
Warlord
London, UK
Feb 2001
time: 05:28
  Old Post 11-03-2005 13:35
Edit/Delete Message Reply w/Quote
#65 Report this post to a moderator
Help yourself to an AD-FREE life

Rubbish!!

Have some faith in humanity!

Take people as is.

I look forward to us arguing this privately, but doub't you'll go for it.

You already assumed all questors were "emerging under a bridge"- What? Nah, not good enough mate, perhaps they were asking a question, plain and simple.

The only person that has made a stink is me, and I've been ignored due to it. I feel the game was poor. gave a few reasons why, but clearly stated I wish to move onto: Civ 4, not allowed it seems. I'm bored with Civ3- it's both a diplomatic and soldery nightmare, it represents neither whilst pretending to support both- It's crap.

Toby

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 11-03-2005 13:53
Edit/Delete Message Reply w/Quote
#66 Report this post to a moderator
Inflate your Upload Space

Have another beer, Toby. :cheers:

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 11-03-2005 13:54
Edit/Delete Message Reply w/Quote
#67 Report this post to a moderator
Put an end to popups!

I'm cracking one now. Last one for the night.

Shigga is offline Shigga
Settler

Mar 2005
time: 05:28
  Old Post 11-03-2005 16:46 Visit Shigga's homepage!
Edit/Delete Message Reply w/Quote
#68 Report this post to a moderator
Increase the size of your Attachments

keep the infinite movement. how far do you think some unit can move in the space of 2 years irl? One turn = 2 years so th movement should be infinite or very near to it imho

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:28
  Old Post 11-03-2005 17:44 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#69 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Ah yes, the old realism excuse, whos willing to blow it apart this time?

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:28
  Old Post 11-03-2005 20:09
Edit/Delete Message Reply w/Quote
#70 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

None of the movement in Civ is at all realistic. A couple of examples: ancient units take centuries to travel to the other side of the world, and once there have no problem being supported from home; ships, even modern ones, take forever to travel around the globe. Infinite rail movement should not be kept without making changes elsewhere in the game - for playablilty's sake.

The best thing to do is shoot for playability first, realism second. (Not that I wouldn't mind seeing the above examples improved.)

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 11-03-2005 20:13
Edit/Delete Message Reply w/Quote
#71 Report this post to a moderator
Tired of ads?

I am against infinite rail movement.

For the same reason that other people already posted, i.e. that it makes defending your borders too easy (and boring).

Just create a system like in CtP, with Railroads giving the Units more movement points.
Not necessary the same amount as in CtP (where 1 MP could move you 5 tiles on Railroads instead of the 3 tiles on roads), maybe somehow larger (for example 6-10 tiles per MP) but not infinite.

All units should be able to move on Railroads (as in reality, you could load Tanks and other heavy equipment on trains) but every tile with a railroad on it should have an utilization limit so that for example only 12 units would be able to use a railroad movement bonus of a certain hex per turn, perhaps with heavy equipment like tanks counting as 2 units.

Ah for enemy units using your raiolroads, I think that it should be possible, but that the movement boni for railroads / roads within enemy territory should be lower than those in own territory (for example being halved) reflecting, that the enemy could have taken countermeasures against Intruders using their transportation system (for example mines) and also taking into account, that Units who wish to take the train in enemy territory first have to find a train engine and waggons to use (whereas the owner of the territory would know where the depots are andf just could tell them to move a train to a place he wants) and also reflecting the fact, that, at least during WW1 and WW2 you had armored which were sometimes patrolled the traintracks [and would have to be avoided by any enemy unit wishing to use the railroad system]

What about a system with simple Roads (allowing 3 tiles per MP), paved Roads (allowing 5 tiles per MP) and Railroads (10 tiles per MP)?

Whereas the enemy would get just 2,4,6 (with railroads having a larger malus, as it probably would be more difficult for the enemy to use the enemy railroad system than enemy roads)

*edited: It´s tanks, not trains, which should be transported on trains

Last edited by Proteus_MST on 11-03-2005 at 21:11

Shigga is offline Shigga
Settler

Mar 2005
time: 05:28
  Old Post 11-03-2005 21:09 Visit Shigga's homepage!
Edit/Delete Message Reply w/Quote
#72 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Maquiladora
Ah yes, the old realism excuse, whos willing to blow it apart this time?


I am aware that not very much of the movement system is realistic It was just a petty excuse for keeping my beloved infinite rr movement ^^

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:28
  Old Post 11-03-2005 23:58 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#73 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by notyoueither
These aren't new players, Toby. These are old trolls who have been haunting the CTP forums for ages. They occassionally emerge from under their bridge to make a lot of noise and cause a stink that Civ3 wasn't CTP3.

...and notyoueither is one of those 'narrow-minded trolls' who feel that if a game does not have the 'Sid' stamp of approval on it, it has no good ideas in it at all...

I'd rather be an open-minded troll than a close-minded one

...and cheers to Toby Rowe Next round is on me!!!

Last edited by hexagonian on 12-03-2005 at 00:17

Sava is offline Sava
King
GO GO GO!
Mar 2001
time: 23:28
  Old Post 12-03-2005 01:00
Edit/Delete Message Reply w/Quote
#74 Report this post to a moderator
Tired of ads?

infinite rail movement?!? Sure why not... but I wish it was different

unfortunately, the passage of time is the problem with CIV games, I'd like to see a system more like HoI and Eu2 where the passage of time is more realistic. That way, moving a unit across a large area doesn't take 200 years.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:28
  Old Post 12-03-2005 02:42
Edit/Delete Message Reply w/Quote
#75 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Proteus_MST
Just create a system like in CtP, with Railroads giving the Units more movement points.
Not necessary the same amount as in CtP (where 1 MP could move you 5 tiles on Railroads instead of the 3 tiles on roads), maybe somehow larger (for example 6-10 tiles per MP) but not infinite.
[/size]


From a realism point of view, it would make more sense if movement on rails was fixed instead of dependent on movement points. That is, infantry should be able to go as far as cavalry or tanks when on rails.

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 12-03-2005 03:28
Edit/Delete Message Reply w/Quote
#76 Report this post to a moderator
Support Apolyton buy from Amazon

Oops, this Posting shouldn´t be here

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 12-03-2005 03:28
Edit/Delete Message Reply w/Quote
#77 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Xorbon


From a realism point of view, it would make more sense if movement on rails was fixed instead of dependent on movement points. That is, infantry should be able to go as far as cavalry or tanks when on rails.


Good point.
It could give you plain 20 MP regardless of the type of unit (after which you couldn´t move the Unit you transported (as it has to be unloaded for the rest of the turn)

GreenCrescent is offline GreenCrescent
Settler

Mar 2005
time: 05:28
  Old Post 12-03-2005 20:19
Edit/Delete Message Reply w/Quote
#78 Report this post to a moderator
Remove Infinite movement Browse Apolyton AD-FREE

There are two reasons why infinite RR movement needs to be removed. First it doesn't sit well that you can move halfway across the continent in one turn with a cavalry unit on a railroad and then proceed to move across a whole enemy city radius and capture a city whilst a Modern Armor has to wait a turn after it has been airlifted. Wasn't the whole point behind strategic airlift be that it can get you somewhere faster than a train or ship ever could?
Secondly with inifinite railroads the game becomes highly defensive. It depends less on your position of attack (hitting the enemy in weakly defended area, like MacArthurs invasion of Inchon or the Schwartkopf's attack into southern Iraqand not just Kuwait in the first Gulf War), and more on how many units you have compared to your opponent. Limited railroad movement (1/4 or 1/5) will reintroduce a level of defensive strategy lost in the civ games once the industrial age rolled around. The industrial benefits of the railroad (like perhaps three extra shields for hills and two for plains) should be emphasized instead

Toby Rowe is offline Toby Rowe
Warlord
London, UK
Feb 2001
time: 05:28
  Old Post 17-03-2005 04:45
Edit/Delete Message Reply w/Quote
#79 Report this post to a moderator
Support Apolyton buy from Amazon

I'd go for stopping infinite Railway movement the moment the AI stopped cheating on knowing every unit you have in each city. Until then, it's needed to counter that huge cheat. (not having the reload facility would turn the game into a parody of Civ.

The publishers simply had to make research 8x/9x etc longer for a challenge on the harder levels, instead they wasted hundreds of hours programming in AI cheats.

The result was a game based upon cheating, rather than the players skill level, forgivable, but poor.

Why dovote all that time to cheating if you could simply programme the player research "power" at 1/10th of the AI speed? Simple.

I wish to to do as best I can, knowing the AI will simply cheat more on these higher levels is a real disincententive.- I have nothing to measure my performance against.

Toby

Toby Rowe is offline Toby Rowe
Warlord
London, UK
Feb 2001
time: 05:28
  Old Post 17-03-2005 05:19
Edit/Delete Message Reply w/Quote
#80 Report this post to a moderator
Remove this text

quote:
Originally posted by Sava
infinite rail movement?!? Sure why not... but I wish it was different

unfortunately, the passage of time is the problem with CIV games, I'd like to see a system more like HoI and Eu2 where the passage of time is more realistic. That way, moving a unit across a large area doesn't take 200 years.



Cheers mate,

Nice to get a bit of support about this attitude: a very few "seasoned" players have on a gaming board.

A player starts to learn a game as a new player, if he or she plays often enough they become "seasoned".

A decent "seasoned" player helps new players rather than deriding them for being a new player, they actually answer the question, however stupid it might seem to the seasoned player......

The sense of community and ethos of the internet may be lost if we get "you newbies" type of attitude for simply asking a question.

I certainly don't believe people sit there asking questions for the fun of typing:- they actually desire an answer.

Being called a "newbie" is a plain insult within the internet (now) as we are all "newbies" in any game we play at start. It has to be the most meaningless attitude I've ever witnessed in society.

Toby

Wai_Wai is offline Wai_Wai
Settler

Mar 2005
time: 13:28
  Old Post 03-04-2005 03:56
Edit/Delete Message Reply w/Quote
#81 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Features to Remove
RailRoad should not have infinite movement bonus.
Remove the +1 bonus to every railed tile

Reasons:
- it is unreasonable. How come you can move in anywhere in no time? A rail can be even faster than airplane...
- it standardized the strategy - build railroads at once and everywhere!
- you really need to place no defender in any city (except frontier cities). It's because when you see the enemy army attacking your weakest cities, you can send all your units in less than no time. That's really crazy!!
- it makes airlift...
- it unbalances the gameplay


Features to Add
- fixed movement points by rail [all movements points are used after they leave the rail]
Reasons:
- No units need to walk themselves to the destination. Rather they take the rail. so they should share the same movement speed.
- Although they don't need to walk (use their own movement points), time is spent when taking the rail. So their movement point will still be deduced proportional to the fixed movement point by rail.
Eg:
A cavalry is 3MP, rail has fixed 20MP.
If we travel 10MP-long by rail, 2(1.5)MP of cavalry is used.
If we travel 20MP-long by rail, 3MP of cavalry is used.

You may imagine they take the rail in the morning, when they arrive to the destination, it is night already. So they decide to stay at hotel and continue the journey next day. If it is just afternoon, they make go further a bit until it becomes night. :P


Rail Station
Function: It's acted as a stop. Units can only be transported to nowhere but a stop.
Some options available:
a) Every city represents a rail station automatically as long as the rail is connected to the city
b) The rail station is a city improvement (which cost maintenance). It is available when a city is connected by rail
c) The rail station is a tile improvement which can be built in any railed title with restrictions imposed (eg limitations on distance between each rail station, so a player will not built rail stations everywhere)


General Bonus
- Bonus when we build rail to different cities (eg trade bonus)
- Bonus when we build rail from cities to mines (eg shield bonus) [NOt simply build a rail on the mine is not enough. Connection to the city is required!]

Reasons:
- If we can get bonus on every railed tile, we will build it everywhere which is not realistic in reality. (Have you seen any city building rail everywhere?)
- It is more reasonable for the bonuses we get. (I can't see why a railroad helps with irrigation on every tile. No government connect rail to farms!)
- The gameplay will be more balanced and diverse - we no longer reduce to crazy railroad building!

Last edited by Wai_Wai on 03-04-2005 at 04:05

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:28
  Old Post 03-04-2005 09:00 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#82 Report this post to a moderator
Support Apolyton or Terrorists Win

It should be more simular to rebaseing aircraft, its not unlimited

Toby Rowe is offline Toby Rowe
Warlord
London, UK
Feb 2001
time: 05:28
  Old Post 08-04-2005 07:54
Edit/Delete Message Reply w/Quote
#83 Report this post to a moderator
Suffering from ads?

Wai_wai,

A fixed point system for rail movement would be great- having a single station at each city, and with railways only allowed between them would be the icing on the cake- but only if the AI didn't cheat on [knowledge of] national troop dispositions within your nation I feel.

Didn't an old game called the "US Civil War" (or something similar) use the system you describe?

Apart from the single terminal bug (on my PC) it was an excellent game and the rail use allowed was completely proportionate within the game.

Toby?

Last edited by Toby Rowe on 10-04-2005 at 06:52

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:28
  Old Post 08-04-2005 11:01
Edit/Delete Message Reply w/Quote
#84 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I like the idea of 5 (or some small set number) free tile movement points for railroad. The unit would have whatever movement points it normally would have based on the normal movement deductions (i.e. going 2 spaces on railroad then jumping off onto non-roaded tile). As the unit is moving on the railroad it could show - in a silhouette type fashion - the number of free movement points for the railroad. Once the free railroad points end and the unit remains on railroad the movement rules for roads would start to apply. So that means if there were 8 railroad tiles in a straight line an Infantry could get to that very last tile, and for instance, a Cavalry would have 2 movement points left over (5 free+3 road were deducted). It's simple, easy to keep track of, and solves the infinite railroad problem.

Shigga is offline Shigga
Settler

Mar 2005
time: 05:28
  Old Post 27-06-2005 15:10 Visit Shigga's homepage!
Edit/Delete Message Reply w/Quote
#85 Report this post to a moderator
Re: Remove Infinite movement Help yourself to an AD-FREE life

quote:
Originally posted by GreenCrescent
There are two reasons why infinite RR movement needs to be removed. First it doesn't sit well that you can move halfway across the continent in one turn with a cavalry unit on a railroad and then proceed to move across a whole enemy city radius and capture a city whilst a Modern Armor has to wait a turn after it has been airlifted. Wasn't the whole point behind strategic airlift be that it can get you somewhere faster than a train or ship ever could?
Secondly with inifinite railroads the game becomes highly defensive. It depends less on your position of attack (hitting the enemy in weakly defended area, like MacArthurs invasion of Inchon or the Schwartkopf's attack into southern Iraqand not just Kuwait in the first Gulf War), and more on how many units you have compared to your opponent. Limited railroad movement (1/4 or 1/5) will reintroduce a level of defensive strategy lost in the civ games once the industrial age rolled around. The industrial benefits of the railroad (like perhaps three extra shields for hills and two for plains) should be emphasized instead


Now that's the first good reason I read fot kicking the infinite railroad movement. I totally agree on this, it really cuts defensive strategy short to fast-building your rr-network. Hm I think I changed my mind on the matter. Although I will curse myself for it when my first city falls in enemy hands

Shigga is offline Shigga
Settler

Mar 2005
time: 05:28
  Old Post 27-06-2005 16:51 Visit Shigga's homepage!
Edit/Delete Message Reply w/Quote
#86 Report this post to a moderator
Support Apolyton buy from Amazon

hm I came upt with something, what do you think of the following:

make th railroad an instant transportation device like the airport. It should work only with connected cities and should not give any movement bonus other than the "teleport". Limit the number of units a city can RECEIVE per turn, make it improvable through different buildings (f.e. trainstation +1, marshaling yard +1, depot +2, cumulative) and have them cost more upkeep. This would be a neat capacity limitation, because I agree with the others that commented it is not a matter of speed but rather one of capacity. Also, it would make for interesting offensive strats (the disruption of the enemy rr-network by bombarding key points, trying to bombard those above mentioned city improvements) and defensive strats (defending those vulnerable points, unit placement for defensive action). It would also make it crucial to improve your cities on the border either as a defensive measure or as part of war preparations.

Keep the bonus for terrain like hammers and food. But make it dependant on the city size. Larger cities = more goods. so you don't have a bonus per terrain unit but a bonus of like one hammer per city population point. The map won't be crowded with those rr's anymore since they don't give you a bonus through terrain inside the city radius.

EDIT: Come to think of it, make the same capacity limitation for airports, but give them a higher number of units they can receive per turn from start on (like 3 instead of 1 for rr)

WOW, this could actually work!!

Anaximander is offline Anaximander
Chieftain
Huntsville, Texas
Sep 2002
time: 23:28
  Old Post 27-06-2005 20:56 Visit Anaximander's homepage!
Edit/Delete Message Reply w/Quote
#87 Report this post to a moderator
Enter the AD-FREE zone

Not to beat a dead horse.....

Unlimited RR movement should be eliminated and replaced with a fixed number of RR moves for each unit per turn. Furthermore, the number of RR moves should be the same for any land unit, whether it be 10, 15, 20, etc... The RR movement should not count against the units movement points.

Dr Zoidberg is offline Dr Zoidberg

King
Communist Party of Apolyton
Jan 2002
time: 06:28
  Old Post 27-06-2005 21:28
Edit/Delete Message Reply w/Quote
#88 Report this post to a moderator
Suffering from ads?

That would be the easiest solution IMO And there could be three different train speeds/RR moves depending on the level of tech. steam at first, then electricity and then the really fast super trains

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:28
  Old Post 28-06-2005 03:38 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#89 Report this post to a moderator
Put an end to popups!

Its kind of funny to see ideas that I suggested months ago and taht got rubbishged then, get proposed anew. thats what happens when theres no stable record of whats been proposed. Im just as guilty of course. Its why I made a wiki to help keep track of all the proposals.

Dr Zoidberg is offline Dr Zoidberg

King
Communist Party of Apolyton
Jan 2002
time: 06:28
  Old Post 28-06-2005 03:45
Edit/Delete Message Reply w/Quote
#90 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

I´m too lazy for the wiki

 
Pages (10): [ 1   2   3   4   5   6     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    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 0.8830 seconds (7.26% PHP - 92.74% MySQL) with 34 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