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): [ <<   4   5   6   7   8   9   10   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 20-07-2005 14:03 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#181 Report this post to a moderator
Avatar Enlargement: We've got the solution

You do realize that this whole idea of disembarking / embarking / depots etc. would be an entire subgame that adds absolutely nothing in terms of gameplay on the Civ level? We're heading towards Sim Train here...

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:28
  Old Post 20-07-2005 16:04 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
#182 Report this post to a moderator
Suffering from ads?

que? AeonOfTime

we build harbors for our vessels why not a depot/station for land based transport?.

From my stale memory with all the civ units, has there been a ground transport for troops?

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 20-07-2005 16:20 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#183 Report this post to a moderator
Support Apolyton buy from Amazon

As far as I can recall, there have never been ground transports for troops. The closest thing is probably the Helicopter from Civ3

I can see the analogy you are making between harbors and depots, but then even in our real world everything sea related is a bit out of proportion compared to land-based transportation. Without a harbor, there's no point in having ships, as you can't load/unload them at all without a harbor. A car or a truck you can drive anywhere you like without needing a depot (or even a garage).

As for trains, it is true that there are train stations - but they are independent of normal road-based transportation, and as far as I can recall, most modern trains (electrical-powered) in principle do not have to stop at stations at all.

But all that is beside the point - adding that kind of complexity to land-based units would add a complete layer of micromanagement that would be hell to take care of.

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 20-07-2005 21:59
Edit/Delete Message Reply w/Quote
#184 Report this post to a moderator
Got spare money?

My new Idea is something along this line:

Road = Movement-Costs/3 as normal.

Railroad: [Fixed Movement Points] * [Fraction of Movement the unit still has left]

Lets show the Idea by an example:
Lets assume [Fixed Movement Points] = 12
An Infantry Unit (MP = 1) walks one tile along a road until it gets to a RR-Tile (so it still has 2/3 of its MP left).
Now it can still move 2/3 * 12 = 8 Tiles by Railroad.
A modrn Artillery-Unit ( 2 MP) which moves 1 Tile along a road before getting to a Railroad-Track could still move 10 additional tiles by RR (5/6 * 12)

Why Do I think this Idea might be interesting?
Roads enhance the movements of all units by letting them move along a plain surface instead of moving over uneven ground and maybe thick underbrush.
But all units movion on roads do it by their own means of transportation, Foot-Soldiers march along the roads, tanks drive on the road.
So it makes sense to multiply the movement-Points of the units (or reduce the movements costs per tile to a fraction of the original MP-Costs).

Railroads on the other hand let you change your means of movement. Foot Soldiers as well as Tanks use the same means of transportation if they use a railroad.
But of course, a unit which already spent a fraction of the turn by moving on a road, won´t get as far by train as a unit, which embarks on a train at the beginning of the turn.
This is what is reflected by my multiplying the MP of the train by the Fraction of Movement the unit still has left.

You could also use it very well with multiple embarking/disembarking (for example a unit with 2 MP could move 6 Points per Train which costs it 1 MP, then move 1 tile of road (so it still has 2/3 MP = 2/6 of its former MP) and then could still embark another train and travel 4 tiles (2/6 * 12).

You could also implement Maglevs this way, which would use the same system as Railroads but just be faster (for example 15 or 18 MP instead of 12)

IMHO this system is still easy to use and yet reflects reality better than the previous systems used by Civ.

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 21-07-2005 18:44 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#185 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
Foot Soldiers as well as Tanks use the same means of transportation if they use a railroad. But of course, a unit which already spent a fraction of the turn by moving on a road, won´t get as far by train as a unit, which embarks on a train at the beginning of the turn.


Errrmm, I like the idea but you aren't you contradicting yourself there? If a tank having spent nearly all his movement points gets on a train, how does this affect the movement of the train? On the contrary, shouldn't the tank be able to profit from the train's movement points now that he's on it?

inca911 is offline inca911
Warlord
St. Paul, MN
Jan 2000
time: 05:28
  Old Post 21-07-2005 19:18
Edit/Delete Message Reply w/Quote
#186 Report this post to a moderator
Support Apolyton, buy Civilization 2

In a theoretical sense, I agree that RRs should allow any unit to move up to a fixed number of tiles per turn. The unit needs to move on to the RR tile and still have movement left to "catch the train". After that, the train is moving, not the unit itself so accounting for fractional movement is unnecessary.

However in gameplay , I don't want to micromanage transportation. One solution would be to have RRs multiply the movement base of the unit. A Cavalry that moves 3 on flat ground, and 9 on roads (3x), should be able to move ~18 on RR (6x). The multiplier for railroads would need to be tuned by playtesting and would be an easy way to limit transportation.

Railroads should have some small upkeep cost to eliminate rail-sprawl. A method to keep the unit on the railway in the direction the player is giving should be implemented to facilitate gameplay, perhaps holding down a key while moving keeps the unit on the road/railway. I RR every square of my empire partly so I can move units quickly without worrying about losing movement. It's awful when you accidentally step off a road moving a critical unit to the front, as that is a three turn penalty (one turn penalty for stepping offm one to step on, and then one to move the squares you should have moved the first turn).

It's ridiculous that I can have a ship come into port, unload units, and they can be in the AI empire on the far side of the continent and involved in an attack on the same turn. Whatever the fix is, infinite movement is a broken concept and the game will be better with some limitation in place.

Last edited by inca911 on 21-07-2005 at 19:30

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 21-07-2005 19:28
Edit/Delete Message Reply w/Quote
#187 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by AeonOfTime


Errrmm, I like the idea but you aren't you contradicting yourself there? If a tank having spent nearly all his movement points gets on a train, how does this affect the movement of the train? On the contrary, shouldn't the tank be able to profit from the train's movement points now that he's on it?


Thats only logical:
Lets take a game turn as a day.

If you have spent half of a day traveling along the streets,
and thenn embark a train, your train has only 12 hours left to move till 24 o´clock (i.e. till the day is over).

But if you Embark on a train at 00:01 your train has 23:59 to move till the day is over.

So in the second case you will be able to cover double the distance with the train as if you would in the first case (as your Train would run (24 hours * Speed) instead of just (12 hours * speed))

That´s all my Calculation does, i.e. calculating how much (what fraction) of the turn the unit has left to move by train.

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 21-07-2005 19:51 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#188 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
If you have spent half of a day traveling along the streets, and thenn embark a train, your train has only 12 hours left to move till 24 o´clock (i.e. till the day is over).


Got it. I definitely like the idea...

patcon is offline patcon
Warlord

Jan 2004
time: 00:28
  Old Post 21-07-2005 20:48
Edit/Delete Message Reply w/Quote
#189 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by AeonOfTime
aren't you contradicting yourself there? If a tank having spent nearly all his movement points gets on a train, how does this affect the movement of the train? On the contrary, shouldn't the tank be able to profit from the train's movement points now that he's on it?


As I understand Proteus' idea, a railroad system is essentially like a commuter system with trains running continuously at a set speed (range per turn) and units simply boarding the RR and riding as far as they can go in the remainder of their turn.

Example:
Imagine a (very quick) turn is from 8:00 until 9:00.
Trains move one (very small) tile every 5 minutes, giving 12 MP per turn.
A tank uses 1/4 of its MP to reach the RR, arriving 1/4 of the way though the turn at 8:15; the tank then boards the RR and rides from 8:15 until 9:00, which is 45 minutes or 9 tiles on the RR.
An infantry unit uses 1/2 of its MP to reach the RR, arrives at 8:30 and rides for 30 minutes or 6 tiles.
A cavalry troop uses 2/3 of its MP to reach the RR arrives at 8:40 and rides for 20 minutes or 4 tiles on the RR.
A cannon already at a RR boards at 8:00 and can ride for the full 60 minutes or 12 tiles.
This allows for the possibilty of embarking and disembarking on the same turn - The tank above boards the RR at 8:15 and rides only 6 tiles or 30 minutes, disembarking at 8:45 allowing the tank to use the remaining 1/4 of its MP in the rest of the turn.


If improvements to RR increase the range, "departure" times would be adjusted accordingly. So if steam trains have a range of 12, then the turn is divided into 12ths, if diesel trains have a range of 18, then the turn is divided into 18ths, etc.

How this works in the previous example. Let's use a range of 20 to keep things on even minutes.
So "trains" depart every 3 minutes (8:00,8:03,8:06,etc.) and travel 1 tile every 3 minutes.
The tank still arrives at 8:15, boards and can ride for 45 minutes or 15 tiles.
The infantry arrives at 8:30, boards and can ride for 30 minutes or 10 tiles.
The cavalry arrives at 8:40, missing the 8:39 departure and boarding at 8:42, and can ride for 18 minutes or 6 tiles. (Don't you just hate it when you miss one train and have to wait for the next one?)
The cannon is there at 8:00, boards and can ride for 60 minutes or 20 tiles.

One shortcoming is the immediate embarkation and disembarkation, but this could be handled by having these activities use up "time".

One question that would have to be answered is how to handle rounding. If any infantry unit has 1/3 MP, can it move 1 (non-roaded) tile, as is the current case?

I like this idea even better than my "train unit" idea, in that it takes into account the time element of movement. If a turn is 1 year and a tank takes 2 months to reach the RR, how can it ride the RR for a full year?

Original source citation - sorry I'm a nerd
My idea on handling the time issue is based on the movement system of an old board game, Star Fleet Battles. This is a turn-based, simultaneous-movement game with ships that had different movement rates. All the details may not transfer to Civ, because SFB usually has one ship per player; it is possible to control multiple ships, but this is a major management issue. The way it works is that there is a planning phase between turns where you allocate your available resources for the coming turn and set ship speeds. A turn is then divided into "impulses" based on the fastest speed chosen. Depending on a ship's designated speed, it might or might not move in an impulse. Other actions, such as firing weapons, can be done in any impulse, whether you move or not.

patcon is offline patcon
Warlord

Jan 2004
time: 00:28
  Old Post 21-07-2005 21:17
Edit/Delete Message Reply w/Quote
#190 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by inca911
In a theoretical sense, I agree that RRs should allow any unit to move up to a fixed number of tiles per turn.

However in gameplay , I don't want to micromanage transportation. One solution would be to have RRs multiply the movement base of the unit. A Cavalry that moves 3 on flat ground, and 9 on roads (3x), should be able to move ~18 on RR (6x).


But the multiplier effect produces the situation where tanks travel faster on rails than infantry, when in fact the opposite should probably be the case.

The idea proposed by Proteus doesn't introduce MM issues while making RR work the same for all units.

Sorry if my last post was redundant, given other repsonses. I try to make my posts thoughtful and complete, and I'm an incredibly slow and poor typist.

Last edited by patcon on 21-07-2005 at 21:41

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:28
  Old Post 21-07-2005 22:11
Edit/Delete Message Reply w/Quote
#191 Report this post to a moderator
Tired of ads?

RR giving the same transportation speed to all kind of troops are an excellent idea . I don't see how it creates any more micromanagement than a mutiplier (to me, it makes no difference, MM-wise, if a unit has 6 or 18 moves), as long as the RR move is faster than any unit not using RR (if the previous Civs are anything to go by, the maximal speed on roads was 9 moves per turn - if RR gives everybody 10 mpt, then nobody will wonder whether it's more interesting to use RR or simple roads)

patcon is offline patcon
Warlord

Jan 2004
time: 00:28
  Old Post 21-07-2005 22:20
Edit/Delete Message Reply w/Quote
#192 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Spiffor
if the previous Civs are anything to go by, the maximal speed on roads was 9 moves per turn


Actually, a Modern Armor Army had a base movement of 4, so could travel 12 road tiles per turn, but your point is well-made. By the time MA is around, you should have been able to upgrade your rail system from steam to diesel-electric, so if steam came a 1/12 multiplier to movement on rails and diesel-electric increased (decreased actually) the multiplier to 1/18, then it would still be better to send MA Armies by rail than by road.

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:28
  Old Post 21-07-2005 22:36
Edit/Delete Message Reply w/Quote
#193 Report this post to a moderator
Got spare money?

Indeed. The good thing with a Rail that grants the same speed to all units is that the discovery of a tech could increase your rail-speed without granting a huge bonus.
For example, let's say that the early RR grants 10 moves to every unit. After the discovery of "Diesel" (well, it's not like that tech will exist, but "combustion" might do ), RRs could immediately grant 12 moves. That's much less broken than raising the multiplier IMO, and it could give a nice but balanced tactical advantage to modern civs over lagging ones

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 21-07-2005 22:42 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#194 Report this post to a moderator
Enter the AD-FREE zone

quote:
@Spiffor: the discovery of a tech could increase your rail-speed


Now we're talking I like that solution as it is simple. And you could have wonders like the TGV (french high-speed train) that could give you a rail bonus too.

Actually, it's like the movement bonuses you get in the game for ships...

patcon is offline patcon
Warlord

Jan 2004
time: 00:28
  Old Post 21-07-2005 23:28
Edit/Delete Message Reply w/Quote
#195 Report this post to a moderator
Help yourself to an AD-FREE life

Did I say "multiplier"??? I'm against the concept of a "multiplier". What was I thinking? This what happens when I reply too quickly.

What I meant to say was what Spiffor said about a tech advance automatically giving rails more movement. Combustion is a good choice for diesel. Maybe Superconductor could bring Mag-lev?

Datajack Franit is offline Datajack Franit
King
Bologna
Aug 2002
time: 06:28
  Old Post 22-07-2005 04:00 Visit Datajack Franit's homepage!
Edit/Delete Message Reply w/Quote
#196 Report this post to a moderator
Support Apolyton buy from Amazon

No movement, bonus of 5 gold and 5 minerals if connected to other cities with a +1 for every city connected of the same civ.

Straybow is offline Straybow
Emperor
SG(2)… gone but not forgotten
Jan 1970
time: 23:28
  Old Post 24-07-2005 19:19 Visit Straybow's homepage!
Edit/Delete Message Reply w/Quote
#197 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Troops driving trucks coast to coast could take a week with stops for rest and food. The train can move continuously while they eat and sleep to cover the distance in half the time. But that only makes sense if the game turns are maybe a week of time.

Civ isn't a tactical game, it is strategic. The turns are months or years in length. Movement is not based on speed, else motor units would have ten times the movement of foot units, and air units would have ten times the movement allowance of ground motor units.

Movement is an assessment of many factors of mobility and capacity. Unlimited rail works because it is simple; keep it both unlimited and simple.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:28
  Old Post 25-07-2005 00:17 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#198 Report this post to a moderator
Got spare money?

quote:
Originally posted by Straybow
Unlimited rail works because it is simple; keep it both unlimited and simple.

But it is too much of a good thing. Put a kid in a candy store and watch him gorge himself into a stupor because of the unlimited goodies he has.

Or to use a civ3 analogy - watch a player pat himself on the back with the illusion of cleverness with an unlimited rails setup.

You already have the capability to move some units across the map with airports (as long as you have linking airports in place). That, to me, gives the player a measure of the unlimited movement ability - especially when you can mass-airdrop units into a city on a hostile front or critical area - or even deep within enemy territory (simply RB an airport there). You are limited by how many airports you have - yet it is still a powerful tool.

But you have that ability coupled with rails that provide unlimited movement for unlimited units, and it ends up becoming overkill.

As it stands now, being able to move unlimited units across the map because of a rail network eliminates the need for strategic tactics - this is a shame in a game that is based on strategic decisionmaking. Either limit how many units you can move on a rail network, or have the rail network have limited movement points, and you retain strategic planning.

Oh, and if you are concerned about management of units in a limited movement rails setup - autopath the units where you want them to go (but fix it so the units retain their autopathing if they are selected in transit...)

I want a game that makes me think!!! And I'm going to keep hammering on this weak gameplay design whenever it comes up.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:28
  Old Post 25-07-2005 01:14 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
#199 Report this post to a moderator
Got spare money?

quote:
@Spiffor: the discovery of a tech could increase your rail-speed

Now we are moving in the right direction

Straybow is offline Straybow
Emperor
SG(2)… gone but not forgotten
Jan 1970
time: 23:28
  Old Post 25-07-2005 05:09 Visit Straybow's homepage!
Edit/Delete Message Reply w/Quote
#200 Report this post to a moderator
Put an end to popups!

quote:
As it stands now, being able to move unlimited units across the map because of a rail network eliminates the need for strategic tactics - this is a shame in a game that is based on strategic decisionmaking.

No, the dumness of the AI is the problem. A human opponent can limit the effectiveness of the defender's rails with a few well-placed units. If Civ4 has ZOCs (as it should) then blocking the defender's rails becomes much easier, maybe even for the AI.

evilnerd15 is offline evilnerd15
Settler

Jul 2005
time: 05:28
  Old Post 25-07-2005 08:33
Edit/Delete Message Reply w/Quote
#201 Report this post to a moderator
Support Apolyton buy from Amazon

Perhaps the railroad should offer 10 free movement points. But perhaps there could be some sort of high-tech futuristic transportation system which would be offered at the end of the modern age. It which would act the same as railroads in civ3. You would be able to go anywhere on the rail instantly.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:28
  Old Post 25-07-2005 08:46 Visit Impaler[WrG]'s homepage!
Edit/Delete Message Reply w/Quote
#202 Report this post to a moderator
Avatar Enlargement: We've got the solution

Me from page 6...

quote:
All this Rail Road nerfing gets me thinking.
In the US the Highway system if even MORE expensive and powerfull then the Rail system, you can go roughly as fast on it and its easier to get on and Off. Lets have "Highway" as a late game Super Transport system that Upgrades Roads, is more expensive then Rail Roads, requires some steep upkeep costs (1-3 gold per tile) and have most of the abilites of Old school Rails aka Infinite movment, geting on and off at any point, no need to board transports (were assuming vehicles are ubicuitous by this point).

This would give us 3 levels of Transportation.
Level 1 - Roads - reduce movment costs of terrain to a minimum, no maintance costs
Level 2 - Rails - reduce movment cost to zero but only for special "Locomotive" unit that can carry other units, pay maintance for each Depot
Level 3 - Highway - reduce movment costs of terrain to zero for all units. Pay maintance for each Tile of Highway.

MxM is offline MxM
Warlord
Planet Earth, Solar System
Jan 2000
time: 00:28
  Old Post 25-07-2005 10:09
Edit/Delete Message Reply w/Quote
#203 Report this post to a moderator
Get a bigger avatar today!

It is interesting for the poll with the title "Keep infinite railroad movement?" there is no answer "yes".

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 25-07-2005 13:52 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#204 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
@MxM: It is interesting for the poll with the title "Keep infinite railroad movement?" there is no answer "yes".


Errrm... I would say there is. A little breakdown of the poll at the time of writing:

- Implies that railroads stay with unlimited movement
Monetary/resource cost for railroad maintenance: 48
Monetary/resource cost for railroad usage: 20
No rail bonus in enemy territory (like Civ 3 model): 88
Total: 156 votes

- Implies that they don't
No free rail movement: 102
Skip the concept of Railroads: 3
Total: 105 votes

- Doesn't count (only when all units/tiles get the bonus or none get it)
Rail bonus only when travelling between cities: 20
Disallow heavy units from movement bonuses: 16
Utilization limit for railroads: 32
Other limitation: 14

So it's just an impression - there are merely more people against unlimited movement posting here than people defending it

sophist is offline sophist
Prince

Nov 2001
time: 23:28
  Old Post 25-07-2005 21:44
Edit/Delete Message Reply w/Quote
#205 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

This whole discussion suffers from a lack of consensus as to what exactly the problems are with railroads and how significant those problems are. I myself don't think that the players' ability to shuttle units around is the only thing that constitutes military strategy in civ. I think the status quo is better than any alternative mechanism I've seen, and there are much larger dragons to slay.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:28
  Old Post 25-07-2005 22:14 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#206 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by sophist
This whole discussion suffers from a lack of consensus as to what exactly the problems are with railroads and how significant those problems are. I myself don't think that the players' ability to shuttle units around is the only thing that constitutes military strategy in civ. I think the status quo is better than any alternative mechanism I've seen, and there are much larger dragons to slay.

I don't know - I think different players have different preferences.

Some like the ease of moving infinite number of units instantaneously for quicker gameplay, but at the price of actual longterm planning.

Others would rather have to face possible complications because they may have had their units out of position. It's rather hard in an infinite movement setup to have that happen...

Others would like to have to make decisions of what Tile improvement to build at that time period of the game, rather than coating the map with rails because it is idiotic not to do so.

If they only would give players the ability to mod the movement, rather than hardcoding 'infinite movement' as they did in civ3, I wouldn't care if the game shippped with infinite movement as the standard. At least I could change it myself for my own setup.

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:28
  Old Post 26-07-2005 00:25 Visit AeonOfTime's homepage!
Edit/Delete Message Reply w/Quote
#207 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
@hexagonian: I think different players have different preferences


Good point. I guess we are forgetting that Civ is also such a great game because it allows a huge palette of playstyles.

I like railroads and the unlimited movement because it simplifies keeping track of your army a lot. This is how I normally proceed:

I gather and stack all units in one place, with one stack for each unit type. That way I know how many cavaleries, infantry, tanks etc. I have at my disposal for that turn - a great help for deciding what I will be able to do... destroy those attackers at spot x, then add some defense to city x, if I have enough units left, maybe even attack city x.

The next turn, I regroup all units that are able to fight, add any newly built units to these stacks and move all units that need healing to a city near the gathering spot and I start all over.

That would be impossible to do without unlimited movement - I would have to take into account how far I can go with each unit, keep track of where units are built, and in case there are several battle fronts, manage each one separately.

So I like unlimited movement as it gives me more flexibility and because it is much simpler. Then again, I would not refrain from buying Civ4 if that feature is out - I would have to adapt to the new way of handling things, and if it is a fractional movement modifier, fine - I like changes and finding new ways to adapt.

sophist is offline sophist
Prince

Nov 2001
time: 23:28
  Old Post 26-07-2005 00:55
Edit/Delete Message Reply w/Quote
#208 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by hexagonian

I don't know - I think different players have different preferences.


Which is exactly my point. Different people think different things are different problems with differing degrees of significance. As a result, you won't get any consensus on what the right solution is.

People who think rail blight is ugly will buy into maintenance. People who think infinite movement are unrealistic will prefer making railroads more like ordinary roads. People who think unlimited infinite movement is too powerful will favor capacity limits. People who think it's the production bonuses that suck will favor just getting rid of those. And then there are the people who may agree with any and all of those problems but think all of the proposed cures are worse than the disease.

At this point, I'm in the last group. I'd rather have infinite movement, warts and all, than the micromanagement hell of capacity, the inconsistency (with other types of improvements) of maintenance, or the pointlessness of roads++. I realize I'm overlooking some of the other proposed solutions, but I'm just summarizing.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:28
  Old Post 26-07-2005 01:24 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#209 Report this post to a moderator
Support Apolyton

Go to the last part of my last post - instead of hardcoding the feature as 'infinite movement' Firaxis could give rails the ability to move a near-infinite number of tiles (plug in a number like 1,000,000,000 as the baseline and for all intents and purposes, you have infinite movement) and people could do what they want through the editor.

Something that Firaxis had refused to do for rails up through c3c...This little omission in the civ3 gamecode had locked the game into this format with no means to alter it, other than to move rails to the last tech in the game.

That's why I keep hammering on the point. Give players the means to change it so they can keep rails in some sort of format in the game. I'm not opposed to rails, but the inability to format it to better suit deeper strategic considerations is frustrating.

To put it in perspective...
I can easily create infinite rails in CTP2. I can also give them any kind of production/commerce/food bonus that I want. Heck, I can even make them cost gold/production/or food on a turn-by-turn basis.

I cannot do the same in civ3, and I hope that is not the case for civ4.

Last edited by hexagonian on 26-07-2005 at 01:33

sophist is offline sophist
Prince

Nov 2001
time: 23:28
  Old Post 26-07-2005 03:26
Edit/Delete Message Reply w/Quote
#210 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by hexagonian
Go to the last part of my last post - instead of hardcoding the feature as 'infinite movement' Firaxis could give rails the ability to move a near-infinite number of tiles (plug in a number like 1,000,000,000 as the baseline and for all intents and purposes, you have infinite movement) and people could do what they want through the editor.


Ok, sure, whatever. I don't care about the mods. I want the official game as released to be good. I think most of the people who say that the solution is to mod the game will do so and then play about 10 turns before changing it back. It's a much more complicated issue than people seem to think, which is why there's no consensus. Everyone sees a different part of it.

Incidentally, your suggestion is quite likely unnecessary. It's a way of making infinite railroads work in the official game while allowing mods that change that, assuming that the only way to do it is by changing a number in some data file somewhere. That's not really a good assumption to make. For one thing, they've been emphasizing the customizability of the game. For another, that only would enable one of the proposed alternatives. It leads proponents of maintenance or capacity out in the cold. In theory, Firaxis could make those settable parameters as well, but there are other ones that wouldn't be so easy, and there's a limit to how much you can reasonably parameterize things. They might as well just expose the implementation code and let people have at it directly, which is what I expect they'll do. It's just far easier for them and for us.

 
Pages (10): [ <<   4   5   6   7   8   9   10   ]
< 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 0.9249 seconds (7.01% PHP - 92.99% 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