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Platypus Rex is offline Platypus Rex

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  Old Post 07-06-2005 05:19 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Kuciwalker


How is that fun? So now you just send a supply unit with your stacks. Whoop-de-do.



now throw in a max range

Scenario:
I see an iron deposit +10 squares away, A rival civ is as far to go. We both want it. Yes we could both send units to fortify, but when you build, you can demand troops leave your territory.


Yes a big change to how we would all play.
I give it



Food for thought:
Why not have the supply unit just beeing the cash you pay to extend the range

Last edited by Platypus Rex on 07-06-2005 at 05:26

Kuciwalker is offline Kuciwalker
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  Old Post 07-06-2005 05:29
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quote:
now throw in a max range


At which point all the fun out of early exploration is gone.

Kuciwalker is offline Kuciwalker
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  Old Post 07-06-2005 05:30
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quote:
Originally posted by The_Aussie_Lurker
OK, several key points:

Operational Range vs. Disband Chance:

Ancient Foot and Mounted Units have the lowest Operational Range, but the second smallest chance of disbanding-per square outside their OR (Scouts have the lowest).


I'm highly unlikely to send units outside the OR even with a small chance. If it's very early game exploration, that warrior is a big investment. If it's early war, I'm not going to risk losing a chunk of my attack force.

Xorbon is offline Xorbon
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  Old Post 07-06-2005 06:07
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quote:
Originally posted by Platypus Rex
Food for thought:
Why not have the supply unit just beeing the cash you pay to extend the range


Do you mean pay extra upkeep on units that are outside their operating range? That could be an option instead of just disbanding or damaging the unit. For instance, if a unit is outside its OR, its upkeep could be doubled. If it's outside 2x the OR, upkeep could be tripled. Etc.

If that's not what you meant then...

MattPilot is offline MattPilot
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  Old Post 07-06-2005 07:47
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quote:
Originally posted by Xorbon


Do you mean pay extra upkeep on units that are outside their operating range? That could be an option instead of just disbanding or damaging the unit. For instance, if a unit is outside its OR, its upkeep could be doubled. If it's outside 2x the OR, upkeep could be tripled. Etc.

If that's not what you meant then...


A system along those lines would be excellent!

The_Aussie_Lurker is offline The_Aussie_Lurker
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  Old Post 07-06-2005 07:50
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Yep, that is an excellent compromise system that I would be more than happy with. In addition, though, if the extra maintainance costs of units outside their OR outstrip your budget, then those units should either have a combat penalty and/or be at risk of being disbanded.

Yours,
Aussie_Lurker.

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by Xorbon


Do you mean pay extra upkeep on units that are outside their operating range? That could be an option instead of just disbanding or damaging the unit. For instance, if a unit is outside its OR, its upkeep could be doubled. If it's outside 2x the OR, upkeep could be tripled. Etc.

If that's not what you meant then...


EXACTLY



Quote Kuciwalker
At which point all the fun out of early exploration is gone.


No...just delayed

Last edited by Platypus Rex on 07-06-2005 at 08:25

MattPilot is offline MattPilot
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  Old Post 07-06-2005 09:43
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"Quote Kuciwalker
At which point all the fun out of early exploration is gone.


No...just delayed"


As it should be.



Anyway, forget Operational range for a sec. How about just multiplying maintence cost for any unit outside the boarders. This "multiplier" can be affected by social engineering choices (like in SMAC).

Early on it would be high (to make sure the player doesn't move to many units outside his boarders - thus slowing exploration. Later on as the game progresses, the player can select 'warmonger' type gov't settings that lower his cost to a 0 multiplier.

The_Aussie_Lurker is offline The_Aussie_Lurker
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  Old Post 07-06-2005 10:21
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I think that Operational Ranges are important as they differentiate exploratory and Spec Ops units from more standard and/or high maintainance unit types.

Yours,
Aussie_Lurker.

Platypus Rex is offline Platypus Rex

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many entertaining thoughts going on here...

thank you one and all
The_Aussie_Lurker
MattPilot
Xorbon
Mace
alms66
Kuciwalker

alms66 is offline alms66
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  Old Post 07-06-2005 22:24
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quote:
Originally posted by MattPilot
Anyway, forget Operational range for a sec....

I'm inclined to agree with Aussie on this one, OR is just too important to distinguish exploration units and others unless, of course, there was a flag for "half" maintenance or something (perhaps even just a percentage of maintenance for each unit). This flag could be toggled for scouts and other units that deserve reduced maintenance.

alms66 is offline alms66
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  Old Post 07-06-2005 22:27
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quote:
Originally posted by Platypus Rex
Food for thought:
Why not have the supply unit just beeing the cash you pay to extend the range


I thought of doing this at first, instead of disbanding since it is a reasonable idea. It just seems to me that some people (myself included, at least some of the time) might find it a bit of a headache to have to figure out which units can move where based on their current costs for maintenence... too much MM involved, IMO.

-Edit-
It also takes out the possiblity of disrupting the supply lines.

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by alms66



-Edit-
It also takes out the possiblity of disrupting the supply lines.


why worry about the supply lines, just capture he unit

alms66 is offline alms66
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  Old Post 08-06-2005 01:07
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quote:
Originally posted by Platypus Rex
why worry about the supply lines, just capture he unit


By having supply units on the map, you can kill the supply unit & disrupt supply. If there were no such units and maintenance was increased for units outside of borders only (I assumed that's what you meant anyhow), then you have no possibility of cutting off supply. The maintenance of units would simply continue to rise as long as the civ can afford it.

Kuciwalker is offline Kuciwalker
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  Old Post 08-06-2005 01:59
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quote:
Originally posted by Platypus Rex
Quote Kuciwalker
At which point all the fun out of early exploration is gone.


No...just delayed


You're missing the point. What am I supposed to do in my beginning turns?

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 08-06-2005 04:46
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Press 'enter'?

The_Aussie_Lurker is offline The_Aussie_Lurker
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  Old Post 08-06-2005 04:53
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Build up your cities perhaps? Just a thought. As I said above, though, its NOT as though people wouldn't be able to explore-its just that it would be a risk in the same way as galleys are!!

Yours,
Aussie_Lurker.

Straybow is offline Straybow
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quote:
Originally posted by Kuciwalker
At which point all the fun out of early exploration is gone.

quote:
No...just delayed

You're missing the point. What am I supposed to do in my beginning turns?

Again, what do you do if you start on a 40 tile island for the dozens of turns before you get boats?

Whiner!

Platypus Rex is offline Platypus Rex

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one can still grow, just not as fast as we are use to now.


I see this idea changing the game slightly. With no real effect on empire building.

How many of us have explored fast areas of land, and can"t rex into them fast enough?

With cities closer to each other, I see this being more of a benfit
because of your boundries being more effective.
If you place your cities correctly, you could cut of the AI from expolring into your interior.

Keep the thoughts coming

(all spelling is to blamed on the ale)

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by The_Aussie_Lurker

just that it would be a risk in the same way as galleys are!!

Yours,
Aussie_Lurker.



AMEN

Next thought from me:

this supply system becomes less of an issue as time marches on

curtsibling is offline curtsibling
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quote:
Originally posted by Kuciwalker
In fact, I completely disagree with the idea of slowing down exploration. I love moving my warriors around exploring the map. I don't care that it's unrealistic


But you are not every player.

I love exploring too, but I think early units should have a tile range that they cannot move from...

Perhaps about ten squares from one of your civ's cities...

Max Sinister is offline Max Sinister
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If expansion is made slower in Civ4, I demand that the sames rules are applied for the AI!

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by Max Sinister
If expansion is made slower in Civ4, I demand that the sames rules are applied for the AI!


Well of course

It just might spend all its gold to get the most out the range

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by curtsibling


Perhaps about ten squares from one of your civ's cities...


The tactics wont change too much.

There would still be settler pumps.
Pick the outer most city, leap frog your settler pumps
Just more settlers moving the same direction


Its a good thing

sophist is offline sophist
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  Old Post 30-06-2005 02:48
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quote:

Kuciwalker: Large scale exploration would be gone. You wouldn't be able to see territory until you expanded near it, for practical purposes.


That's a good thing. Look at real history (yeah yeah yeah). Look at maps from the ancient era, or the medieval era, or even the industrial era. They're ridiculous when it comes to distant lands. It's not sensible to be able to know the whole world and all the civilizations in it in 1AD, but it's possible in civ. That makes exploration basically over before the game even gets going. It divides the game into separate phases of exploration and building. Limiting early exploration means that you do more building earlier and more exploration later, rather than shifting modes, making the game more dynamic.

quote:

Kuciwalker:
At which point all the fun out of early exploration is gone.


Replaced by the fun of exploration the whole way through the game.

I don't think I heard it mentioned, but ships should be tied to operational ranges as well. Then consider what happens when a ship is carrying a unit. I don't think it's reasonable for a ship to drop a warrior in Venezuela and have it explore all of S. America.

quote:

The_Aussie_Lurker: All of this information would be condensed into whether or not your unit was White, Yellow or Red. White would be SAFE, Yellow would be MODERATE DANGER and RED would be extreme DANGER.


The map should be tinted according to the operational range of the active unit. Untinted tiles are within OR. Yellow-tinted tiles are in the yellow zone, and red ones in the red zone. You'd know at any point where you were, how far you were from the various zones, etc. before you moved. Nothing would sneak up on you. I prefer a yellow zone where the unit has a chance of losing 1 HP each turn, but cannot lose its last HP, and a red zone where the unit is guaranteed to lose 1 HP per turn and can lose the last one. Living off the land should be possible to slow the decline, but it shouldn't be able to reverse it.

Operational range isn't just about supply. Don't you think it's weird that in 1000 BC you can have a unit effectively 12,000 miles away (19,200 km ;-) and yet get reports and send commands instantaneously? Operational range also models your limited ability to communicate with and thus command and control your troops.

Operational range also reflects morale. People don't like going thousands of miles into unknown territory away from their homes. We're modelling other emotions in city residents, why not fear and agoraphobia in troops? Alexander the Great's armies rebelled when he wanted to cross into India because they were homesick.

Operational range models reinforcement as well. There's sickness, accidents, getting too old, etc. When you're within your operational range, you can pretend that such attrition is automatically replenished, but if you're some isolated off in the middle of nowhere far from home, you're going to dwindle over time. I know, I know, more realism, but still.

Supply wagons are too much micromanagement. Just count the number of move points from your nearest city. skirt enemy units. If enemy units are blocking all paths back, you're in trouble. Ditto if it goes through unfriendly territory. Move points because roads should extend your operational range. If you are 10 unimproved squares from a city, you are effectively further away than if you are 20 road squares away. The imaginary couriers and supply wagons trundling back and forth would use that infrastructure (if they existed), after all. They're like gravitons.

Operational range should be from the nearest friendly city. Alliances mean that can be yours or your ally's. Large scale exploration would be gone. You wouldn't be able to see territory until you expanded near it, for practical purposes.

Operational range isn't just about having power, but the ability to project that power. China today has a larger army than the United States, but they cannot project that power nearly as well because they don't have the global network of bases that the United States has.

I believe that most battles and wars were won long before they were even fought because one side or the other couldn't get its army in the field or couldn't get it supplied well enough to fight effectively, even though the soldiers themselves might be numerous and high quality. Read about Sweden's Charles XII's disastrous attack into Russia in the early 1700s, for instance. In real military history, the actual battles are almost an afterthought compared to all the staging necessary to enable them. WWII US General Omar Bradley said, "amateurs talk about strategy; professionals talk about logistics." Keeping an army going is incredibly hard and expensive and thus requires good planning and making tough choices. Civ should reflect that.

Don't just focus on the one thing this takes away from the game. Look at all the things it adds. Map trading is actually useful (though you should be able to get an idea of what you're buying and selling). Trading contacts is useful. Alliances are essential for fighting wars at a distance. Exploration continues throughout the game. Wild grabs for land are less practical. Nations across the world declaring lame wars against you are meaningless (reducing AI foolishness). Scorched earth tactics that destroy your land and infrastructure in front of an invader's armies slow them down. This is one of those times when being limited increases your options rather than reducing them.

The_Aussie_Lurker is offline The_Aussie_Lurker
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  Old Post 30-06-2005 05:30
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You get absolutely no argument from me whatsoever, Sophist. In CFC, Commander Bello even came up with a brilliant, and deceptively simple, model for determining supply-it was pure genius.
The thing is that, along with limited capacity for Railroads, a Supply system will not only reducing REXing, but will also make combat far more than a sheer numbers game.

Yours,
Aussie_Lurker.

sophist is offline sophist
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  Old Post 30-06-2005 08:04
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My thoughts on railroads are summarized in this post in another thread. Basically, infinite movement between cities, but it costs a move point to go through a city, and you always have to go through a city. That's a little off-topic, though, since it doesn't have much to do with supply lines.

Platypus Rex is offline Platypus Rex

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keep those thoughts going sophist

Straybow is offline Straybow
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Err, who is Commander Bello?

Platypus Rex is offline Platypus Rex

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its a large file to download, but worth it

wait till the end and you will hear about what is being talked about here, just done with cities though

http://civilization4.net/go.php?htt...oad?cId=3137971

 
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