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Grumbold
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London, UK
Mar 2000 time: 05:15
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quote: Originally posted by kittenOFchaos
I am pretty sure I'm right in saying that fast units like armour (or the babylonian running archer!) can move to intercept enemy units/armies in a certain range?
YES: from civfanatics infocenter
In Civ2, all units had zone of control, which made for some weird situations, like a phalanx fortified in the mountains stopping tanks going by. Now only the fast (2 or more movement points), big units have them.
Zones of control will be a factor of the defending unit's mobility and firepower. It will, therefore, be much easier to maneuver around a phalanx than a tank. Maneuver speed will also affect the ability of your units to retreat from combat. This means fast, mobile units like mechanized infantry will be able to exert more influence on the zones around them than slower ones.
While in civ2 a warrior could exert the same ZOC as an armour unit THAT is laughable!
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Tell that to the rather topical Afghan warrors who immobilized whole Russian tank divisions by constantly destroying their fuel and supplies. Not many of them had better than a rifle and knife to fight with. Zones of Control are about the ability to ambush, not the ability to engage in open battle. Anyone can kill tank crews when they are sleeping in their tents at night.
I know Civ is not a pure wargame, but every game that has Zones of Control as a concept has them for all units, not just the powerful or fast ones. If Civ III improved the Ai's ability to stud its territory with fortifications and garrison them effectively then there would be no need for these strange rules that no one else has needed to invent.
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Lordfluffers
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I think People are approaching this through the wrong angle. Yes eliminate infinite howie problem but not by affecting the road system but by changing the howie itself. I always fortified my connections with other civs and road crossings of strategic importance!!
A slight reduction in movementt is fine but 1mp/turn on roads for an attacker is ridiculous. Dont forget that each turn represents the minimum of a year. Secondly, ignoring that fact, in practice roads are easily utilised by attackers and thus communications are extremely important. Thus Fortifications are always placed near and around major communication lines and nodal points. The Germans advanced 400 miles deep into Soviet territory in WW2, cutting off and surrounding millions of Soviet soldiers by shooting up the Russian roads before defences could be prepared or troops moved to block them. That is how modern war works. Even in previous times, with far fewer and lower quality roads, attacks were often formed along the axis of a road.
The effects of a hostile population and mines is minimal in actuality. For a start you need troops in the location to place mines. When the Germans broke through in France 1940, the French did not have time to deploy mines along the German advance because it was so swift and completely outflanked them.
Take away the use of roads and strategical attacks become impossible. Instead a situation arises where predictably, the largest army launchs a frontal attack. Tactics become no more varied than this. Roads needed to be fortified and guarded. People here who dont understand military logistics dont understand how hard it is to block a road without prior planning. All those for this idea are making absurd suggestions such as 'it represents mines, ambushes, local resistance'.
1.) Mines cant be deployed if there arent soldiers to transport and place them. In Civ, if the road on the map is empty, then clearly there arent any soldiers to place mines. Mines arent usually deployed in peacetime either. In any case it takes a few days at most to clear a minefield that is isolated and without military support. In a civ turn, this is negliable. Germans shot through heavy minefileds in Russia and were within a few days 50 miles to the Red Army's rear.
2. Wheres the units that are ambushing. All military capability in Civ is represented through units. If they are not on the map or near the road how such an ambush or counter-attack occur???? If an enemy attacks up a major artery then that is your fault for not protecting you lines of communication. If there are no counter-attack reserves, that too is you problem.
3.) Resistance is part of Civ 2 in the partisan unit. Resistance, a phenomenon on really at a large scale in WW2 only occured due to the ability of local populations being supplied with weapons from the combatants. No weapons=no resistance. I agree that local populations rarely co-operate with an invading force but their miniscule attempts to change sign-posts and commit tiny acts of sabotage are largely irrelevent in the overall picture of a civ 3 turn.
Ultimately, roads are valuable assets to both defender and attacker and thus Civ 3 ( a game incidentally supposed to at least partially mimic reality) should at least allow for the wealth of strategies that involve the use of lines of communication.
If you really want to delay an advance, start destroying roads and railways, blow up bridges etc, like in real life. Maybe there should be a small penalty but if there is it should be small.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:15
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OK, Here is my take on the situation:
1) We don't have ALL the information about how enemy roads/RR will work, aside from the knowledge that movement on Roads/RR within an enemies borders will not be 1/3mp/infinite.
2) If enemy Roads/Rail do NOT negate terrain effects on movement, then I'll agree with all the nay-sayers that this is a STUPID system!
3) From what I have heard, all units will still possess ZOC's, it's just that mobility and weapon range of the units will determine the effectiveness of it.
4) I agree that this is not the best solution to the "Infinite Howie" concept, and that a Unit Range/Supply Line system would have been more effective (and would have allowed Grumbolds scenario of Afghan fighters immobilizing tank columns!!-see my earlier post!)
5) With this rule in effect, I hope that their will be a FEW more "Special Operations" units that treat all terrain as roads (1/3mp cost), making the construction of such units much more important.
6) Lastly, as I've stated before, it's just an abstraction! Not an ideal one I admit, but few abstractions of multiple phenomena are!!! If you don't like the rule, then edit it out of the Rules.txt file!!!!!!!
Yours,
The_Aussie_Lurker.
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HalfLotus
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ATL, shorty.
Sep 2001 time: 00:15
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I suspect that the new road rules are for game balancing, and not for realism or continuity with Civ 2. Nobody on these boards knows how the gameplay or game balance works at this point. We have only been given a few tidbits about the game. Until we play the game, any attempt at strategy discussion is mere speculation.
Again, I’m almost sure that this is a game balancing issue and takes precedence over realism.
Last edited by HalfLotus on 28-09-2001 at 17:11
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Rakki
I'm afraid of it turning into something like the No Man's Land in World War I. Every defender city would have like a moat around it the site of its cultural border, while the defenders can still just do inifinite howie on the ATTACKERS because they have full use of the railway ! |
Even if the invader initially dont get any road-bonus; maybe moving along uncontrolled enemy-roads still always gives him easy-terrain move-potential, regardless of these roads go through forest, swamp, mountains, or whatever. This would be great, because it would give the invader an incentive to always prefer the roads, even if he doesnt control them.
As for repetitive WW-1 style stalemate situations, Im not worried. In that new presentation-video, the interviewed Firaxians seems to be dedicated gamers, who have played this game a lot more, then strictly needed. They have my confidence. Besides, compare with "Europa Universalis" where military campaigns is a LOT harder, then it ever was in Civ-2. I think its only a positive thing to tweak invasions to be much more of time-limited concentrated bursts, where one takes max 1-4 enemy-cities at a time.
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Lordfluffers
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quote: Originally posted by kittenOFchaos
In France the Germans used armour which doesn't need roads...THAT is one of the reasons armour is so bloody useful it can outflank quickly as it doen't rely on roads...
Howwies have already been changed Lord F...they are support units rather than units in their own right? GO TO THE civfanatics infocenter! |
Er, the German armor marched right through the French road network. Armor moves slowly and poorly over rough ground. The German Panzers broke through major network centres i.e. Dinant, crossed over unguarded bridges of important rivers and sped down all the road arteries thus sweeping far into the French army's rear, cutting their supplies, surrounding it and inducing panic. Tanks dont always use roads in a tactical situation i.e. battle sittuations but they do need roads to get places and they always use roads when they can!!! Read a bit about it kittenOFchaos, tank warfare is a very interesting subject.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:15
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I just thought I'd add my 2 cents...
I think the best way to do it is to remove the RR bonus (assuming RR's have infinite moves) for invaders, but leave roads alone. At the very least, a lesser bonus (1/2 instead of 1/3, for instance). But to remove road bonuses altogether strikes me as too much, even if they negated terrain factors.
What might help is allowing for sabotage and/or airstrikes on RR and bridges. CIV II allows pillaging of terrain improvements, and partisans are perfect for this. I assume something similar will be included in CIV III. The howitzer problem was largely a RR issue, not a road issue. As many before me have said, if you think roads should be defended... build a fort on the road and plunk down a few mech infs.
-Arrian
p.s. I trust everyone realizes that we're debating one particular gameplay issue in a game we haven't seen. Of course, we do this because we're dying to get the game - even the people who do nothing but whine, complain, and generally rail against the obvious (to them) idiocy of the programmers.
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