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Phutnote
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180 x 180 size maps! wow. that's huge. 16 civs. amazing.
Gives rise to an interesting problem tho: at that size, a battleship (movement 4) would take 45 years to circumnavigate the globe. So much for doing it in 80 days.
I wonder if movement rates on larger worlds (say earth map, large) are boosted?
Even with nuclear power, it would take 36 years to round the globe. With Magellans as well, it would take 25 years. I guess that's getting into the acceptable range . . .
I guess it doesn't really matter; the editor can change the movement values. But perhaps the default movement rates for ships are a little on the low side?
Phutnote
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Phutnote
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Rather thought I'd get the standard response about it being a game and not being realistic.
And sure, I accept that there will be a lot of abstractions in the game to make it work and be playable. But the extreme to which you take what I am saying is ridiculous. I am simply saying that the default movement value is low, too low for large maps.
As a gameplay issue, you start a war in 1930 and send out your fleet to do battle. The fleet doesn't arrive at its target until 1960. Its not so much the years but the number of turns it takes: 30 turns to arrive at the enemy is a heck of a long time, game wise, year wise, any way you look at it.
When you use a metaphor for a game, you are allowing players to apply their real world/historical/sci fi scripts to the setting.
Battleships that are sunk by phalanxes don't follow a real world script either.
Obviously, you would not have complained about such an odd result because you accept that its just a game, and not realistic. Fine. But I always found phalanxes sinking battleships stretched the metaphor Civ was using a bit too much.
I see nothing wrong with commenting on various aspects of the game that don't seem to fit. Sure, there are many things that would be ridiculous to do. Doing the whole of human history using day by day turns would be silly.
I did not suggest this, however. I am suggesting that the movement rate of a battleship is too low. It is equal to a 1860 era ironclad.
By your reasoning about realism being silly, I'm surprised you aren't arguing for a return to the sailboat sinks battleship dynamic. After all, it's a GAME, it's not reality.
And I still think the battleship could do with a speed boost.
Phutnote.
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manofthehour
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You see there is the problem. If you have an enemy that is almost half way around the world and you don't have troops there it takes you 20 turns to get there. Are you going to be able to send units via arports? That would really help. Or maybe they could land in a friendly city that is closer by. But also if you give it to high a rate than a contient is overrun in a turn. (something theytried to stop with the roads).
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Phutnote
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Well, some people are reasonable and articulate in their responses, and others . . . aren't.
Colossus: I agree with just about everything you said. Large/huge maps present some problems with gameplay. Note that firaxis has addressed these issues by increasing the number of civs you can have as a maximum according to the size of the map.
I think this is a reasonable and appropriate solution. Bigger planet, more room, more players. To be honest, I'm really keen on playing on a map with 16 (count'em, 16!) computer players. I'm not gonna be able to resist that. But like you say, the distance thing IS a problem. And to others I'd note that this is a GAMEPLAY problem as well, not just an anal-dang-it-ain't-realistic-I'm-gonna hold-my-breath-and-pout thing.
The game follows a rigid timeline and is over in 2020 on Diety (or 2050 not sure for civ III how the time works out). If a war breaks out, and the enemy is across an ocean, it could take 30 or 40 turns (I'll use the term turns here in stead of 'years' because I am addressing gameplay as well) for your battleships/fleet to even reach the enemy. I don't want to spend so long just in transit.
Play on smaller maps, you say? The game is ultimately balanced for the default map size, I'd imagine. So I'll use that a lot I guess.
But I want the 16 civ option! I want my cake and I wanna eat it too. Rail helps solve land movement issues, but there's a prob with the naval units on the big map. It is both a 'realism' and a gamplay issue.
From a gameplay perspective, I think that's a heck of a long time. If you are connected by land to an opponent, this problem isn't so bad: your rail lines can take troops right to the enemies border in one turn. So rail/roads in enemy territory don't work for you: that can be attributed to guerilla action, supply difficulty in unsecured territory, militia forces of the enemy, whatever.
but if you are separated by an ocean, it's a great advantage against invasion not just because of the usual military difficulties, but because ships are so slow it takes the entire modern era to reach the enemy shores with your heavy ships.
I'd like to be able to fight a faster modern war. Perhaps if ships could attack half their movement points (battleship move 8, attack 4 times) it would speed up naval attacks a bit.
Anunikoba: Again, I concede that realism is an impossibilty in a civ game, and that there are going to have to be concessions, but I think gameplay here is an issue: on a large maps, it can take an incredibly long time to reach an opponent.
I hope to play multiplayer when civ III comes out. I don't imagine this will be much of a problem because small maps will be the order of the day: huge ones will take too much time and memory. On a small map the movement rates are fine. But if Firaxis can acknowledge that a small map can hold fewer civs, why not acknowledge that on a huge map speeds need a bump?
manofthehour: I agree with you, too. Land units aren't much of a problem with airports and rail, but a big ocean is almost insurmountable.
they have stopped the howitzer rush with the new road/culture rules, so that won't be a problem now, which is great.
Madine: why do you think naval units should have improved movement rates, then? isn't speed/movement inextricably related to time?
faded glory: Ultimately, I'm sure I'll have to just accept it and ignore it, just as you say. But hey, they changed Cleo, altered the rail rules to prevent howie rush, etc. Can't blame a guy for trying. There have been plenty of less reasonable arguments here than mine.
crmeyer, jellydonut, and rakki: I think you are probably right: for the big maps, we'll have to edit the files to up the naval movement rates for the huge map. But it'd be nice if Firaxis brainstormed up a cool solution to solve the gameplay issue with the big maps that will be for everyone, especially when people start playing (and they will) multiplayer with huge maps with 16 people. It may not work well, but people will still try it because 16 civs online would be awesome.
Note that the battleship is still at 4, while cavalry have been upped to 3, and no doubt mobile armour will be 4 or more. If they are upping the movement of land units, why not up some of the naval units?
Rakki: the phalanx vs. battleship was changed for civ II because of a great deal of complaints from 'realism' minded players. I am using that as an example of how 'realism' and gameplay can be related; arguing for a more 'realistic' item in civ is not necessarily to argue for an unwieldly, insanely detailed solution.
thnx for the responses fellas
Phutnote
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Madine
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It's related to time in terms of turns, but not related to the idea of "one turn is at least a year, therefore...."
I was under the impression that the numbers quoted on the site were defaults, not maximums.
Also a ship's bombardment uses only one movement point, so a battleship can bombard up to 4 times a turn.
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Phutnote
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Madine: a semantic issue of turn/year, then. Perhaps I should have said 45 turns to circumnavigate the globe.
I did note in my first post that 20-25 years (substitute turns if you prefer) to circumnavigate the globe was in the acceptable range. It certainly does not take a real battleship 25 years to go around the world; how people interpret my points to mean that I am arguing for absolute realism i don't know.
As for the numbers on the site . . . I suppose they are defaults, at that. Which would mean that you could have 16 civs on a small map. Cool.
Phutnote
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