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Dida
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As it is right now, a warrior can go around the globe a billion times in one single turn on RR, running faster than the speed of light, which is ridiculous.
RR is too damn overpowered, it makes the defender's job too easy, and invasion totally impossible. As soon as the invader lands his troops on the shore, the defender can gather every single artillery pieces he has on the continent, and bomb the crap out of the invader. After that, his tanks can gather, and promptly wipe out the enemy, and return to their original cities at the same turn. 
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Captain
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by Divine Right
May 2001 time: 00:18
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quote: Originally posted by davidttm

I would suggest having the sea and road movement values change at about the same time that RR is introduced (I'm not editor savvy, so maybe this is already possible).
An example would be to triple the road movement from 3 to 9 and increase the sea movement from 1 to 3 with the discovery of Steam Power. This would only be fair if it was triggered for all civs when the first civ discovers it (similar to the manhattan project in CIV II, which allowed all civs to build atomic weapons).
This seems like a pretty big change so I wouldn't really expect Firaxis to try it in a patch, but it seems like it would get at the crux of the RR and Naval movement complaints. |
Okay, seriously now, you've got an idea there that's worth considering. You could boost road/sea movement for the modern era but wouldn't it be simpler just to give modern units MORE movement points? And how does that solve the unlimited RR problem?
Others have suggested a "locomotive unit" that is the only unit that can use RR's. You then load and unload other units onto it like a transport. This wouldn't be any more tedious than a sea invasion. If we cut down on the # of units overall (decreases tedium too!), this would make it very appealing. Plus, if the AI knows how to use transports already, it should be able to use locomotives too.
But, I think those are all harder than adding the simple option of editing RR movement rate.
I just want a simple way for now, to rebalance unlimited movement thing. There's some strangeness to having armour travel 36 while infantry travels only 12, but that's ok compared to having infinite travel! At least, in my mind.
Voters seem to agree, this should be part of the next Editor patch!
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0bsidi0n
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I think this is a pretty valid point, but the complaint that it makes invasions impossible doesn't really make sense to me. Can't the invaders use the railroads for the exact same purposes? And what's wrong with rebasing missions? I don't think its odd that an airplane can fly around the world in a year. Or a ship, for that matter. But that's not really mentioned.
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notyoueither
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of naught
Aug 2001 time: 22:18
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Tanks on flat-beds don't move faster than men in passenger cars, so a movement multipler would not make things better, IMO.
The way to fix rail movement might be to introduce an old board game concept. Rail Cap (capacity). Only so many units per turn can move on the rails. There are only so many trains. Maybe 1 or 2 units per city on any given continent?
Salve
PS. Option 4 all the way!
Last edited by notyoueither on 03-03-2002 at 05:17
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Dida
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The simplest way to fix the infinite move thing is simply make unit on RR moves 9x faster. Other suggestions (limitation on number of unit, etc) is too complex. Plus, this concept has already been implemented in CTP. In that game, unit moves 3x as fast on road, and 5x as fast on RR. It is a very nice system, no one ever complaint about that. It is okay for a tank to move 2x faster than infantry. Some units moves faster then others, that is one of the reasons why you build different units.
For the air plane rebasing issue, I think airplanes should be able to rebase to a city/carrier twice its max operational range away. If a bomber's range is 6, it should be able to rebase to a city 12 tiles away, but not to a city that is 1000 tiles away. That is because bombing is a 2 way mission. If a plane can bomb targets 6 tiles away, it must have enough feul to fly 12 tiles continueously.
I don't see anything wrong with airdrop.
BTW: Fixed movement rate on RR regardless of unit type thing is also good. Simple enough.
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Captain
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by Divine Right
May 2001 time: 00:18
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Let's drop the idea of "one turn=one year" for now, okay? Yes, units on RR probably could travel around the whole world in a year, but so could aircraft and ships.
Let's just look at it as balancing movement so land units aren't so ridiculously fast.
Yes, a rail cap would seem to be a better solution. It brings in the question of how the moves left would be recorded though. would they be separate from regular movement points? That might make things too complex for a patch.
-edit-
(sorry, i meant lockstep's idea of limiting mvt to 9x ceiling.)
As for notyoueither's rail cap idea, that would work well too. is that as easy to do as the RR mvt rate option?
-end edit-
Just for a simple patch, they could add RR movement as editable. If it's 3x, on top of the road 3x, that's 9x total. Plenty enough but not infinite. There is the different moves conundrum, but I don't think it's much of a real problem.
Consider, most modern armies DO use non-human transportation methods - very similar to tanks. So give them all the same movement and we won't have this problem of infantry moving 9x while armour goes 36x. They'll all go 36x. A lot of modern artillery is self-propelled as well. Definitely NOT perfect, but overall, problem solved!
Or am I missing some other consideration?
(Note: Simple solutions people, for the next patch or XP. Not a whole new game. I don't want to wait for Civ 4 to have this option.)
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Dida
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for a simple patch, Firaxis can make all unit move at the same rate(not infinite), or, make RR 3x more powerful than roads. Those are simple enough to implement.
Giving a max unit a RR line can transport is too complex, this will require re programming lots of stuff.
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Dida
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I'm regret to tell you, that your idea sucks.
Why? because it adds more micormanagement to this already tedious game. Imagine you have to load and unload all those unit, one by one, move them, and unload again. Just give me a break.
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Captain
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by Divine Right
May 2001 time: 00:18
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quote: Originally posted by Dida
I'm regret to tell you, that your idea sucks.
Why? because it adds more micormanagement to this already tedious game. Imagine you have to load and unload all those unit, one by one, move them, and unload again. Just give me a break. |
Not any more micromanagement than you already have to do to organize sea invasions.
I tend to see it as micromgt with a purpose. Limiting movement adds strategy. Having unlimited moves to just shuttle all your units to the frontlines without thinking is tedious. This is not, IMHO. Now you've actually got to consider which units you want where in which round, so as to serve the best purpose.
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I should probably note that I'm trying to develop a "reductionist" mod. I'm increasing variety but trying to decrease absolute numbers. (eg. my military ideal is about 60 units, NOT the typical 200. My ideal empire is 25 cities.) Each city is very unique (not clones of each other) and so very valuable. You won't be able to build every improvement in every city. I plan to scale up power so that as the ages go by, you keep roughly the same # of units but increase their power.
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Still, anyone know if it's even possible to do what I'm hoping? Otherwise I'm just wasting my breath.
But again, I would be happy with having the option of changing the RR movement rate. So no worries, as long as we get rid of infinite movement.
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