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Willem
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Canada
Dec 2001 time: 00:19
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I don't like that idea at all. I'd be extremely annoyed if my unit just disappeared simply because of a supply shortage. And it doesn't work like that in reality. If a tank runs out of fuel, it doesn't self-destruct, it just stops dead in it's tracks. All it needs to function again is a supply truck bringing it more fuel. But I think that approach would lead to micromanagement hell. I think his original idea would be much more playable, if appplied to military units as well.
PS Or maybe make it possible for a Worker to build a Supply Depot, in addition to Cities/Colonies, which the military units would have to stay within range of. No movement would be allowed beyond that range.
Last edited by Willem on 31-05-2002 at 00:20
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Willem
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Canada
Dec 2001 time: 00:19
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Yeah, I suppose using a Fortress as a supply depot would be a better way to deal with it. But then the problem arises with the fact that the AI doesn't build Fortresses. Of course, they could always go back to the Civ II/SMAC model, where the AI built them everywhere. Frankly, I don't know why they changed that. I think it would be a bit more challenging to have to slog through a bunch of outposts to reach your target. Provided of course the AI actually manned them, which they never did very well before. Unless of course the Fortress itself had attack/defence values like an actual unit, only immobile. Though I guess they would need to be able to bombard, rather than attack.
As for eyeballing distances, that wouldn't be difficult. If you issue a Go To command that's out of range, the cursor would change in order to let you know. I've been playing Pool of Radiance lately, and you can clearly see when a spot is out the character's movement range. It's not a difficult thing to implement.
And the maximum range could only be applied to certain units, like Tanks, that require fuel. An Infantry unit can live off the land if necessary, so it wouldn't be as restricted by a supply line. Tanks etc are much more dependant on supplies. A good example is the Battle of the Bulge. For awhile it looked like the Germans where going to win, until they ran out of gas and their tanks were stopped dead in their tracks.
Of course there's no way any of this will ever make it into Civ III.
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Fitz
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& Anarchist
Mar 2000 time: 21:19
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I think that the idea of a fixed movement distance from pace (as measured by movement points) is actually a great idea. How can you be giving a unit over 20+ movement points away from your nearest city any real commands? Either that or the unit should switch over to automated control (reflecting it's need to make decisions on its own without your input). Of course, the former would limit city expantion way more than the latter (the AI could still send out settlers to any distance in the latter).
This distance could increase with Tech Age (although IMO shouldn't with Map size). 10 MP in the Ancient, 20 in the Middle, 30 in the industrial, and unlimited in Modern. Or it could be tied to certain techs. Sea units could be given a multiplier (2-3 times probably).
This would make roads critical for expanding your knowledge of the world and for settling new territory. RoPs would become more powerful. And expansion of your nation would be important for extending your sphere of influence, while corruption would be the counter balancing force to stop expantion from becoming too much. Not all of these things are necessarily good things though. 
OTOH, maybe it should be distance from your capitol, and larger numbers. Otherwise you could fling out a settler from the capitol to the maximum distance, then do the same again, etc, to give yourself access to the whole world. Corruption in that case would hurt, and it might be cool to have high corruption "military outposts" that extend your influence, but it might also be a simple workaround to the concept that invalidates it completely.
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cassembler
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Loud Cow Productions
Oct 2001 time: 23:19
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How about when you "fling" a unit "out of control of" the capital, you can give it some generic orders like:
- explore and return in X turns
- explore and sentry in X turns
- attack all enemies and return in X turns...
- attack the city of X
- goto and defend X location (prompts for a selected square)
Perhaps when you give orders, you can select an area or a square for unit guidance.
This way, while you can give it some idea of what to do, but you can't magically send instant orders to units 10,000 miles away, limiting rapid expansion, but *giving expantionist civs something to live for*.
The AI code would take over for the unit (a generic goto) and do it's best to follow orders, making decissions as it goes along (which would be fair- not perfect I'm sure- but decent thinking).
We can assume that most ancient units, such as the warrior, can hunt and otherwise live off of the land, and other units such as musketeers, need a "supply chain" of some sort. Editable maintenance costs per unit, baby!
I think the "zone of unit control" could best be expanded in descreet, gradual changes, such as at the start of each age for example. Once radio comes into play, it's eliminated.
Of course, another way to do it would be to have it start at like 5 squares from your cultural borders, and gain one extra square for each tech, or have a tech effect that adds X squares to you "zone of unit control."
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