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King of Rasslin
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RRs give free food and production, they are already very powerful! I think they should give 5 moves to a unit with 1 movement, but function as roads for mobile units. How can you transport a cavalry division or a few dozen panzers by rail? It isn't practical. They are designed for foot soldiers. I think this would make infantry, paratroopers, and marines better. Mech infantry shouldn't replace infantry because infantry is not obsolete even today.
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King of Rasslin
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Tanks and cav have too much of an advantage. They should pay for their bulk because they have so much power.
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Keeper of Hell
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If you're talking realism (as the guy with the "Cavalary can't move by railroad" line apparently was) RRs make perfect sense, as it would take a lot less than a year for a unit to move across a country. This is why the rather restricted movement range of naval units makes little sense- modern warships taking upwards of five years to make their way around a land mass? But if you're talking gameplay, then I've definitely got to agree. Not only does it remove any need to defend smartly on your own part, but the way the AI uses RRs is incredibly annoying (ever tried a late Industrial /infantry amphibious assault, only to have your units decimated by cavalry that comes in, hits, then retreats to a city halfway across the continent? Not fun at all.)
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Dida
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RRs giving infinite movement rate is ridiculous. It removes the need to place your unit strategically.
RRs should give either 3+X of movement rates or a flat movement rate for all units, let say, 10 for all units.
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Capt Dizle
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I think the game should have little sappers that tunnel underground and blow stuff deep up in enemy territory. Then, the tunnels could be used to move troops in. We would need some way to get them there fresh though, crawling in tunnels is hard work.
Probably be best to make some new units. Barrel makers to make, well, barrels. Packers to well, pack in the troops. Then pumpers to pump the tunnels full of water, the pressure of which would shoot the barrels of troops through. We could do a neat animation of the barrels popping up out of the ground and smashing back to earth with the troop landing on its feet firing!
Of course such a tunnel could only work if it originates from a tile with a river until electricity. But, duh, you knew that.
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King of Rasslin
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"Rasslin, I think that mobility is the major advantage of a tank. Why would you want to purposefully weaken it? You might end up with a strange situation where troops actually move faster in the industrial age than the modern age simply because you want to power down tanks. The disadvantage of tanks is their high cost and many resources needed... whether they are balanced or not is a different argument, but it seems arbitrary to go about balancing them with railroad speeds."
The strength of the tank is its power. It already have 2 movement, and is very powerful. Modern armor is too easy to use and very unfair because the winner is whoever has a bigger sod. I am glad there is average scoring because the modern era is messed up as it is.
I would go with Uberkrux here.
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Chronus
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As much as I love Civ 3, I must agree that the infinite RR movement does take out a large strategy factor.
I think they should be 1/6 the movement (i.e twice as effective as roads . . . nothing fancy). Even this number, however, may be too much. That's 18 tiles in one turn for your modern units! This would cover most of the continents I've seen. Perhaps it should only be 1/4?
The idea of "airlifting" a unit from one city to another connected by RR seems like a good idea. Two questions though: will each city have the ability to only handle one unit? (too restrictive, in my opinion) . . . and . . . can this be easily done with "stacked" units?
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GabeRivers
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I agree with the suggestions that rail movement should be limited. Anywhere from 10 to 20 tiles would be fine. I do not agree with the suggestion that rail movement should not apply to mobile units, such as tanks and cavalry. This would be unrealistic, as military history clearly supports such movements.
One thing I would do in order to force strategic defensive deployment would be to allow troops that are unloaded from transports to retain their normal movements when they are unloaded. Requiring them to wait a turn renders them dead meat. In my current game, Germany has landed 3 boat-loads of tanks and MI positioned against a city and poised for attack. Of course, I've been able to easily wipe them out before they could take any action. If they had been allowed to move when they first landed, I would have had to have been well defended or I would have been in trouble.
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Saurus
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Finland
Oct 2001 time: 07:21
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You are all correct, I think.
Everyone has a point in a way or another.
We really should be able to EDIT the properties of railroads (and other terrain improvements as well)
in the editor so that every one could modify railroads to their liking.
Personally, I HATE railroads as they are now.
It gives the human player too much of an advantage.
In addition it is extreamly ugly whit the railroad-spider covering every possible space on the map.
If there would be anything to do about it, I would instantly remove food/production bonus the railroad provides and reduce its movement bonus from unlimited to 1/6 moves.
I would re-introduce farmlands and introduce the concept of advanced mines...oh, but sadly this is just a dream...=(
-S
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