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Blake
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Brainfallocatione
Oct 2000 time: 17:21
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You'd be suprised.
A very simple algorithm can be used for "connectivity", run this once over the map to find connected regions (consider such things as ROP, units, etc...), iow, the route finding is done ONCE for all units moving on a single area of rail.
If two tiles are part of the same RR region, it can be guaranteed a route can be found. And because the unit will expend 0 movement theres no need to even find the route, just move the unit!.
This is no longer true when using a mixed rail-nonrail movement (from rail to road to rail, or something) in which the full algorithm can be used, but if you think about how many of your unit movements are entirely on rail, then consider the AI is probably doing just as many, you'll figure out that a bit of time must be saved by not doing any route-finding for those units.
Ofcourse I can't say for sure that Firaxis HAS used such a system but it'd be a justifiable reason for infinite movement.
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King of Rasslin
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If we have infinite railroad movement, having a zone of control rule would help balance it as it is. Roads are not hard coded, but railroads are. This also needs to change.
In my opinion, roads should take 1/2 a movement point and railroads should take 1/4 of a movement point. This seems good to me.
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Pyrodrew
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quote: I don't care about a stupid AI anymore! We have multiplayer now, so it's time for some revised railroad moves! |
MP can often involve AI Civs, from the start or I would imagine taking over when a human gives up the throne. Therefore revisions which both the human and AI understand are superior.
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gsmoove23
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Aaagh, no. Infinite RR movement throws off game balance? It maintains it. At a point in the game when shear number of units is multiplying exponentially and trying to position them all strategically gets dangerously boring RRs turn strategy on its head which is exactly what they should do. They also increase the value of aerial bombardment when wiping out 1 tile can have a drastic effect on the defensive capabilities of the enemy. If your upset by infinite stacking after invasion then precede your invasion with heavy bombardment, naval, aerial or otherwise, if this is impossible then tough noogie. You've got a hard target.
If war concentrates in an area for a long period of time then I usually find there are no RRs or even roads left. Making workers so easy to capture also subtracts from RR power because you're not going to risk building them in contested territory.
Keep infinite RR, but I've always thought roads should be a little more effective in the modern age. Perhaps after Motorized Transport they should get a boost.
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DrFell
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A flat movement rate on railroads is probably the only realistic solution. Having a train unit would be a micromanagement nightmare (as if industrial/modern age MM wasn't already bad enough with all the workers you have to move around, not to mention sea invasions), having a reduced move cost is unrealistic (why should a train with modern armour move faster than a train with infantry?).
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Gen.Dragolen
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NeoStar,
That is why you read many books by different authors on the same topic. Then you get to figure out what the truth of a situation for yourself.
Too bad for the world that politicians don't like to read history too... May be then they'd quit making the same mistakes.
BTW, as a suppliment to railway units, there is a need for an improved road way: an old Roman road may be great for troops and chariots, but a modern lorrie/semi or tank would get stuck on one. One of the strategic moves the Germans made in preparation for WW2 was to build the Autobahns to allow the rapid redeployment of troops from East to West and back. Railways are limited in the volumes they can carry so being able to send only the heavy equipment by train and the troops by truck was an effective comprimise. Until we blew up all the trains that is...
There should be a limit to how much of a rail system you can build and that trade should rely on having the most modern transporation connection available to keep the gold rolling into one's coffers. If a rail unit is not feasible, then a limit to how far would be a good alternative. Making the unit would be a snap: pull some unit graphics from Railway Tycoon 2 and then "All Aboard!"
D.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:21
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I, for one, have no problem with infinite movement-in principle-I just wish that you could edit it, and other terrain improvements, to your own personal preferences (ie, more flexibility). Given the amount of flexibility they have given us WITHIN each city, it just seems unfortunate that we can't have the same thing OUTSIDE of the city!!
I would, however, also like to see some kind of limit placed on how many units can use a section of railroad each turn-to reflect the whole concept of "Rolling Stock"!
Yours,
The_Aussie_Lurker
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zorbop
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st louis
Jan 2002 time: 23:21
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i think your all being kind of silly. there is nothing wrong with infinite movement on railroads... you all don't like it because it makes the, "build tanks then click on enemy city" strategy innefective.
to fight a modern offensive war against someone with railroads, you have to use strategy(more than in ancient wars anyway, where "strategy" is 2 defenders per city and a hord of swordsman/horseman)
when you launch an attack in a modern war, try some of these technices, prefrebly using them all on the same turn you declare war
-take over some coastal cities with marines, backed by infantry for defence. bombard w/ B-ships railroads, in enemy territory, surround the cities you just took
-dump a decent hord of para's next to thier inner, less defended cities.
- move forward a LARGE force infantry, marines and artillery, probly the bulk of your army, closer into enemy territory. you might even put tanks here, and only move them one square per turn, but be thier reinforcing your infantry, to be able to attack twice...
-of coarse, this is backed up by a healthy air force and navy.
after this, if your opponent uses his current army to try to deal with your marines and para's, your iinfanty force
can simply use it's artillery to bombard the nearest city, and it's tanks to take it that turn... but if enemies try to deal with your slower, infantry army, (which should be pretty large), then they have probly worn out most of thier current military, and would not be ready for an attack on another border. thier units could either move back to defend all their cities, but be at low health for a turn, or heal quickly in the city they just saved. you can't move and be healed...
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Sandman
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Sinister Penguin
Aug 2001 time: 05:21
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After a couple of positive responses about the rolling stock idea, I have decided to try an expand upon it, as the initial post wasn't very clear.
Rolling stock is an empire wide value, dependent on two things, the size of your rail network and the number of rolling stock boosting city improvements. It replenishes to the full value at the start of every turn.
To move one unit one square along a railroad costs one rolling stock point. In a normal, peacetime situation, a well developed empire will have more than enough rolling stock to rearrange garrisons, move workers etc with no hassle.
In a wartime situation, however, the large number of units on the move may very well prove too much for the system and result in the player running out of rolling stock, meaning that certain units might not be able to get to their intended destinations.
Positive consequences of this idea:
It becomes desirable (but not essential) to build efficient rail networks between cities to minimise the amount of rolling stock used.
A sprawling empire with a poorly developed rail network will be at a disadvantage when fighting a small empire with a well developed network. Germany vs Russia in the First World War for example.
It retains most of the revolutionary aspects of the railroad, without overpowering it.
Problems and unresolved issues:
A player may wish to move units normally, so as not to waste rolling stock. A key press could disable railroad use, but this is the sort of micromanagement I'd hope to avoid.
What should be done about broken networks, say an empire spanning two islands? One solution is to just ignore this and still have a single rolling stock figure for both islands. Another is to have two seperate values, but this increases complexity.
Rolling stock usage may force the player to perform tedious sums trying to work out if enough rolling stock remains to move a unit somewhere.
Can the AI use rolling stock effectively?
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