Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Unit Movement Increase
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Increase the movement of all Units (Time out:0 days after 07-03-2003, 22:48)
YES - They all should be much faster
NO - They are fine the way they are
View Results [Edit Poll (moderators only)]
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
TriMiro is offline TriMiro
Chieftain

Feb 2003
time: 05:26
  Old Post 07-03-2003 22:46 Visit TriMiro's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Unit Movement Increase Put an end to popups!

I do not agree with the low moving points of the units in Civ3. I think that it is going to take more than 50 years fot my Warrior to get from one of my cities to another even without roads. Ancient Empires were quite large as teritory, yet they could move units much faster than one tile per 50 years.

Take Alexander the Great for instance he managed to conquer most of the ancient world for what 20 - 30 years. In Civ3 I will need that much just to take my troops out of the borders of my empire.

Consider the more modern age. a carier could travel from USA to Iraq for a month or so, and in Civ3 it will take 5 - 7 years even with Magelan's Expedition. This is just not realistic.

I believe that movement of all units has to be changed. It may destroy the balance as it is right now, I agree, but larger movement would make the game little bit more Militaristic. Wars would also be fought much faster and the outcome would be much faster. As it is right now every war in Civ3 is more or less a 100 years war.

What do you think people

Skywise is offline Skywise
Prince
Samara's best friend
Jan 2002
time: 05:26
  Old Post 07-03-2003 23:04
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Only boats should have a movement increase, I dont beleive that it takes 20 years for a galley to cross a lake.


Spec.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:26
  Old Post 07-03-2003 23:14
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

It's not a simulation, it's a game. If you have more movement with units, you lose something in the gameplay. For one thing, no unit will ever be able to retreat.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:26
  Old Post 07-03-2003 23:40
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Enter the AD-FREE zone

TriMiro, the objective should be to make the game LESS militaristic!!

While I may be leaning more and more towards the dark side, and an offensive war is enjoyable, I do not like it overall.

wilbill is offline wilbill
Warlord
Not Mayberry, NC
Jul 2002
time: 00:26
  Old Post 07-03-2003 23:40
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton or Terrorists Win

Want realism? What's a good estimate of the distance an ancient iron/bronze age warrior could walk in 50 years? From Spain to Siberia? And back again? Several times? How about a horseman? Realism would be to just build railroads on every square of the map when it's generated. Of course then, as the time per turn compresses, we'd have to start cutting back. so that by the industrial age, the standard movement rates would be just about right.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:26
  Old Post 08-03-2003 00:01
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Civilization 2

Bleep (that is, "expletive deleted")! I did not intend to get into a "basics of strategy game design" here.

How far the individuals in a unit could move in a segment of time (with their particular transportation mode), is NOT how to determine the speed of a unit in a strategy game. It scarcely works even in a tactical game.

They did not have radio then, so communications took time. The decisions had to be made, intelligence gathered, supplies and equipment marshalled. Beauracracies were usually not as efficient then either, so more time is lost. Then the bleepin' decisions had to be made all over again as situations changed. Society has a lot more things to do than just go out conquering others.

You can say that a whole multi-turn war historically would have occured in less than one turn and you would be correct, but it comes out in the wash. It also allows other civs time to react, or YOU time to react to other civs' moves. As it is, Civ is a 540-turn game. Would you like to add a few hundred turns to that?

ormuzd is offline ormuzd
Moderator

Jan 2003
time: 07:26
  Old Post 08-03-2003 01:44 Visit ormuzd's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Suffering from ads?

Yes, but how much is the teritory compared to the real world? And, yes, it's a game
and is good enough IMO

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:26
  Old Post 08-03-2003 02:28
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

I think minor adjustments to ship movement and aircraft range could be made - and made dependent on map size. Leave the land units alone, though.

-Arrian

TriMiro is offline TriMiro
Chieftain

Feb 2003
time: 05:26
  Old Post 08-03-2003 02:33 Visit TriMiro's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Full PM-box? Change here!

I never ment the increase to be of magnitude of 100 or more tiles. I would accept 2 - 3 per Warior, and 4 - 5 per Horsemen and so on.

As for the time to react, 2 - 3 movement tiles would not matter that much.

There can also be a feature that the further away your units are from your teritory the slower they become. That will reflect the time for gathering intelligance and so on.

TheArsenal is offline TheArsenal
Prince
Sunny Southern California
Mar 2002
time: 21:26
  Old Post 08-03-2003 02:37
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Avatar Enlargement: We've got the solution

I don't demand that level of realism, and never think of game play in terms of years, but turns. This way, the number of years it takes to move a unit from one place to the next, or the way advances in the tech tree never line up properly with the year I am in, don't bother me.

wilbill is offline wilbill
Warlord
Not Mayberry, NC
Jul 2002
time: 00:26
  Old Post 08-03-2003 07:06
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Tired of ads?

quote:
Originally posted by TheArsenal
I don't demand that level of realism, and never think of game play in terms of years, but turns.

I think you have to approach it that way. I don't like some of the rather large differences between ground, air, and sea units' movement rates, but to just make a blanket addition of movement points to every unit in the game would really have some incredibly negative effects.
TriMiro, have you considered what would happen in a game with raging barbarians on a tiny or small map? You'd be lucky to get a second city built by the end of the Ancient Era. You'd have "barbarians at the gates" every turn.
Looking at it in terms of game balance, the movement rates may require a small tweak here and there, but an overall increase would create enormous problems.

wilbill is offline wilbill
Warlord
Not Mayberry, NC
Jul 2002
time: 00:26
  Old Post 08-03-2003 07:07
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

double post, sorry

But, TriMiro, there's nothing to stop you from giving your idea a try. It may turn out to be just what you want from the game. That's what mods are for.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:26
  Old Post 08-03-2003 11:17
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Got spare money?

I have had this argument before and I will only say this the movement for all but modern units are fine as long as you keep in mind that they are designed for standard map play. Playing on a large or huge map and the modern unit movements do need to be modded by adding "all terrain as roads flag" to all modern ships as well as to armor and mech units. In addition the carrier and nuc sub need their base movement increased as well.

The main problem is that the time scale used in Civ 3 is wacked. I would love to see a longer game with many units being built and Wonders truly taking many turns to build. I would love to see a game taking at least 2x's the number of turns to complete with the scale drastically curtailed in the ancient age.

TriMiro is offline TriMiro
Chieftain

Feb 2003
time: 05:26
  Old Post 09-03-2003 00:17 Visit TriMiro's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Playing on a large or huge map and the modern unit movements do need to be modded by adding "all terrain as roads flag" to all modern ships as well as to armor and mech units


That is one of the things that I dislike most. When I have RailRoad I can move my entire army from one end of my empire to the other in 1 turn, however, if I want my attak vs. the enemy to be backed up by sea power I have to wait 3 - 5 turns for my ships to move. This makes ships almost useless in offence.

I see that the voting is against general change. I wish I could add a third option: Change sea movement only, to see what you will say about this.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
  Old Post 09-03-2003 00:44 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Full PM-box? Change here!

hi ,

nope

its fine now , the only thing that should be changed is the RR bonus , it should be limited , ....

have a nice day

Konquest02 is offline Konquest02
Prince
Somewhere up in the trees
Jun 2002
time: 00:26
  Old Post 09-03-2003 07:17
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Increase Your PM Length

If you play on a tiny map, you will approach a higher degree of realism. This is a strategy game though, not a simulation...
But you can do whatever you want with the editor and then report it back here or in the creation forum and you will have your answer!

--Kon--

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:26
  Old Post 09-03-2003 13:56 Visit Master Zen's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

It would not be so fun it it were 100% realistic. I think as it is movement land movement is fine, perhaps only alterable in a really huge (ie 362x362) map.

Naval movements IMO is too low, as well as aircraft ranges.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
  Old Post 10-03-2003 01:36 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by Master Zen
It would not be so fun it it were 100% realistic. I think as it is movement land movement is fine, perhaps only alterable in a really huge (ie 362x362) map.

Naval movements IMO is too low, as well as aircraft ranges.


hi ,

well there is always the editor , but we should be able to play a bit more with it , RR bonus or not , limit this , expand that , etc , ....

have a nice day

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:26
  Old Post 10-03-2003 02:38 Visit Master Zen's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by panag


hi ,

well there is always the editor , but we should be able to play a bit more with it , RR bonus or not , limit this , expand that , etc , ....

have a nice day


I agree, there are some details which I think the editor should be able to change. For example, making Forests increase production with RRs, this would make this terrain type actually useful.

TheArsenal is offline TheArsenal
Prince
Sunny Southern California
Mar 2002
time: 21:26
  Old Post 10-03-2003 22:14
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Remove this text

quote:

its fine now , the only thing that should be changed is the RR bonus , it should be limited , ....

have a nice day


This is the single aspect of movement I would change The RR instant movement capability takes the sometimes hard choices out of how to position your forces out of the game, especially on large/huge maps. If I am moving large armies for an about-to-be-declared-war on a civ on my northern border, for example, I don't have to put as much thought as to my defensive posture on my other borders. If I over-commit to the north, and a civ attacks from the south, so what? - I can fix my mistake in the blink of an eye. And as I am a player who has not by any means conquered the whole globe by Steam Power, I prefer the challenge.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
  Old Post 11-03-2003 05:54 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by TheArsenal


This is the single aspect of movement I would change The RR instant movement capability takes the sometimes hard choices out of how to position your forces out of the game, especially on large/huge maps. If I am moving large armies for an about-to-be-declared-war on a civ on my northern border, for example, I don't have to put as much thought as to my defensive posture on my other borders. If I over-commit to the north, and a civ attacks from the south, so what? - I can fix my mistake in the blink of an eye. And as I am a player who has not by any means conquered the whole globe by Steam Power, I prefer the challenge.


hi ,

well thats what can happen , .....

however , the real world is the same

and if you have a mobile force , like horse man , knights or cav you should be able to adapt to the situation at ones , ....

ones again we have many views on the RR's , thats why we should be able to change it , one like more shields , one like slower movement , etc , .....

Firaxis

have a nice day

The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:26
  Old Post 12-03-2003 12:02
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Increase Your PM Length

With the advent of 250x250+ maps, movement should be adjusted to a more 'realistic' level. I have already changed modern ships to have 'all terrain as roads', and am adding points from infantry on up.

theNiceOne is offline theNiceOne
Warlord

Dec 2002
time: 06:26
  Old Post 12-03-2003 18:21
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by panag
hi ,

well thats what can happen , .....

however , the real world is the same

Do you mean to say that in the real world, if a nation is surprise attacked, it will be able to amass its entire military force against the attacker immediately?

AFAIK, when Germany was surprise attacked in Normandy on D-Day, it didn't have the option of using its forces in Russia too beat the invasion force back. Could you enlight me here?

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:26
  Old Post 12-03-2003 21:40
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by The Mad Monk
With the advent of 250x250+ maps, movement should be adjusted to a more 'realistic' level. I have already changed modern ships to have 'all terrain as roads', and am adding points from infantry on up.


If you do that though, you'll no longer have a late game unit that can retreat. All it takes is a move 2 Infantry unit, and that ability is cancelled out.

Rommel2D is offline Rommel2D
ACS Staff Member / Hosted Site Admin
Upper Midwest
Feb 2003
time: 23:26
  Old Post 13-03-2003 00:21
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Do armies with mobility ever retreat?

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:26
  Old Post 13-03-2003 03:04 Visit Master Zen's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Rommel2D
Do armies with mobility ever retreat?


Yep. Countless examples in the medieval age. More recently, I will refer to Villers-Bocage and the battles of Caen during the Normandy Campaign.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
Arrow  Old Post 13-03-2003 03:18 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by theNiceOne

Do you mean to say that in the real world, if a nation is surprise attacked, it will be able to amass its entire military force against the attacker immediately?

AFAIK, when Germany was surprise attacked in Normandy on D-Day, it didn't have the option of using its forces in Russia too beat the invasion force back. Could you enlight me here?


hi ,

you gave the example yourself , ...... thats why RR's should be limited in movement , .......

and it would be of great help in long games against others , ....

have a nice day

The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:26
  Old Post 13-03-2003 03:40
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by Willem


If you do that though, you'll no longer have a late game unit that can retreat. All it takes is a move 2 Infantry unit, and that ability is cancelled out.


Hmmm...I hadn't thought about that.

ALPHA WOLF 64 is offline ALPHA WOLF 64
Warlord
Illinois USA
Mar 2002
time: 23:26
  Old Post 13-03-2003 04:29 Visit ALPHA WOLF 64's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Put an end to popups!

2 game design changes would be highly desireable:
1) remove the unlimited movement from RR
2) change the retreating rule so that a faster unit can retreat.

If these changes were made, a few minor changes to land units would be nice. I drastically increased air ranges and modern naval speeds to more in line with RR. I could not increase many land unit movements because I did not want to remove the retreat option. I did increase roads to 1/4 that compensates somewhat for land units and moved RR to Corporation.

CiverDan is offline CiverDan
Prince

Sep 2002
time: 00:26
  Old Post 13-03-2003 06:55 Visit CiverDan's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I agree with removing unlimited RR movement. It removes some strategy associated with locating your forces in the industrial era & modern era. I would also like to see all ground units get 2 movement in modern era. (Pikeman had to walk the entire 500 miles, Marines dont) but without retreat ability.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:26.
Apolyton Time is 00:26.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0702 seconds (92.77% PHP - 7.23% MySQL) with 34 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net