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MahoTsukai
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As Ned said, its a game balance solution.
And remember that every nation is your enemy, allied or not.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:28
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Yes, ZoC's are there to make it possible for you to defend your border without putting a unit on EVERY SINGLE TILE, and eliminating them from CivIII was one of the more vast gameplay mistakes made in that game. ZoC's make getting to a superior position important, where as without them, any fortified position can merely be walked around unfought, which is ludicrous to say the least.
If you're having trouble with rival units stacked up at your your border, build one or two probe teams to help out. They ignore ZoC's, and once they've entered a square, any friendly unit can join them unhindered.
As other posters have mentioned, a treaty-bound faction is _still_ your enemy, or at least your rival. We have numerous treaties with China, and conduct trade with them in vast amounts, but you had better believe we don't want them parking their tanks 15 miles from one of our major cities.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:28
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"Enemy" includes Vendetta, Truce, and Treaty.
- You can move into an enemy ZOC. Otherwise you could never attack.
- You cannot move from one square in an enemy ZOC to another square in an enemy ZOC, even if it's held by a different unit.
- You can move freely into, between, and through ZOCs held by your Pact-mates.
quote: Manual, chapter 4, pages 90-91, Movement:
Zones of Control
Bases and land and air units exert a "zone of control" that restricts movement in their immediate vicinity, reflecting the difficulty of moving with an enemy nearby. A zone of control affects the eight squares immediately adjacent to a base or unit.
A zone of control has no effect on units of the same faction, units of factions sharing a pact of Brotherhood, sea units, air units, or probe teams.
Restrictions to Movement
A unit cannot move directly from one enemy zone of control to another. A unit can enter or exit an enemy zone of control freely as long as both squares are not enemy controlled.
A unit can always move into a base square, or into a square containing at least one friendly unit, regardless of zones of control.
Probe team units always ignore zones of control.
An advanced special ability - the Cloaking Device - makes a unit effectively invisible to the enemy, thereby allowing it to ignore zones of control. |
I noticed a difference here:
A standard rule in tabletop wargames (and most computer wargames) is that your unit must cease all movement upon entering an enemy ZOC. If you have MPs remaining, you can initiate a battle, but you cannot move any further.
In SMAC, though, you can move away on the same turn if you have MPs remaining. In many games I have had an AI enemy artillery rover move up a road, enter a space adjacent to one of my units, turn around and move one space back down the road, then fire off a barrage. Although annoying, it's pretty darn smart .
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:28
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I have always liked ZOC rules-- They are easy to bypass with the intelligent use of probes or airpower.
It makes sense in game terms as well that you have difficulty moving across lands occupied by someone nearby. If you want free movement, make a pact with them
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:28
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You can ask a pactmate to leave, CEO. They're usually quite decent about it.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:28
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also I believe that a pactmates unit will be automaticallytransported away if the pact is ended
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:28
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adalbertus
The rule is essentially that any unit you have that is closer to one of their bases than one of your own is "sent back"- I believe that this does not apply to units on your own territory ( so an adjacent seabase should not cause movement of units on your land but would cause many seagoing units to move) but I have not tested this point.
THis rule has implications whenever you want to hit another faction. You have to break pact before getting units into position. Like the ZOC rules, pacting is the big thing
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All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
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