FINAL DRAFT Improved road & rail rules
Almost every CIV player agrees on the fact that the road & rail rules must be improved. But because of the variety of opinions, this proposal has 2 sections: General Rules (supported by everyone) and Other Improvements (different ideas)
GENERAL RULES
For a better reflection of reality, Civ3 should use 3 ways of transportation: roads, highways and railroads.
Prerequisite technologies:
1. Road – none or Masonry
2. Highway – Automobile
3. Railroad – Railroad
Movement rates:
TM = terrain modifier (just for ex. plains TM = 1; hills TM = 0,6; mountains TM = 0,3)
US = unit speed (ex. Armor US = 3)
RS = railroad speed (the speed of the train transporting the units)
1. Road – 3 x TM x US
2. Highways – 4 x (motorized US), 3 x (non-motorized US)
3. Railroad – flat movement rate (rail speed), the same for all units, which can gradually increase over the time, as new technologies are developed (travelling on RR, the units are assumed to be travelling by train)
(example: steam – 6, diesel – 8, electric – 10, monorail – 12).
After moving on railroad, the unit would still have all of its movement (US) left.
Important: A unit could use only one railroad once per turn.
Trade (money) bonus
Only roads and highways, and only in squares that already generate trade or have tile improvements that generate trade
(ex. One trade bonus for roads, and two for highways)
Shield (mineral, energy) bonus
Only railroads, and only in squares that generate minerals or energy (forest, iron, coal) or already have tile improvements such as coal mines, oil wells, wind mills, solar collectors, etc.
Movement cost
1. For transportation on railroad for all units
For stacked units, the cost will be the same, no matter how many units are being transported. The cost is coming from the train type (diesel, electric, etc)
2. Moving on roads or highways for motorized units only;
The cost will depend only on the type of the unit. For stacked units, the cost should be the sum of all units' cost.
Clarifications
The cost for transportation won’t depend on the terrain type, because this is already included trough the movement rate formula.
The cost should be energy (or something equivalent)
OTHER IMPROVEMENTS
1. Road (highway later) and RR on the same tile.
a) Yes, because it's realistic
b) No, because the map could easily become overcrowded. The players need no more to strategically choose between them (based on movement rate, cost, and so on), and will build them both. Some problems may occur when a unit enters on a tile with both road and railroad on it (how many moves he has?)
2. Modern military units being capable of road (but not RR or highways) and fortress building, at the speed of a settler.
3. Railroads could generate trade bonus through a "Train Station" city improvement.
4. Construction cost
Railroad: 1 shield (the construction of the RR includes the construction of the train, too)
The city where the engineer belongs to allocates 1 shield for RR construction as long the engineer is working on that RR.
5. Movement and borders
a) Moving inside your borders: +1 movement bonus during war (priority for military vehicles) if there are enemy troops on your territory
b) Moving outside your borders: Cost you nothing if you have a "Use railroads " agreement. If you have not such an agreement, you must pay money for the right to use the RR.
Possible problem: makes the game too complicated
c) Moving on enemy’s railroad: You could use an enemy’s RR only after you capture it. A RR is captured if you move a unit (X) on the RR, there are no enemy vehicles between the RR controlled already by you and X, and don’t move X until the next turn. You can not use the RR until the next turn. If X survives, the RR is yours.
[This message has been edited by Zanzibar (edited March 08, 2000).]