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Topic: EC3 Fix #15 - ROAD & RAIL Current Date/Time:
March 12, 2000 14:31:36
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raingoon Warlord From: Los Angeles Registered: Aug 1999
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posted February 22, 2000 14:25

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by Zanzibar quote:
 A fix for the road-railroad system. Roads are OK (3x movement). But the railroad system is just unrealistic. Think about it: if you airlift a unit (which is the equivalent of air transportation) you can't move it anymore in the same turn. But, on the same distance (presuming it's on the same continent), you can move a tank to the destination and you still have 3 moves for attack! Maybe something like 6x or 12x-movement rate would be more realistic. I think also that the introduction of highways would be also nice. Roads-highways-railroads.
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Matthevv Chieftain From: Crawley, W.Sussex, England Registered: Mar 99
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posted February 23, 2000 10:52

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Railways definitely need fixing. In Civ2 I can land my howitzers and immediately move an infinite distance on someone else's railways. How? Did I bring my own trains? |
ember Warlord From: Waterloo, Ontario, Canada Registered: Apr 99
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posted February 24, 2000 22:43

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My fix idea was the deployment system, where any unmoved and undamged unit can be sent to your reserves (not placed on the board) At the end of your turn you can tell it where to deploy (only your cites, allied cities, bases and certain ships) It is defensless until your next turn (can't contribute to defense, but can be destroyed). On your next turn it has no movment, but can defend.Railroads, etc have limitied movment (8 - 12x) seems the most that is reasonable. Enemy rail roads count as regular roads until they are incorperated into your territory. ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted February 25, 2000 01:13

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I think the following model would be realistic: - roads: 3x movement multiplier - highways: 6x - railroads: 12xTo prevent map-filled-only-with-railroads situations, like in Civ2, there must be an advantage for highways vs. rails, and that should be the trade multiplier. So, for faster movement we should build rails, but for more trade highways.
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Glostakarov Settler From: York, Yorkshire, England Registered: Feb 2000
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posted February 25, 2000 13:30

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I can still picture each tile being industrialized over with roads though, a nice big cloverleaf of highways around each city, since they give the trade bonus. Sure the railroads would be cutting through this, but it'll still look a lot like the over-railed civ2 maps. Not sure what can be done about it, but on a side note, the limited movement for rails should prevent the infinite movement and still attack thing. |
lago Prince From: the sublime to the ridiculous... Registered: Nov 1999
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posted February 25, 2000 14:10
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CtP uses 5x for railroads instead of the infinite movement of Civ2. In so doing they actually create a problem. Why should rail speed depend on unit speed? If you're on the train, you're all going the same speed, right? Does cavalry get to ride the express trains?But IMO the Unlimited Mileage Plan of Civ2 also needs fixing. Maybe make rail travel a flat 10 tiles per turn (or 12 or 6 or 15 or whatever). ??? |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 25, 2000 15:17
 
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lago,nice idea how about this roads: 3x movement multiplier highways: 5x movement multiplier railroads: flat rate of 8 spaces you build a road, then you can either build a highway or a railroad overtop of it, but not both then like in Alpha Centauri, no trade bonuses for any type of road korn469 [This message has been edited by korn469 (edited February 25, 2000).] |
Theben Moderator From: Chicago Registered: b.02-15-99
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posted February 25, 2000 19:00

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I wouldn't give highways THAT much better of a move over basic roads. Maybe x4. Rails could have increasing flat rates as tech was accumulated. Don't forget color-coding enemy rails! |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted February 26, 2000 06:36

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Good thinking, Iago! But in this case, there must exist the possibility to upgrade your rails over the time, as new tehnologies are developed: diesel, electric, intercity, monorail (maybe 4x, 6x, 8x, 10x). And there is more: if we consider that units are transported by train, well, we must build that train, at least virtually. So, my proposal is that the rail construction must also cost money (or shields). This will prevent also the filling of map with rails only, because you won't build them if they are not necessary. There is another possibility too: instead of spending money building the rails, spend energy (money, shields) by moving the train (the units on train). The highways could have something like 4x or 5x movement rate, and of course more trade. |
Mer'Zhul Settler From: Registered: Feb 2000
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posted February 26, 2000 08:23

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More tech, faster trains with lower cost to move, energy icons addd, and finally, NO CHEATS!!!!!!!!!! quote:
 Originally posted by Zanzibar on 02-26-2000 06:36 AM Good thinking, Iago! But in this case, there must exist the possibility to upgrade your rails over the time, as new tehnologies are developed: diesel, electric, intercity, monorail (maybe 4x, 6x, 8x, 10x). And there is more: if we consider that units are transported by train, well, we must build that train, at least virtually. So, my proposal is that the rail construction must also cost money (or shields). This will prevent also the filling of map with rails only, because you won't build them if they are not necessary. There is another possibility too: instead of spending money building the rails, spend energy (money, shields) by moving the train (the units on train). The highways could have something like 4x or 5x movement rate, and of course more trade.
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MadWoodster Chieftain From: Southampton Registered: Jan 2000
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posted February 26, 2000 08:54
 
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Following on from lago's suggestion about a fixed amount for railways, would highways speed calvary up more than infrantry? I think not so maybe we should have fixed for highways, I can see that maybe motorized vehicles such as tanks would move faster than other units over land. Also you could simulate the movements by having to build APC's (armoured personnal carriers) and trains to transport units, though this would increase the amount of work by the player and be annoying I admit. |
Theben Moderator From: Chicago Registered: b.02-15-99
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posted February 26, 2000 12:32

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quote:
 Originally posted by MadWoodster on 02-26-2000 08:54 AM Following on from lago's suggestion about a fixed amount for railways, would highways speed calvary up more than infrantry? I think not so maybe we should have fixed for highways, I can see that maybe motorized vehicles such as tanks would move faster than other units over land.
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But does the highway bonus come from the availability of automobiles, or from having better roads than the previous type? That's why I said it should only be x4 move bonus. Having autos could be considered abstracted into the system with redeployment. |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted February 28, 2000 02:20

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How do you like this?Improved road & rail rules: - Roads: Just like in Civ2 (3x move bonus, trade bonus) - Highways: Only after the discovery of automobile. Trade bonus. Move bonus: 4x, but only for motorized units! For the rest of the units, 3x. - Railroads: Flat movement rate, the same for all units, which can gradually increase over the time, as new technologies are developed (for example: diesel 4x, electric 6x, intercity 8x, monorail 10x). The building of rails should also cost money (or shields), because we are building not only the railway but also the train, but only virtually! - The movement on railroads for all units and the movement on roads and highways for motorized units should cost money (or energy or shields or whatever). - The cost for moving outside our borders should depend on the type of the diplomatic relations we have with the other nation: 1. Ally: the cost will be the same as on our territory 2. Friend (peace treaty): double cost. 3. Enemy: triple cost and slower movement (they are sabotaging you!).
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korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 28, 2000 03:03
 
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Improved road & rail rules: - Roads: Just like in Civ2 (3x move bonus, trade bonus)i like this idea, except in SMAC, roads don't increase trade, there are other tile improvements that increase trade, which i think is a better system - Highways: Only after the discovery of automobile. Trade bonus. Move bonus: 4x, but only for motorized units! For the rest of the units, 3x. I love the idea that high ways only increase motorized vehicles movement! that's genius! same comment about the trade issue, but on movement i agree 100% with you - Railroads: Flat movement rate, the same for all units, which can gradually increase over the time, as new technologies are developed (for example: diesel 4x, electric 6x, intercity 8x, monorail 10x). The building of rails should also cost money (or shields), because we are building not only the railway but also the train, but only virtually!
when you say flat rate but type in 6x ect, you do mean an infantry unit and an armored unit would both move the same correct? also one other clarification, after moving on a railroad the unit would still have all of it's movement left right? i completely agree with that, and i love that idea. put in one stipulation though, a unit can only use railroads once per turni agree that all tile improvements (TI) should cost one shield to build basic TIs (farms, roads) and two shields to build advanced TIs (railroads, airbases) additionally all TIs should cost maintenance, counting each TI seperately, (a farm, a road, and a highway on one square would be three TIs) each citizen would give you two TIs free, and every five TIs after that should cost one mineral to support. - The movement on railroads for all units and the movement on roads and highways for motorized units should cost money (or energy or shields or whatever). if they implement the energy barrels system then i ardently agree that movement should use energy barrels but i disagree that movement should ever ost money or shields - The cost for moving outside our borders should depend on the type of the diplomatic relations we have with the other nation: 1. Ally: the cost will be the same as on our territory 2. Friend (peace treaty): double cost. 3. Enemy: triple cost and slower movement (they are sabotaging you!). i disagree with the idea that movement should cost more energy barrels outside of your territory, maybe more supply but certainly not more energy barrels that should be a fixed cost. also your units should not move slower outside of your territory...however i would be in favor of a +1 movement bonus while units are inside of your territory, that would make fighting a defensive war easier on the defender korn469
[This message has been edited by korn469 (edited February 28, 2000).] |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 28, 2000 04:43
 
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Zanzibarfirst can you define what the problem is? is it a significant problem? how does your ideas fix that problem specifically? does your fix effect any other areas of the game? if it does effect another area does it upset game balance in those other areas? is there a simpler way to fix the problem? does your idea hurt gameplay? why out of all of the ideas does your fix belong on this list? by the way this is one of my favorite threads, the cooperation in this thread is good, the ideas are great and i think if it makes the list, many of the changes in this list could make it into civ3 |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted February 29, 2000 01:32

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Well, my enthusiasm has gone, after the bad news with those guys leaving Firaxis, but my proposal is getting close to its final shape, so here it is. Before getting started, just a few taught: I wouldn’t like go give specific numbers, I just want to outline the general idea and let Firaxis to choose the right way to implement it. Even the numbers showed below are presented only for the sake of comparison.Improved road & rail rules. For a better reflection of reality, Civ3 should use 3 ways of transportation: roads, highways and railroads. Prerequisite technologies: 1. Road – none (or ???) 2. Highway – automobile 3. Railroad – railroad Movement rate: 1. Road – 3 x (unit speed) 2. Highways – 4 x (motorized unit speed), 3 x (non-motorized unit speed) 3. Railroad – flat movement rate (rail speed), the same for all units, which can gradually increase over the time, as new technologies are developed (for example: diesel – 6 moves, electric – 8 moves, intercity – 10 moves, monorail – 12 moves). After moving on railroad, the unit would still have all of its movement (unit speed) left. I choused 6 as the minimum rail speed, because I thought it should be greater or at least equal with a Cavalry’s maximum range (3 road bonus x 2 speed). In this way, the maximum range you can travel through the map will be 12 (monorail speed)+ 4 (max. road bonus) x 3 (max unit speed)= 24. Trade bonus The idea that roads increase trade is right (I think) because roads are accelerating the resource gathering process and road connected cities naturally exchange more goods thus generating more trade. That’s why I don’t think the Civ2 model should be changed in this case. I think highways should generate more trade than railroads. Shield bonus Only railroads (in forests and mines). Food bonus Only roads!!! Prevents filling the map only with rails and highways but I'm not quite sure how realistic this is. Construction cost Road: 1 shield Highway: 2 shields Railroad: 3 shields (or maybe 6; after all you’re building the railway and the train as well). Movement cost 1. For transportation on railroad for all units; 2. For moving on roads or highways for motorized units; Cheaper on railroad. (Let’s say movement cost/move = 1 energy barrel. On railroad for 5 stacked unit moving 10 tiles the cost will be: 10 barrels. On the same distance, on highways, 5 stacked unit will pay 5 x 10 = 50 barrels!!). Moving outside your borders: Should also cost money, not only energy barrels, and for nearly all units, except spies, explorers, caravans, etc (you are paying the right to use those roads). Only for railroads and highways. Moving on enemy’s territory: -1 movement rate (they are sabotaging you). Another option is to give +1 move bonus inside your borders, but only in war or martial law (priority for military vehicles). Maintenance cost - I’m afraid to not make this too complicated. So I’m against it. That’s it. I hope there still will be a CIV3.
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Grier Chieftain From: Reading,England Registered: Feb 2000
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posted February 29, 2000 04:45

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I like most of your ideas, but I am dead against having roads etc.. improve resorces from tiles as you end up with an ugly mess of roads around your city. A possible solution might be to have trade/production increased if a road connects to another city and not give a bonus per tile with a road. |
MadWoodster Chieftain From: Southampton Registered: Jan 2000
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posted February 29, 2000 06:43
 
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That's a good point Theben, but I think the speed up factor of 3x may be a bit too much for some units such as a warrior. How about if you are on grasslands/plains it gives 2x and if you are on forests/swamps/mountains it gives the equivalence of walking on grasslands as it makes it easier to travel on. |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted February 29, 2000 08:09

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Movement formula: (terrain modifier)*(road bonus)*(unit speed). Only for roads and highways.
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Glostakarov Settler From: York, Yorkshire, England Registered: Feb 2000
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posted February 29, 2000 15:27

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As a way of implementing static movement for rails, express the movement as a percentage of the unit's max move. For example, if it's decided that a unit can move 10 tiles per turn by rail, than a unit with a normal move of 1 would use .1 per rail tile, while a unit with a normal move of 3 would use .3 per rail tile. Why is this significant? It gives a little bit of variance to how far a unit can move after it hops off the train (provided they don't go a full 10 squares on it). This makes sense as a slow infantry unit that moves for 7/10 of the turn on a rail isn't going to make significant progress after leaving it, but a fast mechanized unit could. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 29, 2000 15:36
 
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Zanzibari really like your system...however there needs to be a few slight changes Trade bonus: roads and highways only they will increase trade by one for roads and two for highways in squares that already have a trade increasing tile improvement... also if a city is connected to a city it has a trade route by roads the trade route is increased in value but don't allow a trade bonus unless a trade increasing TI already exists! Minerals and Energy bonus: railroads only they will increase minerals by one in squares that have tile improvements such as mines ect. they will increase energy barrel by one in squares that have tile improvements such as oil wells but don't allow a mineral or energy bonus unless a mineral or energy increasing TI already exists! Food bonus: no food bonus! Construction cost: Road: 1 shield per square Highway: 2 shields per square (or 1 shield if a road already exists) Railroad: 2 shields per square so this means that when a settler builds a road or highway or railroad it will take a small amount of shields Movement cost: don't change movement costs or rates on enemy roads or highways...but only allow movement on railroad squares that are within your borders or on a allies railroads also allow +1 movement for your military units on roads and railways in your territory during a war or martial law use borders like in SMAC clarification: a square can't have both a highway and a railroad square korn469 |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 29, 2000 15:39
 
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Glostakarovafter a unit gets off of a railroad it has its full movement left korn469 |
Omsat Settler From: Registered: Feb 2000
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posted February 29, 2000 20:02
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What about ocean cities like in smac or CTP? They never had the benefit of a road or rail system. I'm not sure they should put something like that in. But an enclosed tub that runs from shore to the ocean city would be nice for caravans. If they did that what would the movement rate be? |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 01, 2000 04:41

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Korn, I like almost all your suggestions, and I will include them in the final version.Trade bonus: I agree. Minerals and Energy bonus: I agree. Construction cost: Road: 1 shield per square Highway: 2 shields per square (or 1 shield if a road already exists) Railroad: 3 shields per square Movement cost: "don't change movement costs or rates on enemy roads or highways...but only allow movement on railroad squares that are within your borders or on a allies railroads" I still think you could use a friend's railroad, but paying some money (or anything else) for that. (friend = peace treaty). My idea is that you could use an enemy's railroad only if you capture that railroad. A railroad is captured (controlled) if you have at least a unit fortified on the enemy's railroad and only after it stays there at least a turn! Of course, you capture only a piece of the railroad, between your border and the unit fortified on the rail. To be clear: you move a tank on the enemy's rail and fortify it. Only in next turn you can use that piece of rail. +1 movement bonus on your territory (inside your borders) during war or martial law. OK Of course, a square can't have both a highway and a railroad square. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 01, 2000 10:44
 
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Zanzibari really liked your ideas, and all i can say is that when the time to votes comes, you can count on a vote from me! korn469 |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 03, 2000 08:14
 
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I hadn't mentioned anything before because I wnated to see what new ideas came forth. If I may pull material from Movement Summary, which some newer people may not have even seen (see also Movement, Supply, etc.):1.3) Make road building and RR building independent tasks. (In crossing the American West and the Russian East, RR came long before roads.) Movement on roads would no longer cost 1/3 mp per tile, rather terrain/3 mp per tile.1.4) Movement on railroads would cost terrain/12 per tile. Unlike roads, railroads would be constructed one link at a time, from one tile to another rather than connecting to any and all surrounding tiles at once. Construction of a railroad link by Settler takes [1 + 2 x terrain] turns (or [1 + terrain] turns if the tiles are already connected by road or river) and costs 1 money unit. In tiles without roads, one or more rail link(s) confers whatever trade benefit is applicable for roads. 1.5) After a civ builds one Superhighway city improvement, that civ may improve roads to Highways, reducing movement cost to terrain/6 per tile. Upgrading takes a Settler [1 + terrain] turns and costs [1 + terrain] money units. Highways give a +1 trade bonus above road (and Superhighway improvement) trade bonuses, even for tiles that would not get road trade bonus (but do not enable Superhighway bonus for such tiles). 1.7) Make military units capable of road building (but not RR) and construction of fortresses at ½ the rate of Settler units. This would represent their own labor plus levied labor from the tile inhabitants. 1.11) Additional suggestions to make roadbuilding somewhat closer to historical progression: paved roads such as the Persian Royal Road didn't come until 5th century BC, and quality of roads varies too much to be represented by a single tile improvement type. Trade contribution of roads and rivers is undervalued in many peoples' opinions. 1.11.1) An initial primitive trail (does not reduce movement cost or create trade) necessary to extend city radius from 1 square to the standard 2 squares, and necessary for mounted units to cross mountains. 1.11.2) Basic Roads (terrain/2 movement cost, ½ standard trade bonus) available as a civilization advance (preq Masonry) necessary for wheeled units to cross mountains. 1.11.3) Paved Roads (altered from the existing road improvement as suggested in §1.3 above) as an advance available after Basic Roads and Construction. 1.11.4) Road Network (trade bonus ½ unit per tile subject to §1.11.8) improvement available after discovery of Bridgebuilding. 1.11.5) Secondary Paving (trade bonus ½ unit per tile subject to §1.11.8) improvement available after discovery of Automobile. 1.11.6) Tertiary Paving (trade bonus ¼ unit per tile subject to §1.11.8) improvement available after discovery of Superhighway. 1.11.7) Graded Highways (see §1.5 above; see §1.11.8). Does not require road network, secondary paving, or tertiary paving. 1.11.8) Secondary Paving and Tertiary Paving trade benefits do not accrue to tile types that normally would not receive road trade bonus in the absense of rivers or special resources. Road Network trade benefits apply to such tiles only if Highway improvement has been built in that tile. 1.11.9) Trailblazing (§1.11.1) can be performed by any military unit, requiring only 1 turn. Construction of any tile improvement also includes the construction of trails. Initial road building (§1.11.2), and upgrading from one road type to the next, would require only terrain/2 turns rounded up (except as noted in §1.11.7 and §1.5). If §1.7 is implemented it applies only to §1.11.2 and §1.11.3. Some of the younger members of this forum have never lived in a world without interstate highways and don't understand that movement before such extensively graded roads was very much slowed by terrain. Also those accustomed to car travel only think of trucks chugging up hills as annoyances rather than as the standard for terrain based movement on even the best graded highways. Hence terrain/3 road cost and terrain/6 highway cost. Also discussed: trails and roads tend to erode in bad terrain without upkeep (which may be as simple as having population units working the tile in the city screen). The suggestion of having rail and advanced road construction cost money is included. Money is generalized throughout the civ, but shields would have to be deducted from the production of a specific city, which could be very troublesome to program and to moreso to (micro)manage. The idea that you can't have both rail and highway in a tile is nothing short of ridiculous. Roads and rail are completely separate entities that do not interfere with each other unless you're late for work and stuck waiting at the #*%@ crossing. Personally I don't care if the map is covered by roads, rails, or whatever and anyone who complains about the aesthetics 1) is a putz and 2) should redirect complaint to the graphics department.  [This message has been edited by don Don (edited March 03, 2000).] |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 03, 2000 08:45
 
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don Doni really like ideas 1.3) make road building and RR building independent tasks. Movement on roads would no longer cost 1/3 mp per tile, rather terrain/3 mp per tile. (Highways would then be terrain/4 for motorized vehicles) *however, on a railroad it should be the same flat rate...if you are building railroads through mountains though, it should take much longer 1.7) Make military units capable of road building (but not RR) and construction of fortresses at ½ the rate of Settler units. good idea! and i could live with highways and railroads on the same tile but how would you graphically represent it without making it look like crap, and having it easy to see that highways and railroads both exist? however as for the other ideas i like zanzibar's model alot better, i really think zanzibar has a good model (especially railroads) that fits well into civ, and is simple and works korn469 |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 03, 2000 08:55
 
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quote:
 …in SMAC, roads don't increase trade, there are other tile improvements that increase trade, which i think is a better system
 | SMAC's conflation of trade with "energy" is perhaps the dumbest aspect of the game ("Energy Bank" is what, a giant Duracell battery, or perhaps a pink bunny on a leash?).In a game where most of play exists before "energy" as such is ever a factor (all of history up until WWI, perhaps until the post-WWII period) trade absolutely must be separate from energy. Up to that point trade exists only as physical goods are moved, hence roads/rail generating trade at the drop of a proverbial hat. quote:
 i agree that all tile improvements (TI) should cost one shield to build basic TIs (farms, roads) and two shields to build advanced TIs (railroads, airbases)additionally all TIs should cost maintenance, counting each TI seperately, (a farm, a road, and a highway on one square would be three TIs) each citizen would give you two TIs free, and every five TIs after that should cost one mineral to support.
 | The general Civ model is: food supports population, shields support units, money supports improvements. Deviating from this is really tricky in general and so far only occurs when Settlers require food support. Some people want all units to have food support, etc; just that much more micromgmt.If irrigation and farms cost shields or money to support should they also cost food? Until the auto all farmwork is either human or animal labor. Livestock eat far more calories than they could ever supply in meat, and even dairy could never break even calorie-wise. As I mentioned above, money is generalized to the whole civ but shields are not. TI construction and maintenance should never cost shields—how do you assign it to a city if it isn't within a city radius? What if you then build a city on or near existing roads and irrigation, is it suddenly saddled with upkeep shields for the improvements? What a micromgmt nightmare. Requiring money support for all tile improvements, even in a x10 system, would quickly consume all resources. Especially if you are also proposing that they not generate trade (and therefore money) but that additional TIs would be required for that! Furthermore, in most cases TIs simply need no monetary support as such. Many Roman Roads haven't been maintained in any meaningful way for centuries but are still around. More would still be around except they were pillaged for building material over a millennium ago. The same applies to a lesser extent to irrigation structures. Most TIs are maintain by the people who use them; even roads were maintained with levied labor rather than the crown's hard currency. It is reasonable that fortresses, airbases, naval bases (as proposed elsewhere) and other complicated, singular entities that are used entirely by the "state" should cost money upkeep. |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 03, 2000 09:20
 
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I think it might not be clear that §1.3 wasn't addressing construction cost but only movement cost.IMO the construction of rails one link at a time (§1.4) is a more important aspect than specific movement rate. But even for rails crossing mountains greatly slows traffic. Not just because of grades but also fewer double-tracked lengths. So rail movement cost still should be terrain/x, but if x is large the cost difference won't be as noticeable unless it's a large area of relief terrain (hills, mts). I'm also hoping that vegetation will be separate from terrain proper. But not as clumsily or as ugly as SMAC. It costs little more to build a road or rail through forest as through flatlands; one could argue the reverse for rail because you'd use the timber for ties. Swamp costs somewhat more than flat terrain just because more fill material and bridgework is likely. Construction costs: money should only be required for advanced road types (§1.5, §1.11.4-8). Rail is generally built for demand, and a single line passing through isn't that expensive. But for advanced road types the whole idea is to connect everything that might need it, and so the construction is expensive. [This message has been edited by don Don (edited March 03, 2000).] |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 03, 2000 09:43
 
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don Donzanzibar never included TI support so that is not an issue to me trade/money/energy is the same though energy barrels are different roads should just increase money where there is a tile improvement there...yes i agree that roads do improve the economy, however if you built a 500 mile long 6 lane highway in the middle of antartica it wouldn't help the economy so you need something there first in order to see an improvement...hence you need a TI before roads or highways improve your trade/money...if there are no stores to deliver good to then there is no reason for a road to make you more money...same goes for railroads and mines/oil wells (mines for shields oil wells for energy barrels) no mine a railroad won't increase anything and i could agree that you could use money instead of shields for building cost but i think that railroads must be flat rate entities...maybe they take a penalty if they do cross too many mountains and hills (why would they slow down though if there was a tunnel?) so if they are flat rate how do you propose for mountain to slow them down and keep movement flat rate? korn469 p.s. in SMAC energy like we used dollars/pounds/franks/deutch marks/euros/yens...so that leads to the fundamental question what is a dollar/pound/frank/deutch mark/euro/yen? [This message has been edited by korn469 (edited March 03, 2000).] |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 03, 2000 10:21

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Sorry guys, I don't have time right now to study don Don's ideas, but I promise I will return tomorrow with an answer and maybe a final version of the road&rail system. I will try to keep a balance between reality and gameplay. See you ... |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 03, 2000 20:40
 
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quote:
 so you need something there first in order to see an improvement...hence you need a TI before roads or highways improve your trade/money...if there are no stores to deliver good to then there is no reason for a road to make you more money
 | You seem to be forgetting that no tile, with or w/o TI, produces any food, shields, or trade unless there is a worker on the tile. In other words, it isn't the TI that makes anything, the people working the tile do. Road trade benefit is already limited to certains tiles (grass/plains/desert, rivers, trade specials).The same goes for rail augmenting shield production. The increase is proportional, rather than static; the idea is that rail is far more efficient at getting available bulk goods (lumber, coal, gravel, whatever) from the supplier to the demand center. No TI is required to chop down trees or harvest a shield special. PS: If "trade/money/energy is the same" then try to barter your labor skills for electricity, or buy a loaf of bread with kilowatt-hours. An economy is based on exchange of goods and services (i.e., trade); energy only has value as we have need of it and it is in a useable form. Otherwise we'd just sit out in the sun collecting that 1200 watts/m²; Saudi Arabia would be selling sunlight instead of oil. That SMAC tried to use energy instead of trade is so stupid. "Listen, strange women lyin' in ponds distributin' swords is no basis for a system of government!" —Monty Python and the Holy Grail. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 03, 2000 21:54
 
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don Doni have already asked the same thing of Thben...please do not post a summary of any list in any EC3 threads...post a link if you feel it is really important for people to see the entire list...if you think one particular section of the list pertains to the discussion then copy+paste that but do not just post the entire list...here is my reasoning Firaxis has already seen the list and we shouldn't just resend it to them...the list has been summarized and some of the original flavor of the ideas have faded in the process and i feel that it ould stifle debate instead of encouraging it and could stop new ideas...i do not want the list to become a tool of intimidation the Essential Civ3 List is all about stating ideas in civ2/SMAC terms and telling how that these ideas could make civ3 better also about your quote when i said that trade/energy/money are the same thing i meant in civ2/SMAC terms...i was not talking about real life...and do not try to use real economics on a civ game...civ is not realistic it is fun first thing one totalitarian god like dictator does not control every aspect of every body's life for thousands of years...the govenerment does not build every facility and tell people where they are going to work or pay for most of the R&D in any society or make sure every body is happy...so do not try to argue "realism" in civ with me, it's pointless i from a gameplay point of view, feel that tile improvements should exist before you gain a bonus to money/trade/energy you collect...this means that it takes time+investment in infrastructure to reap the benefits...i like when things complement each other...like E-mirrors and solar collectors in SMAC, i think that is the most fun type of system...so my final answer is, a money increasing TI should exist in a squre before roads or highways increase money output korn469 |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 04, 2000 03:50

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First of all, a few considerations. We are getting with this discussion to a very abstract level. What is energy? What is money? What are shields? Well, let me try to explain how I see these concepts trough a CIVer’s eyes. I think it’s all about resources. We are gathering, processing and exchanging them. 1. Shields. They are resources-needed-for-construction: construction materials (wood, stone and others, but we can call them minerals), energy (resulted from the processing of wood, coal, and later oil, sun, or whatever) and labor. Just think about what factories are: a place where you input minerals, energy and labor and get more resources, tools or goods. 2. Trade. The result of exchanging resources. Having roads accelerates this exchange, that’s why they are generating trade bonus. In the beginning, you just exchange resources for resources. Later, you exchange resources for money or money for resources. In a simplified, Civ2 form, trade = money. (I think your trade/money/energy equivalence is wrong, Korn. If energy is seeing like money, then mines should generate trade too. And I agree with Don: SMAC’s energy=trade idea is dumb. Energy is a part of the goods creation process, not the goods exchanging process; manufacturing, not trading). Nothing is that simple in the real life, but Sid tried to implement these concepts in a very simple way. That’s why you can construct only with shields and upkeep cost only money. It’s clear that maintenance (for example) should cost money and shields as well, but the game must be kept as simple as possible. Of course building a railroad should cost shields, it’s a construction process after all, and as I have stated before, you are virtually constructing the train also. The shields can be assigned to the city the settler belongs to. But any type of maintenance should cost money and nothing else, not because it’s true or real, but because handling money is the easiest and simplest economical tool in the game (you can buy everything with money, like in real life). Don Don: Well, I have Internet access only at work, and I really don’t have too much time reading Apolyton (I wish I could). Maybe 15-30 minutes a day. That’s all. If I tell you that I ususally write posts at home, then save on floppy, then move it to my workplace and then post it, you would believe me? (Please, somebody tell me I’m not crazy!) So, unfortunately I can't read everything. Secondly, I still live in a country without too many interstate highways, but I have a car though (please somebody insert a smiley-face here for me, because, shame on me, I don’t know how!), so I have included the terrain/road_bonus movement formula in my system already, just not posted yet. As for the different types of roads, if Firaxis chooses to make 5 or 6 different type of them, than we should build an army of settlers just for road-building for the entire game-time! Basically I don’t mind to have both road and railroad in a tile (and it’s realistic, I agree), but, first of all, how do you represent that graphically, and secondly, when you move a unit on that tile, how, in the name of God, would it know if it’s on road or on railroad? How many moves would it have? 3 or 12? I hope you won’t propose another confirmation window! It’s not that you are not right, just we must keep it simple. There are some good ideas in your post though, and I will use them. What do you mean by making the road and RR building independent tasks?
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Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 04, 2000 04:52

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Improved road & rail rules.For a better reflection of reality, Civ3 should use 3 ways of transportation: roads, highways and railroads. Prerequisite technologies and/or City Improvements: 1. Road – none or Masonry (tech) 2. Highway – Automobile(tech) (and maybe Superhighway as a CI) 3. Railroad – Railroad (tech) Movement rate: TM = terrain modifier (just for ex. plains TM = 1; hills TM = 0,5; 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) (for example: diesel – 6x TM, electric – 8 x TM, intercity – 10x TM, monorail – 12 x TM). After moving on railroad, the unit would still have all of its movement (US) left. A unit could use railroads only once per turn. Trade (money) bonus Only roads and highways, and only in squares that already generates trade, without any road. (ex. One trade bonus for roads, and two for highways) Shield (mineral, energy) bonus Only railroads, and only in squares that already generate minerals or energy (forest, iron, coal) or already have tile improvements such as coal mines, oil wells, wind mills, solar collectors, etc. Construction cost Road: 1 shield Highway: 2 shields (or 1 shield if a road already exist) Railroad: 3 shields (the construction of the RR includes the construction of the train, too) The city where the settler belongs to is allocating “n” shields for road construction as long the settler is working on that road (or highway or RR). 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. 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) Movement and borders Moving inside your borders: +1 movement bonus during war or martial law (priority for military vehicles); only on roads, highways and railroads. Moving outside your borders: Should also cost money, not only energy, and for nearly all units, except spies, explorers, caravans, etc (you are paying the right to use those roads). Only for railroads and highways. 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 (U) on the RR, there are no enemy vehicles between the RR controlled already by you and U, and don’t move U until the next turn. You can not use the RR until the next turn. If U survives, the RR is yours. Clarifications 1. No road and RR on the same tile. 2. No maintenance cost. 3. Modern military units being capable of road (but not RR or highways) and fortress building, at the speed of a settler. Travelling by train would be not necessary speeder, but cheaper, and especially for stacked units. I mean, on a highway, an armor could travel 4 x 3 = 12 squares, the same as the fastest train (at least in my example). If cost/move=1 energy barrel, than 5 stacked units moving on 10 RR tiles will pay 10x1=10 barrels. The same 5 stacked units, on highway, will pay 5x10x1=50 barrels. It is NOT the final version. It’s still open for discussion.
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Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 04, 2000 04:54

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deleted [This message has been edited by Zanzibar (edited March 05, 2000).] |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 04, 2000 06:07

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Sorry for double posting. My Internet connection broke down exactly when I pushed the "Submit reply" button (Thanks, Murphy). |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 04, 2000 16:59
 
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zanzibar sounds good!how about this: in SMAC when you raise or lower terrain it asks for confirmation about the cost of the action how about when it asks for confirmation about building a railroad or road, or highway have a screen pop up that ask if you want to spend a shield or want to spend money...in the preferences screen you could permantly select one or the other though, so the screen wouldn't pop up korn469 |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 04, 2000 20:37
 
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korn, I had overlooked your other question: if you want rail movement to be independent of unit movement allowance you are essentially assigning to each unit a separate movement allowance for rail. Otherwise you would just move the unit by rail the allotted amount, move a space by road, and get back on the rail and move again.Whether you separate unit movement allowance from rail movement allowance there will be a cost to move, and that should be terrain dependent (terrain/x) to reflect the limitations that IRL can only be overcome at fantastic expense. The number I had used in the List was terrain/12. Obviously with any large divisor the affects will not be great unless you must move through much rough terrain. ---------- It is not my intent to cite the List as an authority, but as a reservoir representing countless threads of discussion, etc. We need to consider that Firaxis has (theoretically) already seen the List and so we don't want to be rehashing the old as though it were new. On the other hand, when we are highlighting, expanding, or contrasting against ideas that already exist in the List it would be good to refer to it precisely because it is a reference that the Firaxis team can easily get their hands on. ---------- On the esoterics of TIs, yes I can see that arguing "realism" with you is pointless. But all kidding aside, building roads is the investment in infrastructure that increases trade. Just as irrigation is the fundamental investment in infrastructure that increases food and mining is the fundamental investment in infrastructure that increases shields. The various ideas for later additions (highways, road networks, etc) are the complementary TIs just like farms complement irrigation. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 04, 2000 21:24
 
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don Donwith rails...i think they should have a flat rate movement rate that can only be used once per turn...so however you do it (and giving all units an equal rail movement category is a really simple idea that does the job perfectly!) that is the system to go with...a 3 move tank and a 1 move infantry unit should both move at the same speed on rails, a move multiplier is a bad idea for railroads because a fast unit is not going to speed up the train hauling it but as rails exist now, almost aby system will be a major improvement on it...but i love flat movement railroads _____________________________________________ also i want the list to be used as a source of inspiration, but i didn't want the entire 500 pages of the list posted in various pages, a link or a particularly apt quote should be enough...i just got worried that having a large chunk of the list posted in every active thread would kill those threads...you or theben or either one weren't guilty of using the list as to kill an idea thread, i just wanted to stop it before it happened _____________________________________________ Zanzibar please drop this part of your idea quote:
 Moving outside your borders: Should also cost money, not only energy, and for nearly all units, except spies, explorers, caravans, etc (you are paying the right to use those roads). Only for railroads and highways.
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because for one thing energy barrels should take care of the cost to move just fine, for another...who would you pay to use the roads? i cannot see your allies charging you to use their roads and i cannot see you paying your enemies to use their roads, so that means you would only pay neutral/truce countries to use their roads...i do not see how this adds to gameplay, and if you had to pay money to move on an enemy road that would really make me made mad at the game especially if it ran me out of money...maybe supply cost should be increased outside of your borders but it should not cost money to move on roads outside of your territory...i cannot support this idea unless you can somehow convince me it adds to gameplay one other small change diesel, electric, intercity, monorail how about steam, diesel, electric, mag-lev other than that i think your system looks really good korn469 |
don Don King From: It's too hot here. Registered: b.02-15-99
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posted March 04, 2000 21:31
 
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Zanzibar, "Road: 1 shield Highway: 2 shields (or 1 shield if a road already exists) Railroad: 3 shields (the construction of the RR includes the construction of the train, too)"You may have missed this among the (light-hearted) bickering between myself and korn (for which I apologize in principle)— "Construction costs: money [or shields] should only be required for advanced road types (§1.5, §1.11.4-8). Rail is generally built for demand, and a single line passing through isn't that expensive. But for advanced road types the whole idea is to connect everything that might need it, and so the construction is expensive." Otherwise, shouldn't all tile improvements cost money/shields to construct? Why is the cost of trains included in rail but not the cost of trucking fleets included in roads? Why just roads and rail? If you upgrade from irrigation to farm don't you have to build McCormick reapers and tractors? If you build a mine don't you have to install mining equipment? What about upkeep—mines are notoriously unstable? Also, if we have to spend shields why even bother with Settler/Engr/Former units at all? It becomes only a clumsier and costlier version of CTP's Public Works system. Remember KISS. We don't want to endlessly entangle the support and cost systems that make Civ simple in concept (even if unrealistic). I'd rather have no money/shield costs at all for tile improvements than too much complication. Moving outside your borders: There is a lengthy proposal in the Movement Summary (see §1.10) on diplomatic and financial aspects of permission and rights for movement in other civs' territories. If there is an energy system (which I really hope there isn't except in the most generalized sense) the difference in efficiency between road and rail shouldn't be more than a factor of two (armor being an exception). Otherwise railroads wouldn't be going bankrupt! I can't emphasize this enough: no prohibition against road and rail in same tile! First, it isn't as though rail or roads actually take up space the way farms do. Second, (and perhaps more important in principle) tiles are huge and any exclusion of one TI by another (such as Irrigation vs. Mine) is ridiculous. PS: Next time you're online just click on the "edit post" icon on the header of one of the doubles. There is a "clear fields" button to make it easy to remove all the text.What you may want to do is bring a bunch of floppies to work and save copies of threads to read at home. It's fairly easy to do with either IE4/IE5 (from the File menu) or Netscape (File menu or right click menu). There is a trick to make it work smoothly. When you get home, open your browser and tell it to "work offline" (from the file menu). Open the floppy window, then right click and drag the thread file from the floppy to the open browser. The browser will complain that it can't find all the links and remind you that you're offline. If you double-click on the thread file or left-click and drag, IE or Netscape will keep trying to look up all the links instead of complaining just once that you're offline. |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 05, 2000 07:06

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Korn, how does it work? I should post here, in this thread the final version, or I should start a new thread? Sorry, I didn't understand very well your post about this issue. |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 05, 2000 07:34

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Korn: I think you are right. The idea with the payment outside my borders is too complicated. It's realistic, but too complicated. As for the railroad types, that was just an example. I don't mind to be diesel, or mag-lev or whatever. I think Firaxis should decide this, after they studied very well a history book about railroads (and I'm sure they will). Don Don: The train is included in the cost of the railroad construction because the units are supposed to travel by train, so I wanted to represent this, somehow. I didn't think at trains going in mines or forests, but on trains transporting troops. So the comparison with trucks and reapers is not right. About the settlers and engineers: "why even bother with Settler/Engr/Former units at all?" Because I like them! Just like the camel-caravan, the city view, and many other useless things in Civ. They are adding charm to the game. If we make everything abstract, Civ may become boring. But you have partially right: why pay for roads and highways? So, it will be: Roads, highways: no construction cost Railroad: 1 shield
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CrispyCritter Settler From: Gaithersburg, MD, US Registered: Feb 2000
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posted March 06, 2000 23:06
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Zanzibar,I like of what you have: the fixed movement RR (once per turn), highways, bonuses. Worries: 1. Construction costs: I already pay a shield per turn in settler/engineer support. I view this as including construction costs. Besides, it's a nightmare to assess. How do you charge the last RR link midway between two cities? How do I know which city is charged? What turn is it assessed on? What if I change my mind and need to have the RR finished next turn, not this one? At times I need to be able to predict the exact shields for a city; that means I need to keep track of what every settler is doing??? I wouldn't object to a gold maintainence cost for RR (or even highways); that would serve the same purpose of keeping the number of RR squares down a bit. 2. The +1 at war bonus. This again is something tough to keep track of. I'm often officially "at war" with an AI I haven't seen for 20 turns. What happens when I encounter them in the course of a turn and make peace (or had peace forced upon me)? Suddenly, all my travel plans have changed. It's realistic in some situations to have a bonus, but I think it's unplayable. Thanks for doing this!
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korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 06, 2000 23:41
 
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CrispyCritteri forgot about the eternal wars with civs halfway across the map...so you are probably right about the +1 movement has to go when you are at war... however with construction cost for railroads i don't think it would be much of a drain on your civ just enough to keep it honest...one measly shield per square to build a railroad...you would have to be building lots of railroads around one base before it would really hamper your economy korn469
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MadWoodster Chieftain From: Southampton Registered: Jan 2000
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posted March 07, 2000 08:43
 
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Using other people's roads:If I was at war with someone I would just drive straight onto their roads as I'm sure the Germans did in Poland and Irag in Kuwait (among others) If I was at peace with them then provided I didn't have a non-trespressing agreement (or even have a new treary such as use roads agreement) then I coud drive on them. Obviously with allies you could use them as normal. Using other people's railroads: I couldn't use my enemy's railroads as I doubt their trains would be willing to pick me up somehow! With friends you could have a use railroads agreement. With allies you would already have this agreement. Possibly charge them the energy cost as it is their train you are using. Obviously they could come up and say please don't use our railways. |
Zanzibar Chieftain From: Timisoara, Romania Registered: Dec 1999
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posted March 07, 2000 09:54

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CrispyCritter, KornLet's say you have an engineer from Boston, building a railroad between New York and Washington. Now, which city is charged? Very simple: Boston! So, normally an engineer costs you 1 shield. For only those turns when he is building a RR, you will pay 2 shields. I don't think it's complicated. Of course, if you want do build a diesel RR on existing steam rail, it will cost you 1 shield. But if you want to build a mag-lev RR on a virgin tile, it will cost you 4 shields. But I also have an another idea for this: You don't pay extra shields for RR building, but in order to link a city to a RR, you must build first a city improvement (maybe a RR Station or a Train Depot). Also, you could build RR only near cities or near tiles that already has RR on it ("chain-building"). Now, which do you like more? Movement in war: I have 2 proposals. Please tell which do you like. If none, I will drop the idea: 1. -1 movement penalty on your opponents' territory , because they are sabotaging you 2. +1 movement bonus inside your borders, during war, IF there are enemy troops on your territory Otherwise, in your opinion, is the R&R system ready for the final draft?
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Glostakarov Settler From: York, Yorkshire, England Registered: Feb 2000
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posted March 07, 2000 11:44

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I can see a railroad station as being a +trade building, but I can't picture it as being necessary to use the rails. After all, when you're not in a city you load and unload simply by stopping the train and piling units in or out. This would not be much different in a city. Plus, any city on a rail line is going to be so eager for the trade that they will build at least a basic station to provide services to the train. A classic example of how far towns will go during the rail boom is Chadron, Nebraska, where I lived for a few years. When the first rails were being built in the area, the entire town picked up and moved itself three miles so that it would be along the tracks. It wasn't a large town, but still they physically moved all the buildings to take advantage of the train route. Something as simple as erecting a platform for easy boarding of the train is nothing next to that. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 07, 2000 12:05
 
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Zanzibarall railroad tiles should be the same and should cost the same amount of shields to buy...not matter if you are at steam engine tech levels or at maglev tech levels. however when you discover the appropriate tech then your troops automatically move farther on rails... i would go with proposal number 2 if anything i like the train depot being a trade building...how about it being a commerce building, having a train depot in your city will increase that cities commerce rate by one and if all of your cities have train depots then your trains get a +1 bonus to movement (custom houses could be another commerce building but that is another idea for another thread) korn469 |
The Mad Viking Settler From: Toronto, Ontario, Canada Registered: Feb 2000
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posted March 07, 2000 13:39
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The movement point fixes are very good and absolutely essential.Road and rail must be independently built, and must be able to co-exist on the same tile. Rail movement could be initiated like an airlift, thereby ensuring that a unit only uses it once per turn and there is no confusion about whether its moving on rail or road. Don don has good knowledge about railways. Here's a little more info. Highways cost about twice as much to build as railways. This changes radically in mountains, where railway costs absolutely skyrocket. "Roads" should cost about half as much as rail. This is all actually taken nicely into account in Civ2, with the time it takes to build each. (Highways being an improvement) I really agree that the maintain costs on engineers should be enough for whatever they're working on. Although rail is somewhat slower in the mountains, particularly uphill, as Don don pointed out, this is probably not significant enough to bother with. For trains to be able to travel at all, the track is relatively straight, and relatively level. Roads are 10 times steeper and 5 times twistier, so using the terrain modifier only with roads is legit, IMHO. Also, rail and roads have a neglible maintenance cost, while highways are expensive to maintain. Once again, Civ2 has it right! No need to complicate unless it gives important something back! ;-) | |