Hyronymus
Troop leader
- Joined
- Nov 25, 2003
- Messages
- 1,872
I know there are numerous discussions about railroads and how they should be revamped into something less cheating. I certainly agree with the people that consider the railway movement to be too powerful. The problem in a different approach seems to be how to control the movements of units after the discovery of railroads without influencing gameplay too heavily.
It's important to make clear what the advantage of railroads over normal roads should be: increased movement rate for every land unit traveling a tile with railroad improvements. To achieve this you can specify a 'bonus factor' for railroads, a secondary movement value for units, a fixed movement capacity and what more. But why not look at an approach already in use in Civ3 for land units? With the discovery of Flight it becomes possible to airlift units bewteen cities with airports. A unit loses it's movement rate by being airlifted to a different city.
Why not introduce railroad stations as a city improvement and make units transportable between cities with railroad stations? If you let the unit keep it's normal movement rate after arriving at the other railroad station you could consider that 'saved movement rate' as the advantage over normal roads.
But how do you depict railroads if this approach is considered? The game should automaticly generate the shortest possible railroad connection between two cities with railroad stations. This is easy if you have 3 cities (A, B and C) and A and B both build a railroad station (Image 1). But what if city A and C both build a railroad station but station B doesn't (yet)? Then you could still create the shortest possible connection, this time between A and C, but not connect B (Image 2). But why would you not connect B if the shortest possible connection happens to go through B (Image 3)? Connecting B with railroads doesn't mean that land units can be transported to B by train, not until B constructs a railway station too.
Using railroad stations would also prevent players from building railroads in every single tile they cultivated. This saves alot of micromanagement for the player but also means no extra food, trade or production bonus in non-railroad tiles. You can prevent this loss by bringing back the good old supermarkets and possibly have hill, mountain and forest tiles produce extra shields upon construction of a factory within a town.
It's important to make clear what the advantage of railroads over normal roads should be: increased movement rate for every land unit traveling a tile with railroad improvements. To achieve this you can specify a 'bonus factor' for railroads, a secondary movement value for units, a fixed movement capacity and what more. But why not look at an approach already in use in Civ3 for land units? With the discovery of Flight it becomes possible to airlift units bewteen cities with airports. A unit loses it's movement rate by being airlifted to a different city.
Why not introduce railroad stations as a city improvement and make units transportable between cities with railroad stations? If you let the unit keep it's normal movement rate after arriving at the other railroad station you could consider that 'saved movement rate' as the advantage over normal roads.
But how do you depict railroads if this approach is considered? The game should automaticly generate the shortest possible railroad connection between two cities with railroad stations. This is easy if you have 3 cities (A, B and C) and A and B both build a railroad station (Image 1). But what if city A and C both build a railroad station but station B doesn't (yet)? Then you could still create the shortest possible connection, this time between A and C, but not connect B (Image 2). But why would you not connect B if the shortest possible connection happens to go through B (Image 3)? Connecting B with railroads doesn't mean that land units can be transported to B by train, not until B constructs a railway station too.
Using railroad stations would also prevent players from building railroads in every single tile they cultivated. This saves alot of micromanagement for the player but also means no extra food, trade or production bonus in non-railroad tiles. You can prevent this loss by bringing back the good old supermarkets and possibly have hill, mountain and forest tiles produce extra shields upon construction of a factory within a town.