frekk
Scourge of St. Lawrence
I hope they're doing something about road and rail spam in civ5.
In civ4, they took away the trade bonus from roads in the hope that it would stop road and rail spam. However, anyone could have seen that it would not; rail only gave bonuses on production tiles in civ3, and yet there it was, on every tile eventually.
It isn't just that workers have nothing else to do, either. There's an advantage; your units will always move faster across long distances if they can take the straightest path, and with every tile covered by roads or rail, they can always take the straightest route between any two points. Some people don't bother spamming roads and rail, because the advantage is perceived to be minor - however, it is an advantage. There's a reason the game designers programmed the AI to do it!
Some mods have attempted to rectify the problem by vastly decreasing the work rate and making roads take much longer to build. However, this only encourages bigger stacks of workers, which is just more tedium and micromanagement. And it only delays the spam, it never prevents it.
Admittedly, this is more of a gameplay issue than a realism one. In the real world, roads and even rail (feeder lines, anyway) really do sprawl and would be present in most tiles in the world on the really big Giant Earth Map, except the most underdeveloped areas. With automated workers it does not involve a lot of micromanagement, but it does involve some, and the map looks really ugly with sprawl, in my opinion. The cleaner and less busy the map, the better. I like detail, but not too busy - one of the main flaws with civ4, I think, is that the map is too crowded and too busy, with all the gigantic towering units looming over the landscape, colossal windmills taller than skyscrapers and bigger than stadiums, etc.
Probably not everyone has a problem with sprawl - but some do, and I don't think anyone sees sprawl as necessary and won't play civ with no sprawl.
I don't know exactly what solution could be applied. This thread is for brainstorming. I've had a few ideas; here are some of them.
Infrastructure Costs
Basically you'd get charged some gold for every X number of tiles of road or rail. This would absolutely prevent sprawl. Players would strive to be as efficient as possible in building transport infrastructure.
Automatic Roads
Instead of building roads, they would simply appear automatically. No micromanagement, no sprawl, and no income penalty - almost perfect, but somehow, unappealing to me for some reason. I like to be able to have some control over the route.
Enemies use Roads
This probably the most 'traditional' solution, because it comes from previous editions, but also demonstrably ineffective, since sprawl was present under this system. The idea here is that if enemies can use your roads, you will want to mitigate the damage they can do if they break past your defenders and strike deep into your borders. If you have sprawl, high-movement units like cavalry can run around causing hell and are nearly impossibly to catch. If, instead, you have chokepoints and put defenders on them, the enemy will have a hard time doing this.
Still, sprawl will mean your units arrive faster and lower the chance of the enemy breaking through succesfully, so most people would probably still spam roads.
Anyone else got any ideas?
In civ4, they took away the trade bonus from roads in the hope that it would stop road and rail spam. However, anyone could have seen that it would not; rail only gave bonuses on production tiles in civ3, and yet there it was, on every tile eventually.
It isn't just that workers have nothing else to do, either. There's an advantage; your units will always move faster across long distances if they can take the straightest path, and with every tile covered by roads or rail, they can always take the straightest route between any two points. Some people don't bother spamming roads and rail, because the advantage is perceived to be minor - however, it is an advantage. There's a reason the game designers programmed the AI to do it!
Some mods have attempted to rectify the problem by vastly decreasing the work rate and making roads take much longer to build. However, this only encourages bigger stacks of workers, which is just more tedium and micromanagement. And it only delays the spam, it never prevents it.
Admittedly, this is more of a gameplay issue than a realism one. In the real world, roads and even rail (feeder lines, anyway) really do sprawl and would be present in most tiles in the world on the really big Giant Earth Map, except the most underdeveloped areas. With automated workers it does not involve a lot of micromanagement, but it does involve some, and the map looks really ugly with sprawl, in my opinion. The cleaner and less busy the map, the better. I like detail, but not too busy - one of the main flaws with civ4, I think, is that the map is too crowded and too busy, with all the gigantic towering units looming over the landscape, colossal windmills taller than skyscrapers and bigger than stadiums, etc.
Probably not everyone has a problem with sprawl - but some do, and I don't think anyone sees sprawl as necessary and won't play civ with no sprawl.
I don't know exactly what solution could be applied. This thread is for brainstorming. I've had a few ideas; here are some of them.
Infrastructure Costs
Basically you'd get charged some gold for every X number of tiles of road or rail. This would absolutely prevent sprawl. Players would strive to be as efficient as possible in building transport infrastructure.
Automatic Roads
Instead of building roads, they would simply appear automatically. No micromanagement, no sprawl, and no income penalty - almost perfect, but somehow, unappealing to me for some reason. I like to be able to have some control over the route.
Enemies use Roads
This probably the most 'traditional' solution, because it comes from previous editions, but also demonstrably ineffective, since sprawl was present under this system. The idea here is that if enemies can use your roads, you will want to mitigate the damage they can do if they break past your defenders and strike deep into your borders. If you have sprawl, high-movement units like cavalry can run around causing hell and are nearly impossibly to catch. If, instead, you have chokepoints and put defenders on them, the enemy will have a hard time doing this.
Still, sprawl will mean your units arrive faster and lower the chance of the enemy breaking through succesfully, so most people would probably still spam roads.
Anyone else got any ideas?