Sarkyn
Warlord
I remembered a while ago, playing someone elses mod, where they had made it so that certain unit types required routes to be able to move into a tile.
This had lots of interesting effects on gameplay.
It meant that building and pillaging roads (and by association bridges) had a noticeable effect on the military side of the game.
It was quite customisable -
- Obviously INFANTRY can move anywhere.
- Tracked and bigger units required a route to enter certain features (forest, jungle)
- Horses couldn't enter forests (technically they can in real life, but they can't CHARGE in forests)
- In later era, units could be restricted to other route types (Railroad artillery for example)
The tactical effects were excellent on game play -
- you had to bring infantry with you
- you had to bring units that could build roads/repair bridges (as in real life!)
- infantry could retreat into forests and jungles and be immune to being wiped out by superior wheeled/horse units
- you had to pound the forests with artillery or bombers to try to get them out
- you could stop a stack of catapults advancing on your capital by taking out the only road over a bridge
- real bottlenecks occurred where you would make "the only road into your kingdom" a chokepoint
- forts became more used, as chokepoints added purpose to them
- small foot units could still walk around the road, but at a much greater cost in movement points
All of these "effects" of route restriction are REALISTIC and FUN.
Along with the Movement Point addon that Vincentz kindly knocked together - it doubles the "speed up" effect of roads, I'd like to suggest that this might not be a bad addition to ROM 2.8.
Particularly with the addition of Vincentz's Sea Lanes as well, it may be the solution to the Ocean/Galley debate. Perhaps allow "Sea Charting" a bit earlier in game, and then allow ships to cross oceans along "Chartered Sea Lanes" but not allow them to wander on Oceans without them?
Anyway, I've found the following SDK mod-component:
Route Restrictor SDK Mod Component, by Shqype
http://forums.civfanatics.com/showthread.php?t=267632
With commented source for implementing this feature.
I'd like to humbly suggest it might make an excellent addition to ROM 2.8 and/or possible into a Mod Component by one of our C++ people (*looks nervously at Jooyo*).
Cheers,
Sarkyn
This had lots of interesting effects on gameplay.
It meant that building and pillaging roads (and by association bridges) had a noticeable effect on the military side of the game.
It was quite customisable -
- Obviously INFANTRY can move anywhere.
- Tracked and bigger units required a route to enter certain features (forest, jungle)
- Horses couldn't enter forests (technically they can in real life, but they can't CHARGE in forests)
- In later era, units could be restricted to other route types (Railroad artillery for example)
The tactical effects were excellent on game play -
- you had to bring infantry with you
- you had to bring units that could build roads/repair bridges (as in real life!)
- infantry could retreat into forests and jungles and be immune to being wiped out by superior wheeled/horse units
- you had to pound the forests with artillery or bombers to try to get them out
- you could stop a stack of catapults advancing on your capital by taking out the only road over a bridge
- real bottlenecks occurred where you would make "the only road into your kingdom" a chokepoint
- forts became more used, as chokepoints added purpose to them
- small foot units could still walk around the road, but at a much greater cost in movement points
All of these "effects" of route restriction are REALISTIC and FUN.
Along with the Movement Point addon that Vincentz kindly knocked together - it doubles the "speed up" effect of roads, I'd like to suggest that this might not be a bad addition to ROM 2.8.
Particularly with the addition of Vincentz's Sea Lanes as well, it may be the solution to the Ocean/Galley debate. Perhaps allow "Sea Charting" a bit earlier in game, and then allow ships to cross oceans along "Chartered Sea Lanes" but not allow them to wander on Oceans without them?
Anyway, I've found the following SDK mod-component:
Route Restrictor SDK Mod Component, by Shqype
http://forums.civfanatics.com/showthread.php?t=267632
With commented source for implementing this feature.
I'd like to humbly suggest it might make an excellent addition to ROM 2.8 and/or possible into a Mod Component by one of our C++ people (*looks nervously at Jooyo*).
Cheers,
Sarkyn