First, tile improvments such as road and rails do NOT provide any trade or shield bonus. It simply encourages sprawl.
Tile improvements include:
road - 1/3 move cost
highway - 1/5 move cost
undersea tunnel - 1/5 move cost, cant build in seas/oceans, and if any part of a contiguous tunnel net is pillaged, all land units on connected undersea tunnels die (drowned).
note: no rails! Also, no land transport units or air transport units.
Civ2 airports had a form of rapid transport. I'd liek to expand that for Civ4, with a series of city improvements.
Harbours allow rapid transport between coastal cities. Both cities must have a harbour improvement, and the maximum distance between them should be equal to the fastest transport ship's movement multiplied by a factor. 12 tiles would be good for ancient age, rising to 36 by modern times. A harbour should also allow a class of cheap sea transports to be drafted (purchased for gold), representing ships being impounded for a war effort (the gold cost represents the lost economic production by taken merchant shipping out of the nation's economy). Such ships should have no attack and minimal defence compared to normally built sea transports.
Airports allow rapid transport between any two cities anywhere that have an airport. They also allow veteran air units to be built. Aside: speaking of veteran air, what was the effect of having veteran air in civ3?
Rail depots are a new city improvement. They allow rapid transport between any 2 cities that a) have a connecting line of road/highway (the actual rails are abstracted in this model), and b) have a rail depot city improvement. They also give a 25% bonus to shields, representing the bonus previously assigned to rail. Aside: civ2 only provided a shield bonus for rail, civ3 gave foo or shields, depending on other tile improvements. I think food should increase with a specific food production technology, such as refrigeration.
Civ2 had an air transport limit of 1 per turn per city. Instead of this, I propose that each time one of these improvements is used for movement, there is a gold cost. This is higher for heavy units (tanks) or air transport, and lower for very light units (spies) and sea transport.
This model has the following advantages:
1 - preventing the enemy from using infrastructure on the ground is no longer an issue. They'd have to capture a city to use the rails, and roads should be useable.
2 - It reduces the incentive for road sprawl, but eliminating the economic incentive.
3 - It allows for Roman style empires to surround a sea without having to build excessive numbers of sea transports - you simply use the rapid transport network.
Thoughts?
Tile improvements include:
road - 1/3 move cost
highway - 1/5 move cost
undersea tunnel - 1/5 move cost, cant build in seas/oceans, and if any part of a contiguous tunnel net is pillaged, all land units on connected undersea tunnels die (drowned).
note: no rails! Also, no land transport units or air transport units.
Civ2 airports had a form of rapid transport. I'd liek to expand that for Civ4, with a series of city improvements.
Harbours allow rapid transport between coastal cities. Both cities must have a harbour improvement, and the maximum distance between them should be equal to the fastest transport ship's movement multiplied by a factor. 12 tiles would be good for ancient age, rising to 36 by modern times. A harbour should also allow a class of cheap sea transports to be drafted (purchased for gold), representing ships being impounded for a war effort (the gold cost represents the lost economic production by taken merchant shipping out of the nation's economy). Such ships should have no attack and minimal defence compared to normally built sea transports.
Airports allow rapid transport between any two cities anywhere that have an airport. They also allow veteran air units to be built. Aside: speaking of veteran air, what was the effect of having veteran air in civ3?
Rail depots are a new city improvement. They allow rapid transport between any 2 cities that a) have a connecting line of road/highway (the actual rails are abstracted in this model), and b) have a rail depot city improvement. They also give a 25% bonus to shields, representing the bonus previously assigned to rail. Aside: civ2 only provided a shield bonus for rail, civ3 gave foo or shields, depending on other tile improvements. I think food should increase with a specific food production technology, such as refrigeration.
Civ2 had an air transport limit of 1 per turn per city. Instead of this, I propose that each time one of these improvements is used for movement, there is a gold cost. This is higher for heavy units (tanks) or air transport, and lower for very light units (spies) and sea transport.
This model has the following advantages:
1 - preventing the enemy from using infrastructure on the ground is no longer an issue. They'd have to capture a city to use the rails, and roads should be useable.
2 - It reduces the incentive for road sprawl, but eliminating the economic incentive.
3 - It allows for Roman style empires to surround a sea without having to build excessive numbers of sea transports - you simply use the rapid transport network.
Thoughts?