Do You Like the New Movement Rules?

Do You Like the New Movement Rules?

  • Yes

    Votes: 75 51.7%
  • No

    Votes: 47 32.4%
  • No opinion/not sure

    Votes: 23 15.9%

  • Total voters
    145
  • Poll closed .
Overall, yes, apart from scouts. They feel too immobile and chasing barbarian scouts is a pain because of the movement model. I don't mind the challenge it brings but chasing the same unit for five turns gets old fast.
 
This thread gave me a thought. Use a Great General with a movement bonus along with a scout for leveling it fast due to better scouting and higher combat value. Especially if you got a GG and don't plan on going to war.
 
This thread gave me a thought. Use a Great General with a movement bonus along with a scout for leveling it fast due to better scouting and higher combat value. Especially if you got a GG and don't plan on going to war.

Unfortunately, Great General combat strength and movement bonuses only apply to land units from two successive eras that are specific to that Great General. No Great General provides combat and movement bonuses to Ancient era land units -- the earliest GGs are Hannibal Barca and Sun Tsu, both of whose bonuses only apply to Classical and Medieval era land units. Since a Scout is an Ancient era recon unit, no joy.
 
Unfortunately, Great General combat strength and movement bonuses only apply to land units from two successive eras that are specific to that Great General. No Great General provides combat and movement bonuses to Ancient era land units -- the earliest GGs are Hannibal Barca and Sun Tsu, both of whose bonuses only apply to Classical and Medieval era land units. Since a Scout is an Ancient era recon unit, no joy.

Boudica? Nope, also classical.
 
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I like the change, it makes terrain matter. Previously you could always end your movement on a hill tile and see easily and scouts moved across hill jungle as fast as plains. Now the movement promotions are Yuge! and rough terrain feels rough.

Scouts are still a good build due to their low cost and 3 move, you just need to plan their move more. It also makes Rome's ability for free roads on city founding more powerful.
 
I didn't like it to start, and have only grown more annoyed with it. It just seems really unnecessary. What does this change actually improve?
 
I think it is horrible and annoying, and as the person above said: completely unnecessary. It improves nothing, and the bad UI makes things even worse.
Why is it bad you ask ? Well because it is not obvious. It makes sense that someone can escape into the hills or into a forest. That is why I think movement points should be allowed to go negative at the end of your turn, and then you just have less next turn. That way you don't get "free" movement through single hill/forest tiles, but you can actually make tactical use of a situation.
Also: melee units would benefit from not moving after killing a unit, and it would make for a possible front line fight struggle-type situation.
 
the new movement rules were first confusing bit its ok. units now move on flat land and did not jump from hill/forest to forest with the same tempo. Even the battle map seams bigger beacuse of slower movement. Good improvement:)
 
"Do You Like the New Movement Rules?"

Not really ... it seems to be more realistic but it often simply results in wasted movement points (mp) ... it would be better if you could take one unused movement point to your next turn as was common in classical stragey games.

Example :
Think of a map where 2-mp- and 1-mp-terrain alternate ... a 2-mp-unit may enter the 2-mp-tile in one turn. The next turn it takes the 1-mp-tile but cannot enter the next 2-mp-tile, so the 2nd mp is wasted. The 3rd turn the unit takes the next 2-mp-tile ... movement in this scenario is more expensive since every 2nd turn a movement point is wasted. (25% wasted)
 
Not sure yet. I keep forgetting about them though, and trying to go to places I can't reach this turn. Like lots of other things it'll take come getting used to.
 
I actually find that the AI benefits from the new movement rules. It never understood the value of moving into terrain that costs more than they have movement points, but it was so often the best thing to do - hills for exploring, hills and forests for additional defense. Now the player can't "abuse" it anymore.

Do I like the rules? Yes. It slows things down, but in my opinion does so in a good way, combat-wise.
 
I actually quite like the new ZoC rules in particular as well as generally the new movement rules as it is much less exploitable for the human vs the AI as well as in general.
It also gives a real bonus to fast moving and scouting units. I have seen multiple people complain they couldn't catch roaming enemy scouts in particular...well isn't that the point of a scout? But it also applies to mounted units also. Mounted units should be hit hard and run units and up till now they have little better than mopping up units because they were always actually so weak and vulnerable (because they couldn't escape properly afterwards).

Overall i find it had made me think a lot more about the movement of my units and made hills, forests and rivers more of an obstacle that slow you down, as they should do, rather than a minor inconvenience which could be exploited around for the most part.
 
No, because it feels like I have 'wasted' movement left over at the end of turns and this annoys me. It makes exploring hilly terrain unnecessarily time-consuming and cumbersome.

I think it is horrible and annoying, and as the person above said: completely unnecessary. It improves nothing, and the bad UI makes things even worse.
Why is it bad you ask ? Well because it is not obvious. It makes sense that someone can escape into the hills or into a forest. That is why I think movement points should be allowed to go negative at the end of your turn, and then you just have less next turn. That way you don't get "free" movement through single hill/forest tiles, but you can actually make tactical use of a situation.
Also: melee units would benefit from not moving after killing a unit, and it would make for a possible front line fight struggle-type situation.

Love the of idea of being able to move into a hill but needing to 'rest' the next turn.
 
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