(If you don't like the infinite movement system, you'd best be voting in this poll.)
[NOTE: THIS THREAD IS ON RR MOVEMENT, NOT OTHER EFFECTS.]
Links to threads where all of the above options are outlined:
New RR model
Micro management
rail rouds (that's Vietcong's spelling for you
)
General thread : road, RR sytem
The Coefficient of sliding friction....
* Just to be clear on how option (7) works (described in one of the above threads and only briefly therefore I'll elaborate so it doesn't get confused with options (2) or (3)):
A unit's ToTAL Movement Points are consumed when moving between Railroaded tiles as opposed to movement being consumed per MP.
Unlike Roads, when a unit moves between two Railroaded tiles, the unit's movement is consumed as fraction of ALL of it's available movement points as opposed to a fraction of EACH individual available movement point.
This means that a faster unit has no advantage over a slower unit as they both use up the same movement (proportionally).
Example:
If Railroad multiplier = 20 then unit of 3 MP (Tank) expends .15 per tile moved and unit of 1 MP (Infantry) expends .05 per tile moved.
(I set the multiplier value at 20 but this is only an example. The value can be anything, the effect is the same.)
After moving 4 tiles on Railroad:
Tank = 2.4 MP (used .6 of 3 MP)
Infantry = .8 MP (used .2 of 1 MP)
[If my math is wrong...forgive my retardation.]
Both units have lost the same fraction of total MPs (proportionally).
[Very important that you get the "proportionally" part of it.]
Pros:
- Units can move quickly but can still be intercepted.
- Does not degrade ground unit strategy (i.e. strategic placement).
- No infinite movement loops.
- No micromanagement (unless you consider Road movement to be MM).
- Civ4 will be the first game to use this AFAIK.
Cons:
- Unit MPs still consumed (albeit equally).
- Too simple.
[NOTE: This is based on the TheNiceOne's posts in this thread in the 'C3C request' forum (now in Archives).]
NOTE TO MEMBERS:
Again, this thread is on Railroad Movement, NOT economic effects. Also, this is a poll meant for the Firaxis guys to determine what players really want. If you're just going post your own stuff without debating any of the options in the poll, open your own thread or post in some other RR thread--there are quite a few of them.
I went through this forum and the Civ3 forums looking for all the main RR ideas posted thus far and I believe I've covered them all (ignoring minor variations, as it's the general mechanics that are important here). If you want to clear something up do so, but refrain from using this thread as your own personal RR-idea billboard.
[NOTE: THIS THREAD IS ON RR MOVEMENT, NOT OTHER EFFECTS.]
Links to threads where all of the above options are outlined:
New RR model
Micro management
rail rouds (that's Vietcong's spelling for you

General thread : road, RR sytem
The Coefficient of sliding friction....
* Just to be clear on how option (7) works (described in one of the above threads and only briefly therefore I'll elaborate so it doesn't get confused with options (2) or (3)):
A unit's ToTAL Movement Points are consumed when moving between Railroaded tiles as opposed to movement being consumed per MP.
Unlike Roads, when a unit moves between two Railroaded tiles, the unit's movement is consumed as fraction of ALL of it's available movement points as opposed to a fraction of EACH individual available movement point.
This means that a faster unit has no advantage over a slower unit as they both use up the same movement (proportionally).
Example:
If Railroad multiplier = 20 then unit of 3 MP (Tank) expends .15 per tile moved and unit of 1 MP (Infantry) expends .05 per tile moved.
(I set the multiplier value at 20 but this is only an example. The value can be anything, the effect is the same.)
After moving 4 tiles on Railroad:
Tank = 2.4 MP (used .6 of 3 MP)
Infantry = .8 MP (used .2 of 1 MP)
[If my math is wrong...forgive my retardation.]
Both units have lost the same fraction of total MPs (proportionally).
[Very important that you get the "proportionally" part of it.]
Pros:
- Units can move quickly but can still be intercepted.
- Does not degrade ground unit strategy (i.e. strategic placement).
- No infinite movement loops.
- No micromanagement (unless you consider Road movement to be MM).
- Civ4 will be the first game to use this AFAIK.
Cons:
- Unit MPs still consumed (albeit equally).
- Too simple.

[NOTE: This is based on the TheNiceOne's posts in this thread in the 'C3C request' forum (now in Archives).]
NOTE TO MEMBERS:
Again, this thread is on Railroad Movement, NOT economic effects. Also, this is a poll meant for the Firaxis guys to determine what players really want. If you're just going post your own stuff without debating any of the options in the poll, open your own thread or post in some other RR thread--there are quite a few of them.
I went through this forum and the Civ3 forums looking for all the main RR ideas posted thus far and I believe I've covered them all (ignoring minor variations, as it's the general mechanics that are important here). If you want to clear something up do so, but refrain from using this thread as your own personal RR-idea billboard.