Before I reply, could eveyone just read the intro post again because I updated it.
dh_epic said:
How about "something that isn't unlimited and doesn't require heaps of micromanagement".
Option (7) fills both those requirements
So does (2) but it has the downside that faster units have an advantage, which defeates the core purpose of RR.
ybbor said:
simpler: rails move at .25 $3,000 please
If you're referring to option (3) (all units literally move the same number of railroaded tiles to the RR limit, after which point the RR bonus no longer applies for the remainder of the unit's turn), then you don't get the $3,000.
Why? Let me point out the reasons:
- Program must 'remember' how many RR tiles each unit has moved per turn (i.e. an additional value per unit that must be read each time the unit moves). (If you didn't have this feature, fast units can just move into a none-RR square and then back again to move another 30 squares or whatever the RR MP is.)
- More MM, as you now have to keep track of a unit's 'RR points' (i.e. number of remaining squares that can be moved on RR by that unit) in addition to remaining MP.
dh_epic said:
Be that as it may, the most important debate is not how we improve railroads. It's whether we improve them at all in the first place -- as evident by the number of people who insist that railroads should be infinite.
Yes, right now the vote is at 14 for (1), but note that if you count the total votes for alternative movement models (i.e. 2-7), you'll see that 32 voters would prefer something else. (I'm assuming that voters would still want something different even if their preferred option were not available rather than have their system or no change at all.)
(I won't count (8) as an option because that isn't saying anything against the infinite movement system, just against RR as a movement modifier/feature in general.)
paulfish said:
once this is done we can have railroads go from city to city using half of a movement point to board the railroad and a half to leave. This lets the units with more than one movement point still have an advantage.
But what movement model are you using? Sounds like you're talking about (3) only with a cost for 'boarding.' This complicates (3) all the more and pretty much breaks it. (See the thread I linked in the intro post--you'll notice that I actually approved of that method...initially.)
Aegis said:
But for the sake of gameplay, I believe that they should either operate the same as roads or all units should move at a constant rate without having to build boxcars and micromanage.
Then vote for option (7) as it kills two birds with one stone.
rhialto said:
1) Tile based transport improvments include roads (1/3 move) which later upgrade to highways (1/5 move). No tile based rails.
2) The city improvement "rail depot" gives a 25% bonus to shield production, reflecting the bonus that rails gave in civ1/2/3.
3) Any city will a rail depot improvement can send units using the rapid transport network (RTN). Sending a unit costs gold (amount depends on unit size, so tanks cost more than infantry to transport).
4) To send a unit, the unit must start in the city. Using the RTN ends that unit's turn.
5) Valid destinations include any city that has a rail depot improvement AND has a link by road/highway. Rails are assumed to exist between any pair of cities that meet these criteria.
Advanced options:
- "Rail Siding" tile improvements that can act as a origin/destination point for the RTN.
- Range limits on rails which gradually increase as relevant techs are researched, reflecting the increasing speed of trains.
This is basically option (6) only RR link is substituted by Roads/Highways.
First, what if you want to go beyond the range limit (i.e. range implies applicable squares in all directions as opposed to the equivalent movement of all those squares in a straight line)?
Second, what if you want to move your units to coordinates that are not a pre-set transport site (I'll use ToT lingo since that's esentially what this is like)?
Third, how does this deal with the problem of units not being interceptable using the 'infinite' system (i.e. how do you intercept teleporting units)?
NeoT said:
I think that the units that is in a railroad could move to any tile that is united by a railroad and have a "Train Station"(A simple worker action, that when its made, the worker dissapears, like colonies) or a City in it, but when the unit moves using the railroad, it can´t move again.
This is (3) as far as I can make out

and I answered ybbor's post for that.
Loppan Torkel said:
Couldn't they make some penalty to production/commerce/food where railroads are built? This way the map wouldn't get cluttered and you could keep the movement unlimited for simpicity's sake.
You're mixing up unit strategy with economic strategy: if RR are infinite, it means you can send your units to any Railroaded square at no cost. That, putting aside any economic incentive, is reason enough build RR everywhere. Infinite movement just adds
more incentive than it does to build Roads everythere. So, any wise player would still clutter the map with RR.
If you want to prevent cluttering, the only simple way to do it is to attribute a noticable cost to the building of strategic tile improvements like RR (and of course eliminate the tile output bonus).
That said, this thread concerns unit movement along RR, not economic return so let's keep it to the former shall we?
[I'll open a thread just for the question of tile improvement cost at some later date--unless someone's already done so...which I doubt.]
BlackBetsy said:
For those who complain about micromanagement, maybe there should be a split in Civ IV. Civ IV "classic" which has all the MM features, and CIV IV "new" which has less MM, etc. and only uses the big picture concepts. It seems like this is one way they can broaden the Civ audience while retaining the core fan base.
Advanced rules are not an option. If you look at the market, few games make extensive use of that sort of thing. You buy a game, you get the
whole package--whether you're a n00b or a pro. End of story.
The advantage of this system is that it doesn't require a new RR algorithm so is quite easy to do. In fact, you can even do it in Civ3:
- Create a 'Train' unit; give it 'Wheeled' ability with like 30 MP and some holds.
- Make all terrian 'Impassable to Wheeled.'
- Reduce Road Movement Bonus to 1.
- Rename Road to 'Railroad.'
- Eliminate default Railroad.
The result will be that the Train unit is the only Wheeled unit, thus can only move on RR squares. Its immense movement is useless on non RR squares. It can carry units anywhere there is RR.
Now play the game and see how much MM is involved.
The micromanagement objection this is the only real (although quite relevant) arguement against option (5): the main thing is that little moves like moving Workers around would be tedious (i.e having to load/unload each time and coordinate with Train) and deciding not to use the Train unit and just using Roads would give a big advantage to micromanagers.
If it weren't for that, it would be rather nice to use actual units instead of the abstract movement bonus (or airlifting using actual units FTM--which can also be done by modding Civ3 BTW...but still requires more MM although not nearly as much since you're not contantly airlifting Workers).
Hyronymus said:
I quoted a reply in my first post in this topic: dh_epic wrote that movement points resemble speed of the unit, not the stamina. Cavalry are faster than infantry on roads but both travel at the same speed on trains. A train transporting horses doesn't speed because of the horses.
Why are you repeating yourself? dh_epic's post was simply clarifying the point that unit MP should not have an effect on RR movement. So what? All of the alternative models, with the exception of (2) and (4), deal with this problem in some way or another. The difference is that they have different pros/cons.
Hyronymus said:
It's funny to see how everyone's mind is stuck on the explained proposal yoshi made and how (appearently) noone read the other poll options. Option #4 says:
Capacity Point System (RR movement infinite but limited use per turn)
Isn't that just the easiest and most fair solution? You allow all units to gain a benefit from traveling over railroad. Because a train doesn't make a difference between horses, infantry, tanks or whatsoever all units 'taking the RR' travel at the same speed. Every limit you impose on the use of RR is therefor exactly the same for each unit. You could then suggest a limited train journey of 10 tiles per turn per unit i.e..
First of all, the whole problem is that virtually no-one has given my solution much thought and have in fact ignored it it up to now with the exception of some criticims that mistake it for (2) or (3). You yourself have not even bothered to raise a single criticism of (7) so I can't see where you're getting this from.
As for the CP system, it actually
doesn't solve most of the problems raised by players:
- Program must store capacity points thus requiring MM.
- Infinite movement is only limited at very long ranges.
- Unit positioning barely affected as defensive positioning is local.
- Units cannot be intercepted (as long as civ has plenty of CP).
llib_rm said:
Unlimited movement along the rail line, but moving from A to B costs one movement point. Half a point to board and the remaining half to unload. The point is charged if you moved one tile or twenty.
azzacanth said:
how about a unit can move along rail once per turn - moves from point a to point b whatever those are, but after that cannot move on rail anymore that turn.
Both are (3) only substituting RR MP for A-B MP. Same cons apply. (See my reply to ybbor above.)
Man these arguements are too easy to shoot down, where's Bamspeedy when you need him?
