Yes, it's a new code but the game format is the same, and that's exactly my point: Civ4 isn't going to be a great leap from Civ3 in that way. How do I know? Because they've said so in their mission statement, interviews and word-of-mouth. It's no secret.Commander Bello said:This is off-topic, but anyway....
Where do you have this knowledge from? Didn't they mention things like "simplification", "replacement" et alia? Not to mention they claim the code to be completely redeveloped?
AFAIK, TheNiceOne thought it up (see the thread I linked at the bottom of the intro post).cierdan said:Who came up with the brilliant option 7, btw?
The difference is in simplicity (both for program and player--the former being important to the people designing the game and plays a role in the decision to add/remove stuff):rhialto said:Just out of curiosity, how are 3 and 7 different?
Yes, complexity is a big factor, but you still haven't told me what makes my suggestion complex. (You said it fails to deal with differences in unit MP but didn't elaborate on that and just dismissed the model based on that. As was pointed out to you, the model in fact does deal with MP difference but neither you nor anyone else followed up on that.) Adjusting infinite movement to limited movement with the same strategic result (namely, that fast units recieve no advantage) implies a small change that many players would agree with--if they understood WTF I was talking about. Adding tile improvement upkeep is not a small change but rather implies a whole host of implications to gameplay.Aussie_Lurker said:...maintainance costs for infrastructure will NEVER be in the epic game. Well, if thats true, then equally they will NEVER take infinite RR movement out of the epic game either (especially if it means replacing it with a complex system like yours) in which case this entire thread is MOOT!!!
I most certainly can handle (and am eagerly awaiting) real criticism of option (7)and every other option for that matter.Lastly, may I suggest that if you cannot handle criticism (which you apparently can't) then don't be so eager to dish it out.
yoshi said:BTW, my reply was intended to bring some finality to that discussion.
I most certainly can handle (and am eagerly awaiting) real criticism of option (7)and every other option for that matter.
One of the criticisms of teleporting via 'stations' is that moveing workers around requires a high degree of MM (esp. since getting the AI to do it automatically is not easy). AFAIK, no one has yet to counter this. (There is of course the arguement in favor of eliminating Workers altogether but unit-based tile improvement is a hallmark of the game so I don't think this is likely.
So far, no one has found a single fault in option (7) (which meets the requirement of limiting RR movement while not losing any of the other Civ3 RR functions) and yet it gets only 3 votes...right next to 'get rid of RR altogether.'
Well, then you still seem to have acknowlegably more information than me, what very well may be. Nevertheless, this argument almost turn out against your proposal as well, since then we will have infinite RR movement in cIV as well. Period, end of discussion.yoshi said:Yes, it's a new code but the game format is the same, and that's exactly my point: Civ4 isn't going to be a great leap from Civ3 in that way. How do I know? Because they've said so in their mission statement, interviews and word-of-mouth. It's no secret.
BTW, my reply was intended to bring some finality to that discussion.
Come on, you are not going to try to tell us that shifting a single bit in some register is going to crush the machine, do you? With just one byte, you can hold up to 256 different values. With two bytes, it will be 65536 different values. In case of the CP, it would be indeed just shifting bits. I just cannot think of a more easy task for the CPU.yoshi said:The difference is in simplicity (both for program and player--the former being important to the people designing the game and plays a role in the decision to add/remove stuff):
In (3), the program must record a separate value that tells it when a unit has used up all the RR movement allowable in a single turn.
[...]
In (7), there is no additional value; just the movement value, which is going to be there anyway.
Please see aboveyoshi said:Yes, complexity is a big factor, but you still haven't told me what makes my suggestion complex. (You said it fails to deal with differences in unit MP but didn't elaborate on that and just dismissed the model based on that. As was pointed out to you, the model in fact does deal with MP difference but neither you nor anyone else followed up on that.) [....]
Except for the fact, that the player and the program still have to calculate the consumption of the inherent movement points of a given unit, since there will be a difference in the leftover, when a unit would have gone 3, 8, or 17 tiles per rail.yoshi said:So far, no one has found a single fault in option (7) (which meets the requirement of limiting RR movement while not losing any of the other Civ3 RR functions) and yet it gets only 3 votes...right next to 'get rid of RR altogether.'
Oops, silly me. Well, debate on.cierdan said:The majority does not want RRs to remain as it is. Currently only 37% want it to remain as it is. 37% is not a majority! An overwhelming majority, 63%, want them to change.
Aussie_Lurker said:The real Question that should be asked might be: 'If Infinite RR's-as they operate now-were removed from the game, what would you prefer as a replacement?'
Yours,
Aussie_Lurker.
cierdan said:The majority does not want RRs to remain as it is. Currently only 37% want it to remain as it is. 37% is not a majority! An overwhelming majority, 63%, want them to change.
Yeah, I guess it was naive of me to think that.rhialto said:Finality? In this forum ? Please tell me you're joking.
That's where the tile improvement cost debate comes into it (i.e. prevents building of too much RR). But where movement is concerned, I personally don't like seeing the map covered in RR (or Roads for that matter) but it's a Civ strategy that's been present throughout the francise. This is why I went for the movement modifier option rather than a more abstract one: it's the one that deviates the least from the present RR model (from that perspective).rhialto said:I can't help feeling that with either of (3) or (7), you'll still get the world covered in rails, simply because there is no incentive not to and many good reasons to do so.
Debatable. Could argue that infinite RRs are just for lack of something better whereas if there arn't units, it's one less thing for the player to do and there's already too little to do in peacetime.rhialto said:And as for unit based improvements being a hallmark of the game, you could say that just as easily about infinite move rails
Well, I meant movement-based requirements but fair enough. Although those people who always pop in to say that historical realism is irrelevant will dismiss this point. I personally like historical realism (hence my interest in modding Civ) but the epic game is so unrealistic already that I doubt this is something the people designing Civ really put a lot of emphasis on.rhialto said:(7) doesn't meet the requirement of removing the incentive to railroad every tile on the map. As long as non-historical activities remain viable strategies, the system is flawed.
I've played on large maps w/o RR--in scens--and find a marked improvement in strategy. Epic game...not so much. But then, that's why few voted for option (8).Dida said:I played a RR-less game, it is fun, the map was regular. On huge map it will be less fun.
See my third reply to rhialto.Commander Bello said:Nevertheless, this argument almost turn out against your proposal as well, since then we will have infinite RR movement in cIV as well.
No more calculations than it does already.Commander Bello said:And even if this (the crushing) would be the case, to a much higher degree your system in which the system has to do quite some calculations more would crush the machine. Again, your own argument turns against you.
Normal rules apply where unit leaves RR is irrelevant.Commander Bello said:In other words, your model makes all infantry-type units stop on the rails regardless of the distance travelled by railroad. This for sure would be quite a change in comparison to Civ3 and therefore, as just you explained, will not happen.
You say that with such gusto.Commander Bello said:Conclusion: your system will never come to see the light of the day.
Abuse? I think you're taking all this a bit too seriously. But if it will lighten you up then I shall dispense with the WTFs since they bother you so much.Aussie_Lurker said:So, Yoshi, until you can give me a cohesive, abuse-free response, then I don't see much point in writing any more replies to you on this subject!
That's the question this poll implies only with the added option of leaving it as it is.Aussie_Lurker said:The real Question that should be asked might be: 'If Infinite RR's-as they operate now-were removed from the game, what would you prefer as a replacement?'
Oda Nobunaga said:But neither does the majority wants any specific change. Certainly railroads should not be changed TO anything if only 17% of the players want the change you're making (and that's the MOST popular option).
cierdan said:I disagree. Most of the 65% who want it to change would want ANYTHING but the current system.