Just a note

Crusader999

Chieftain
Joined
Dec 22, 2003
Messages
11
Location
Miami, FL
Something thats always bugged me is that in today's world, it doesn't take an infantry several years to circle the globe. But for some reason in Civ thats the case. Maybe a little tweaking to make movement speed more realistic would be nice. :)
 
i agree, yet to change the dynamics in movement of the sea is a risky idea. many have become acustomed to the limitations of the sea.
 
I don't think that's true. I, personaly, would like to see higher sea movement as compared to land movement. Especially in the ancient and middle ages. I've seen many treads where people have discussed this too.
 
Crusader999 said:
Something thats always bugged me is that in today's world, it doesn't take an infantry several years to circle the globe. But for some reason in Civ thats the case.

All you're gonna do is annoy Trip by saying that. :mischief:
 
I wouldn't like the sea to be full of ships suddenly after the sea was seemingly empty...
 
It can be done in civ3, you know, if you are willing to take the time. Just boost ALL naval movement, across the board, but then give non-coastal tiles a movement cost of more than 1 (say 2 and 3 respectively). This will make ancient and early classical vessels excellent for rapid coastal exploration and transport, whilst making them useless for moving over sea or between continents. Then, if you have the next set of units ignore Sea movement costs, then you have vessels that can make small 'hops' between closely located land masses. Then, if you set Mid-late Medieval units to ignore ocean costs, then you have the vessels of the 'Age of Exploration', which are finally able to cross to wholly new continents. You can even extend the usefulness of sail by having ironclads pay the full movement cost of ocean squares!

Of course, industrial and modern units could be given the 'treat all terrain as roads' flag, to make them superfast in any conditions!

Yours,
Aussie_lurker.
 
I think an easy fix is just to speed up the turn / 'year(s)' progression so it's faster. By the modern era, turns should probably only be weeks, not years.
 
GoodGame said:
I think an easy fix is just to speed up the turn / 'year(s)' progression so it's faster. By the modern era, turns should probably only be weeks, not years.

This would solve a "cosmetic" effect of having dates and years associated with the turns. However the bigger issus is the relative speed of naval unit vs land units.

Assume, as some have suggested, one square is 100 miles ^2.

In the modern age:
Land units- unlimited, which can be 100s or 1,000s of squares or more then 100,000 miles.
Naval units- 5-8 squares/turns, or 800 miles

In the end, the relative speed is more important then the "date" the computer gives.
 
Well, if we combined GoodGames idea with the idea I suggested above AND Frekks idea for Railroad and Road Capacity, then I think that all of the discrepancies between land and sea movement would be eliminated!

Yours,
Aussie_Lurker.
 
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