Movement Range Limit

Reading through the thread, one thing I remember about from history is that in times of war the "Royal Hunting Preserves" for want of a better name became butcher shops to supply the army and navy for the war. At least in England.

I have a suggestion, could we add a coast/ocean terrain feature that represents an 'island' without giving up a tile to it?

The improvements built on it could be a port infrastucture, of sorts? Slowly upgrades like a cottage does. It does not cause terrain damage, and can contribute supply and acts like a fort?

That way, for a map like GEM, I can simulate the islands such as Venice, Malta, Teno(Aztec capital) in the middle of a lake, Prince Edward Islands and Fort Louis, the Sable Islands... all these places.

Just curious if this is a bad idea or not.

Since there is the water goody huts, maybe like the land goody huts, they can transform in 'island' terrain on discovery.

On that same note, unrelated to ports causing supply lines... could a 'natural harbour' for coastal terrain be implement, treat like a fort for movement, and have a port system, in order for island nations, and peninsular nations like England, Japan, and Italy to stay competitive with landlocked nations in terms of production, while also tacking in more commerce and a little bit of food?

The "Natural Wonder" Mod have a graphic which should be usable for this but I can't get features to work well at the moment.

It should scale to map size, of course. Has that been brought up yet?

It has not been mentioned, but some probably assumed it was while others thought that the better idea would be for it to not scale as that would give even better results.
 
I for one am for scaling it to map size.

If a supply type system would be implemented, I also think pillaging should somehow refill supplies. I'm not sure what the amount of total supply should be governed by, however.... Perhaps a mixture of military civics, total food produced per city, and techs? Supply degradation should occur with movement and fighting, and supply should be replenished with stopping in a city (or capturing a city), pillaging, or consuming a supply train.

As for getting the AI to understand such a supply system... well, we can all dream, can't we?
 
It has not been mentioned, but some probably assumed it was while others thought that the better idea would be for it to not scale as that would give even better results.

I'm curious to hear the rationale behind that.
 
Why tank dont have hardcoded free comando promotion whean cavalry have?

Now we have strange situation that cavalry unit is faster on enemy lands than modern tank. In WWII blitz was possible because germans used motorized military with roads. I think that every motorized unit should have free comando promotion. In modern warfare protecting yor borders will be more important
 
Why tank dont have hardcoded free comando promotion whean cavalry have?

Now we have strange situation that cavalry unit is faster on enemy lands than modern tank. In WWII blitz was possible because germans used motorized military with roads. I think that every motorized unit should have free comando promotion. In modern warfare protecting yor borders will be more important

Because Calvary were only suppose upgrade into helicopters. Its only recently that we had them upgrade into tanks.
 
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