sir_schwick
Archbishop of Towels
In almost all regards Civ assumes most logistics are handled automatically. Transport is one of the few places it does not. Here is a couple concepts, not necessarily dependant on one another, for how transport can be made less a hassle and more fun.
1) Sea Transport - Currently, to be the most efficient, the player must try to match up transport capacity with unit production. Also, you need a ton of transports to get units from wherever you need them now and where you need them later. Now there would be two types of sea transport. a) general transport - when units use these, they are created as the unit goes out ot sea. They add 1 gpt cost to the unit maintenance while the unit is in transit and disappear when transit is done. They tend to be extremely vulnerable without escourt and are not appropriate for combat situations. b) assault transport - when you build these, they go into a general pool. Each transport is cheap, maybe 10-20 shields per transpot and cost 1gpt. Each one trasnports one units. THese allow amphibious landings and are generally strong enough to head into combat zones, provided some escourt. Whenever a unit needs to use one, its pulled from the pool and goes bakc into the pool whenever it is done.
2) Plane Transport - a) airports - transit between airports is 1g per transfer for the first transport and 2g for every one after that. b) combat transports - these are created and pooled like assault assault transports for sea transit. Each one can transport any kind of unit, heavy or foot or artillery, to an airfield or city under contested skies.
3) Helicopters - Helicopters are created and deployed like now. However, trasnport helicopters can take out or egress infantry and artillery.
4) Land Transport - Whenever the technology is appropriate you can pool and create motorized transit for infantry and artilley. Any units who utilize motorized transport cannot attack and gain no defensive bonus from terrain. It mostly helps them keep up with the tanks.
1) Sea Transport - Currently, to be the most efficient, the player must try to match up transport capacity with unit production. Also, you need a ton of transports to get units from wherever you need them now and where you need them later. Now there would be two types of sea transport. a) general transport - when units use these, they are created as the unit goes out ot sea. They add 1 gpt cost to the unit maintenance while the unit is in transit and disappear when transit is done. They tend to be extremely vulnerable without escourt and are not appropriate for combat situations. b) assault transport - when you build these, they go into a general pool. Each transport is cheap, maybe 10-20 shields per transpot and cost 1gpt. Each one trasnports one units. THese allow amphibious landings and are generally strong enough to head into combat zones, provided some escourt. Whenever a unit needs to use one, its pulled from the pool and goes bakc into the pool whenever it is done.
2) Plane Transport - a) airports - transit between airports is 1g per transfer for the first transport and 2g for every one after that. b) combat transports - these are created and pooled like assault assault transports for sea transit. Each one can transport any kind of unit, heavy or foot or artillery, to an airfield or city under contested skies.
3) Helicopters - Helicopters are created and deployed like now. However, trasnport helicopters can take out or egress infantry and artillery.
4) Land Transport - Whenever the technology is appropriate you can pool and create motorized transit for infantry and artilley. Any units who utilize motorized transport cannot attack and gain no defensive bonus from terrain. It mostly helps them keep up with the tanks.