By 7+ moves for cavalry, does that come from the civilization ability plus a promotion, or is there a balance mod at work? After doubling base movement, a standard cavalry ought to have 10 movement and a standard Gran Colombian unit, 11. In that case, it would seem any player could engage in hit and run tactics across the border. That could have some unintended side effects. What is your strategy for combatting the bonus movement?
A parallel is naval combat in RFC or YnAMP where movement is doubled on ocean tiles. The fact that ships can fly out of nowhere with effectively a dozen or more movement points certainly makes colonization realistically risky!
I think it was Gran Colombia, with a great general and possibly a promotion too. (or some other odd bonuses, we never know
) (no mod, multiplayer vanilla)
What is my strategy for combatting the bonus movement ? You mean, what
should have been my strategy in this very, single particular case ? Because that's the problem with civs abilities and multiplayer, you are constantly put in failure by some abilities that apparently come from nowhere, but that some some player may master. The examples are countless. Some on top of my head : being overrun by Scythia's cavalry very early. Being first in science in a island map, having a navy and exploring the map, and all your navy being one-shoted in one turn by your neighbour (strangely silent during all that time
) Brazil overpowered ships acquired... by culture.
Funniest is that all my cities were coastal and had a campus in it, so easy science for Brazil player. Another example is playing TSL map with England as foe, it will conquer everything coastal in no time it's insane. All those are little strategies imagined by some shy players in secret, in order to win. That's another reason why I prefer blank civs all the same, rather than putting development efforts in creating abilities, units & buildings (that no one look at) instead of polishing seriously the mechanics or new revolutionary content in general, or having to deal with many artificial defeats/victories instead of playing with the same rules. (granted, "playing with the same rule" often ends up to "i had a bad start", but at least you don't have to learn by heart a list of dozens civs, I'm too old for that crap)
So, my strategy ? Declare war first to prevent this innocent cavalry healing right next to my borders and one-shot it with an archer. But that's afterwards thinking, because by that time, I was busy with something else and couldn't imagine Gran Columbia to declare war on me, isn't it ???
A parallel is naval combat in RFC or YnAMP where movement is doubled on ocean tiles. The fact that ships can fly out of nowhere with effectively a dozen or more movement points certainly makes colonization realistically risky!
It's not quite the same thing with naval units, because the seas and oceans are vast, uniform water masses. It might even not be big enough in Civ. (just as landmasses, but we accept to play on mini-dwarf planets since the start of the series. One direction devs could go is really make us feel how big the Earth or Earth II is, but they would have to change a couple things other than just the size, I'm just saying...)
By the way 99% of multiplayer games are on Pangaea map so it doesn't matter too much.