oldStatesman
Cybernaut
Great points in this thread. My obvservation is that depending on your perspective, rail movement will be viewed in different ways.
Realists: Infinite penalty free railroad movement is ridiculous.
Historians: Rails compared to normal, sea and road movement is ridiculous - more a problem with the fact it takes 1 to 50 years to move a unit one or two squares that is not on a rr.
Gamebalancers: Infinite RR is fine - it leads to balanced gameplay.
Personally for ease of play I like the magic rr's. But I think that a price should have to be paid - I like Aussie Lurkers idea of using points - but why add another thing (CP's) to worry about? Perhaps using a modified shield/gold system would work - instead of having production/commercer points firmly tied to one city, instead have a trade network concept - once 2 or more cities are connected by first roads, then rr's, then airports, they can pool their resources - but a trade/travel tax % will be taken out off the top before allocating to building units/structures/research for maintaining the trade network depending on tech level, speed of travel wanted (dirt road or 8 lane Autobahn; steam locomotive or bullet train; dirigible or C-5 transport plane; etc.) If you instead want to move military units, the trade/travel tax % will be more depending on where you want to go and how many units you want to move - just like A_L's system. You must balance the need for speed against the need to feed. This wold open up huge strategic decision making strategies without increasing the dreaded micromanagement tasks. plus make resource allocation in your empire more flexible.
Also, to use other Civ's roads and or RR"s etc you will have to have an embassy, and negotiate specific types of RoP's that allow usage. You will pay a fee to that Civ for using their roads/rails/harbors/airports over and above your domestic travel tax. Road usage would be penalized - perhaps you would use a reduced road bonus unless you paid more fees - simulate import taxes. You would have to wait one turn when crossing borders before using the other Civ's rr's - customs inspections detraining/retraining due to rr gauge differrences etc unless you pay a big bonus tax to expedite things (i.e. grease the custom inspectors hand). In war time you would not be allowed to use captured enemy roads the first turn, or rr's until you rebuilt them by having a worker spend a turn on each rr square to help prevent the unrealistic settler creep exploit.
Sorry to go on - I agree revamping movement with such a system would also help in other areas of the game - enhanced trade, diplomacy and take some of the emphasis away from warmongering if wanted and making other strategies more in depth.
But more than likely this will have to wait for Civ5 or for another game to be implemented.
JMHO
Realists: Infinite penalty free railroad movement is ridiculous.
Historians: Rails compared to normal, sea and road movement is ridiculous - more a problem with the fact it takes 1 to 50 years to move a unit one or two squares that is not on a rr.
Gamebalancers: Infinite RR is fine - it leads to balanced gameplay.
Personally for ease of play I like the magic rr's. But I think that a price should have to be paid - I like Aussie Lurkers idea of using points - but why add another thing (CP's) to worry about? Perhaps using a modified shield/gold system would work - instead of having production/commercer points firmly tied to one city, instead have a trade network concept - once 2 or more cities are connected by first roads, then rr's, then airports, they can pool their resources - but a trade/travel tax % will be taken out off the top before allocating to building units/structures/research for maintaining the trade network depending on tech level, speed of travel wanted (dirt road or 8 lane Autobahn; steam locomotive or bullet train; dirigible or C-5 transport plane; etc.) If you instead want to move military units, the trade/travel tax % will be more depending on where you want to go and how many units you want to move - just like A_L's system. You must balance the need for speed against the need to feed. This wold open up huge strategic decision making strategies without increasing the dreaded micromanagement tasks. plus make resource allocation in your empire more flexible.
Also, to use other Civ's roads and or RR"s etc you will have to have an embassy, and negotiate specific types of RoP's that allow usage. You will pay a fee to that Civ for using their roads/rails/harbors/airports over and above your domestic travel tax. Road usage would be penalized - perhaps you would use a reduced road bonus unless you paid more fees - simulate import taxes. You would have to wait one turn when crossing borders before using the other Civ's rr's - customs inspections detraining/retraining due to rr gauge differrences etc unless you pay a big bonus tax to expedite things (i.e. grease the custom inspectors hand). In war time you would not be allowed to use captured enemy roads the first turn, or rr's until you rebuilt them by having a worker spend a turn on each rr square to help prevent the unrealistic settler creep exploit.
Sorry to go on - I agree revamping movement with such a system would also help in other areas of the game - enhanced trade, diplomacy and take some of the emphasis away from warmongering if wanted and making other strategies more in depth.
But more than likely this will have to wait for Civ5 or for another game to be implemented.

JMHO
