Railroad rules

What's your preferred Railroad movement rules?

  • 1. Reduces movement costs to every land units (Civ6:GS, Civ4)

    Votes: 4 66.7%
  • 2. Connected, unbroken rail lines a troop 'teleporter' (Civ2 and3)

    Votes: 2 33.3%
  • 3. Slow unit gets +4 movements with fast unit gets same road movement (Civ5)

    Votes: 0 0.0%
  • 4. Railroads have its own 'embarkment' speed.

    Votes: 0 0.0%
  • 5. Commander: The Great War Rule.

    Votes: 0 0.0%

  • Total voters
    6
Joined
Jan 10, 2019
Messages
2,841
Are you okay with the existing Railroad movement rules that it reduced movement costs to 0.25? Or do you feel no kay about it as it is sorely unrealistic (A troop Train that ship cavalry company or an armored company moves exactly at the same speed as ones with Artillery battery or Infantry company boarding it).
Railroad movement rules in Civ6 Gathering Storm
https://civilization.fandom.com/wiki/Railroad_(Civ6)
RR rules in Civ5
https://civilization.fandom.com/wiki/Railroads_(Civ5)
RR Rules in Civ4
https://civilization.fandom.com/wiki/Roads_and_railroads_(Civ4)
RR 'Teleporter' Rules in Civ2 and Civ3
https://civilization.fandom.com/wiki/Railroad_(improvement)_(Civ2)
https://civilization.fandom.com/wiki/Railroad_(Civ3)
RR in Civ1
https://civilization.fandom.com/wiki/RailRoad_(Civ1)
I don't know what does RailRoad do to unit movements in that game.
 
I don't see much of a difference between armored units and artillery (to use your example) in raw movement speed tbh. Once everything is in a train, the trains moves (in case of war) as fast as it can. Armored units might be heavier than others but that just means you need more trains/engines to move tanks etc around. A train loaded with 1000 tons of artillery moves as fast as one loaded with 1000 tons of tanks.
 
^ Then you mean RR movements should have its own 'embarkment' rule then? That's one of my idea because. personaly I Disagree with RR reduces movement costs to EVERY land unit at the SAME discount rate. it doesn't reflect the Real life RR troops movements AT ALL.
 
I mean the fixed movement cost itself is fine as it is. A tank in a train moves at the same speed as a atrillery does since the train is as fast as any other train. It becomes complicated when it gets to the scaleing with movement speed points since you might move before/after you get on a train. So I voted for leave it as it is to keep it more simple.

You can however come up with a complete new "embarkment" for trains if you want to and combine this with fixed costs for trainmovement. For example you can add a (green) trainstation district as start/end points. Those are the points where an army can enter/exit trains. The district can only be build along side railroads. Or maybe building multiple trainstations builds railroads between them (so you don't have to micro a ton of military engineers to get a railroad network up). Military engineers might be able to build extra rail roads and exit points (so you can build a railroad into captured territory and exit your reinforcements there).
Entering/exiting a train can either cost movement points or consumes the attack for this round.
The buildings in this district could lower/remove these costs.
Your units can not fight while inside a train but ofc they can be attacked.
If you want it even more complex you can add in trains as a resource/extra unit so you can only have x units moving in trains at the same time. This could work like nuclear weapons (so build another train anywhere and you can move one extra unit per train) or the resource stockpiles with encampment buildings (so you get 1 or 2 train capacity per building in the trainstation district).
Also there might be a building similar to the shopping mall (adding tourism) to use the trainstation peacefully. And ofc you can get a commercial building as well. Like adjacent commercial hubs get another 2 adjacency (similar to an adjacent river for trading) or the building adds extra yields to traderoutes from this city.
 
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