Aussie_Lurker said:
OK, so how do you respond to critics who might say your model is unfair because it unduly harms those who have large nations? (which it will, btw)
That's not a bug, it's a feature. The original complaint was that infinite movement is too powerful. Logically, infinite movement helps large empires more than small ones. Restricting infinite movement, by whatever means, will thus harm large nations more than small ones.
Aussie_Lurker said:
It will also encourage people to build ridiculous 'railroads to nowhere' (or right out to peoples borders, to be precise) because they know this is a
de-facto unlimited movement system!
The status quo is railroads to nowhere. If a player wants to devote the worker time to building railroads out into the middle of nowhere, they can. We already do in Civ3. The utility of doing that is limited, however, as the trip is one-way. You have to walk back. I note that the system you suggested had the same "flaw." Regardless, this could be solved by a rule that units could not get on
or off railroads except in cities. You can build a railroad to nowhere, but you can't do anything once you get there. If the original model does suffer from that problem in actual game play, that's an easy fix that leaves the fundamentals unchanged.
It isn't an unlimited movement system because it takes 1/3 MP to transit a city. There is limited space to build railroads and limited worker time to build them, so it is highly unlikely that a player will build express connections between every single pair of cities. Getting on the railroad in the first city will take 1/3 MP off the top, and every subsequent city takes another 1/3. There will be no unlimited movement. An alternative suggestion someone made was that there be no per-city move cost, just that riding the rails ends the unit's turn. That would also be acceptable to me.
Aussie_Lurker said:
It will also require players to keep track of how many cities they have been through-in order to make certain that they have sufficient movement points left if they want to make any attacks-thus increasing MM.
No more so than moving through roads or any other kind of terrain. The MP would be displayed the exact same way as with other movement. I expect that most players would use a GO TO command for long-distance trips anyway, which in Civ3 calculates for you how many turns are necessary. Failing that, there's the alternative mentioned above with railroad trips always taking a full turn.
Aussie_Lurker said:
So, essentially, if I have this correct, your model retains all of the worst flaws of the current RR system (de-facto unlimited movement for 'rules rapists', RR sprawl and a non-strategic RR system where a player can effectively move his entire military from one end of his nation to the other) whilst adding a whole new layer of MM to it.
Asserting this does not make it true. You do have a point, though it is a little hidden by the anger. It is possible to move a nation's entire military from one point to another. However, wouldn't that be possible in a capacity-based system as well, if you had sufficient population and improvements for the requisite capacity points? To avoid that, you would have to tune the capacity implementation such that the railroad's capacity in a given turn would only be enough to move part of the army, which is a tricky balancing act.
Aussie_Lurker said:
I don't see how this is any better, or more realistic, than the system which I have proposed.
A railroad's effects are not dependent on any distant actions. If I have a railroad west of Paris, it behaves the same regardless of what size Marseilles is or whether Brest has a train station. Trains slow down when passing through cities, but, otherwise, rail lines have very high capacity. Railroads lack the flexibility that roads have in moving from one arbitrary point to another; they tend to be more like spokes connecting cities than omnipresent infrastructure. Railroads are for movement of goods and units up to but not including the "last mile." Players would not be able to use railroads to deploy military units to fight; nor would it be easy for a unit to fight, get on the railroad, and go to the other side of the continent. Railroads have a high cost to construct, but a low cost to use in comparison to ordinary roads.
Aussie_Lurker said:
The fact is that there is only a single point at which my system is unrealistic, and it is the one which I have freely and readily admitted, and have explained its neccessity from a gameplay point of view. However, in the area of the effect of population and technology on RR capacity, I am actually pretty close to the mark in realism terms.
I counted three:
1) Capacity is common throughout the empire
2) Capacity increases automatically with population
3) Building a rail-related improvement increases capacity
Maybe you counted those as a single one.
I think, if nothing else, this conversation tells me that infinite movement may be the least of all evils.