TheNiceOne
Emperor
There are two fifferent issues to solve regarding railroads. One is infinite movement, and the other is the "railroads everywhere" problem. I think the solutions to those two are independent, and here's my ideas for fixing them.
1: Railroads should have a movement cost of x/y, where x is the unit's total movement points (1/2/3), and where y is an arbitrary number, where 12 or 16 are most probable suggestions. It may start at 12, and later be upgraded to 16 by a tech. Assume for now that y = 12.
This will mean that a one-move unit will use 1/12 movement point (MP) for each square, thus being able to move 12 squares along rails. A cavalry unit will use 3/12 MP for each square, and be able to move 12 squares as well.
The nice thing about this solution is that a combination of rail and non-rail movement works perfectly. If a unit moves half of max on rails (6 squares), it will have half its total MP left (1/2 MP for a rifleman, 1 MP for a knight and 1+1/2 MP for a cavalry).
"y" should be adjustable in the editor, with 0 meaning infinite movement as today.
2: I think a very good way of avoiding railroads everywhere, is to remove the +1 shield/food bonus from railroads, and give those bonuses to advanced mines and advanced irrigation instead. Further, one square can only have one of these three terrain improvements, so you effectively give up one food or one shield for each square you have railroads. This will lead to railroads being built only where necessary for movement, and will come at a cost in shields/foods.
1: Railroads should have a movement cost of x/y, where x is the unit's total movement points (1/2/3), and where y is an arbitrary number, where 12 or 16 are most probable suggestions. It may start at 12, and later be upgraded to 16 by a tech. Assume for now that y = 12.
This will mean that a one-move unit will use 1/12 movement point (MP) for each square, thus being able to move 12 squares along rails. A cavalry unit will use 3/12 MP for each square, and be able to move 12 squares as well.
The nice thing about this solution is that a combination of rail and non-rail movement works perfectly. If a unit moves half of max on rails (6 squares), it will have half its total MP left (1/2 MP for a rifleman, 1 MP for a knight and 1+1/2 MP for a cavalry).
"y" should be adjustable in the editor, with 0 meaning infinite movement as today.
2: I think a very good way of avoiding railroads everywhere, is to remove the +1 shield/food bonus from railroads, and give those bonuses to advanced mines and advanced irrigation instead. Further, one square can only have one of these three terrain improvements, so you effectively give up one food or one shield for each square you have railroads. This will lead to railroads being built only where necessary for movement, and will come at a cost in shields/foods.