Sqwerlpunk
Chieftain
- Joined
- Mar 2, 2010
- Messages
- 22
There's a mechanism to represent this popular outrage -->faces.
God, unhappy citizens were already beyond annoying, I don't want mechanics to actively encourage more of them

There's a mechanism to represent this popular outrage -->faces.
Make railroads cost coal/oil to operate, so you can't afford to spam them everywhere. Ofc there is a problem or two... What happens when the enemy pillages your coal resource? Will the railroads simply stop working? What if half of the coals is pillaged? Which half of the rails will continue to operate? Whew, thank God I'm not a game designer! However there will need to be a way to get rid of the spam; it's annoyed me since Civ2.
How many years does it take to transport an army by train? It's true that industrial rail is not as fast as modern transportation, but functionally It's no worse for moving troops to any connected station within less than a year. This is way rail was originally 0 move. It really does effectively make it very easy to move troops accross the world in no time. Maglevs may be a benefit to trade, but they won't their military benefits are negligible.Here is hoping for....
Cities build improvements in nearby hexes, not workers.
Working a hex causes automatic improvements at a slow rate in the direction that it is being used under. You might be able to work "food", work "production" or work "commerce" in a given hex.
On top of that, you can "build improvements" like you would build a building. The radius of this is beyond the city borders -- you can build improvements outside of the fat hex of the city.
Transportation technology advances. There are a few kinds...
None -- default
Paths -- beat down dirt. 1/2 movement cost.
Roads -- roman-style. 1/3 movement cost.
Bridges -- makes crossing rivers cost 1/2 movement cost, instead of full. Crosses rivers.
Canals -- early industrial revolution in England relied on Canals to transport goods. 4 squares/turn movement. Must be adjacent to a river or freshwater lake tile. Boats can enter these squares.
Railroads -- industrial-revolution style. 6 squares/turn movement.
Highways -- second industrial-revolution style. 8 squares/turn movement.
High-speed rail -- maglev trains. 10 squares/turn movement.
industrial rail is not as fast as modern transportation
Makes sense though. Imagine your gov't trying to remove a popular route used by citizens, no matter the reason, they'd have a fit.
I like the upkeep idea but what about railroads built in neutral territories?
Huh? It doesn't take 100 years to cross the roman empire on foot with an army in the more ancient eras.How many years does it take to transport an army by train? It's true that industrial rail is not as fast as modern transportation, but functionally It's no worse for moving troops to any connected station within less than a year. This is way rail was originally 0 move. It really does effectively make it very easy to move troops accross the world in no time. Maglevs may be a benefit to trade, but they won't their military benefits are negligible.
Mag-lev railroads is just intended to be some relatively arbitrary improvement over highways that is near-future, that is marginally better.
The advantage of early rail was enough so that troops could effectively be on the front as soon as they are trained. highways and maglevs do not add to this advantage. Sure the cars move faster (or sometimes not according to Silurian), but that does not make a strategic difference.Huh? It doesn't take 100 years to cross the roman empire on foot with an army in the more ancient eras.
Due to scaliing reasons, the multiple scales of civilisation are not rendered accurately. Wars are too slow, buildings aren't rebuilt often enough, etc.
The point of the railroad -> highway -> mag-lev is to make modern transportation of troops and goods feel faster, relative to older.
Canals, as in early industrial revolution waterworks in Britian, are faster than roads -- at least for infantry. Railroads (in this particular case, early industrial railroads) provide all units with the speed of cavalry-on-beaten-roads while in friendly terrain.
Highways become an upgrade to Railroads (reflecting the improvements made by the 2nd industrial revolution, and road networks like the US highway system).
Mag-lev railroads is just intended to be some relatively arbitrary improvement over highways that is near-future, that is marginally better.
The advantage of early rail was enough so that troops could effectively be on the front as soon as they are trained. highways and maglevs do not add to this advantage. Sure the cars move faster (or sometimes not according to Silurian), but that does not make a strategic difference.
Water travel was always poorly handled by civ. Rightly a ships, like units on rail, should be able to explore and travel long distances very quickly. Naval moving of armies is much faster than walking, at least until the automobile.
I agree that there are economic benefits to maglevs, but not strategic.
Here is hoping for....
Cities build improvements in nearby hexes, not workers.
Working a hex causes automatic improvements at a slow rate in the direction that it is being used under. You might be able to work "food", work "production" or work "commerce" in a given hex.
On top of that, you can "build improvements" like you would build a building. The radius of this is beyond the city borders -- you can build improvements outside of the fat hex of the city.
Transportation technology advances. There are a few kinds...
None -- default
Paths -- beat down dirt. 1/2 movement cost.
Roads -- roman-style. 1/3 movement cost.
Bridges -- makes crossing rivers cost 1/2 movement cost, instead of full. Crosses rivers.
Canals -- early industrial revolution in England relied on Canals to transport goods. 4 squares/turn movement. Must be adjacent to a river or freshwater lake tile. Boats can enter these squares.
Railroads -- industrial-revolution style. 6 squares/turn movement.
Highways -- second industrial-revolution style. 8 squares/turn movement.
High-speed rail -- maglev trains. 10 squares/turn movement.