TheDS
Regular Riot
If any of you have ever tried to walk or drive up a mountain, you know it can be slow going, what from the inclines, the switchbacks, snaking around, and all the other stuff, going through mountains isn't the same as going across flat land.
In Civ4, Hills represent passable mountains, and normally cost 2 MPs to enter. Build a Road, and it costs only 1/2 or 1/3 MP to enter, and this is regardless of the terrain. Railroads are even worse, at 1/10 MP. But it shouldn't be like this.
Instead of a flat 1/2 or 1/3 MP, divide the movement cost by 2 or 3, or 10 for Railroads. This doesn't affect forest/jungle movement, only movement onto Hills.
The effects this will have:
It's a small change with modest effects that I think would enhance the feel of realism without detracting from gameplay, and programming it for AI use shouldn't be too hard, as it would be a similar algorithm to the one already used, if not just a re-weighting of terrain values.
In Civ4, Hills represent passable mountains, and normally cost 2 MPs to enter. Build a Road, and it costs only 1/2 or 1/3 MP to enter, and this is regardless of the terrain. Railroads are even worse, at 1/10 MP. But it shouldn't be like this.
Instead of a flat 1/2 or 1/3 MP, divide the movement cost by 2 or 3, or 10 for Railroads. This doesn't affect forest/jungle movement, only movement onto Hills.
The effects this will have:
- Hills will continue to be an impediment to travel, so it will be beneficial to build the road or rails around them.
- Using railroaded Mines as important rail links between cities will not happen nearly as much. You'll have to build an honest rail network instead of "cheating" by using Mines as part of the network.
- It's no longer a no-brainer to build a straight road; now you have to think about whether it's beneficial to build straight through or go around.
- Cities built on or hiding behind difficult terrain will now be more difficult to get to. You'll wind up needing a modestly larger reserve force to deal with unexpected incursions.
- The Guerilla promotions could have an additional ability to reduce or eliminate this new effect, making them desireable to have in some instances.
It's a small change with modest effects that I think would enhance the feel of realism without detracting from gameplay, and programming it for AI use shouldn't be too hard, as it would be a similar algorithm to the one already used, if not just a re-weighting of terrain values.