Jon Shafer
Civilization 5 Designer
I don't doubt that you can accomplish an encirclement with overwhelming force... if you outnumber the enemy 5 to 1 then you can do pretty much whatever you want.frekk said:I'll send you a screenshot sometime. It's happened more times than I can remember. What you're discounting here is the power of overwhelming force. 50 units can *easily* encircle and trap 10 units. It can't be a one-to-one battle, either in the real world or in the game. You need a good 4 to 1, or 5 to 1 advantage. And one thing you've forgotten: Armies. A Cavalry army can quite easily defend against a few attacking Cavalry. It also gets an extra move. Having 5 or 6 Cavalry armies is not outside the realm of possibility at all (not to mention you can use infantry or something to block the first squares). So it is not at all impossible; it is just a question of correct planning and use of all the elements of the game, as well as a bit of luck. Same thing with the Normandy example. I land 11 Armies of infantry (4 inf ea) in Normandy, and use some paratroopers in addition to slow down the opposition, 40 tanks is NOT going to cut it. Even if it does, my second wave of reinforcements is going to land succesfully in a country with, for all practical purposes, no military at all, a looming Soviet threat, and a third front in Italy. 11 Armies is far from being impossible for 2 powerful civs in the late Industrial era to muster.

With regards to your other topic, if 11 Armies of Infantry were being landed, that's a completely different situation from what I described.

I see no problem with limiting the number of units that can be transported also. If you allow units to use enemy roads then it also opens up new possibilities for strategy. If Tanks can move 6 tiles on enemy roads and Infantry only 3, then it would be quite easy to hunt down wandering Infantry or trap armies.Limiting the number of tiles units can move deals with the problem of the Normandy inaccuracies (to some degrees - 10 tiles is probably still too much on most maps though) but it doesn't cope with encirclement very well, since already, all units with more than 1 move point could escape a city using just roads. And what is the point of trapping a bunch of defensive units in a city? None. The only way I can see solving the encirclement problem, is to limit the *number* of units a civ can move by rail. That way he could rescue his forces through a single tile still, but, not all of them and he would be forced to give up the possibility of bringing in any reinforcements anywhere by rail that turn. It also copes well with the Normandy scenario, since the German response to the invasion would of necessity be a limited one.

Just because it's always been in doesn't mean it's not also always been a bandaid.First up, army stacks *are* a bandaid. We already have stack movement. Second, infinite rail is not an addition to the game - rail has been infinite in the game ever since the beginning, and it is probably the most popular strategy game of all time.

The overwhelming micromanagement necessary in the end-game has always been a Civ feature also, but that doesn't mean it should be kept...

Keep the good, alter or replace the bad. What is good and what is bad may vary upon who you ask, but "it's always been in" isn't enough to justify something making a repeat appearance.
And like I said, those are problems which can and should be dealt with. I also believe that if all of these other problems were dealt with then infinite movement would have a lot fewer supporters...You're resting your argument here on the unfounded assumption that the popularity of these areas is due to a single feature they lack, when in fact, they lack alot of features. High unit count, for one. Lots of cities and overall micromanagement, for two. The plain fact is that a turn in the later part of the game takes a long time, with alot of waiting and pointless clicking, and it probably more than sufficiently accounts for the disinterest in these eras. Retarding unit movement to a comparitive crawl isn't going to help that at all.
So reduce the bonus that roads give to 2x.But these *are* all changes to how the game is played. The game is not played that way now. The game as it is now, as it has been throughout its highly popular history, has infinite rail movement. Keeping it isn't a change. To change it, it has to be a system that will be proven to be equally popular as the game is now. I'm saying that the complete elimination of all infinite rail movement is going to make unit management harder. Infinite rail makes large amounts of units easier to handle, and it doesn't "change how the rest of the game is played" because that's how it's always been played. I can abide some limitations to the rail system, limiting its total capacity for instance, or a movement cost which still allows some measure of rapid long-distance transit, 20 squares or something. 10 tiles is ridiculous - cavalry can ride on a road that fast almost.
And who is to say how popular infinite RRs really are? If the end-game is so unbalanced and tedious for most people to play, maybe the reason it's still around is because nobody ever actually plays the eras in which RRs are around.

I'm looking at it from an objective standpoint. If things were fine as they were then there wouldn't ever be a need for sequals because there would be no need for change. Saying "it's been around, it's fine" doesn't cut it.
I tried to stay away from that arena because I try to stick to one topic at a time.It seems to be a popular formula, actually. But I agree there could be some changes made. What I'm essentially saying though, is that you'll NEVER be able to model Normandy or Stalingrad perfectly in Civ, not even close. It's hard enough to do in a game specifically dedicated to modern war, let alone Civ, which is dedicated to alot of other things. I don't see anything concrete you've suggested to manage alot of units - stack movement (we have that already since PTW), worker automation (have it already and even with all workers fortified and doing nothing, a modern turn is still alot of management), etc. I only see a proposal to make it harder to manage alot of units, without any real ideas about how to compensate and make it easier that we don't already have. I've seen very very few proposals that will signifigantly reduce the workload of the game, the only one that comes to mind is the idea of getting rid of worker units. And I don't think that will reduce management all that much.
Do you honestly think that there is no way of reducing the micromanagement of the latter part of the game? I find that to be a rather pessimistic way of looking at things.
Anyways, I'll try not to get too detailed... one topic at a time, after all, though I'm sure you'll probably grab this one and run with it anyways.

The micromanagement of units can be assisted through the grouping of units into actual armies units. They would move together and there would be an interface which would easily allow the creation, splitting and joining of "armies."
A lot of city micromanagement is due to "waste." Not in the literal Civ 3 definition of it, but when a city grows all excess food is lost. Same for shields on builds and gold on techs. Have it carry over and you'll reduce a lot of the city MMing. An improved domestic screen would make it easier to manage many cities without having to babysit them.
Workers are a bit more tricky. The use of Worker gangs would help, along with the ability to queue up tasks for units to do, so you could plan things out ahead of time and simply watch them run later on without babysitting a bunch of Workers and having to worry about what everone is doing. Obviously there is only so much you can do, so an improved automated Worker AI would help. The ability to set preferences like roading, irrigating, mining, and so on would allow players to customize certain types of tasks for Workers and less babysitting.
Anyways, there's more that can be done, but that's not what this topic is about...
I'm actually saying the opposite.Are you saying people play Civ now, and they do so with "quite a bit of strategic thinking" and it is "certainly much more than whoever has the biggest army wins, even with the largest campaigns" ???
Because they're doing it with infinite rail right now.

Certainly there's some strategy involved, but once you lay down rails then it becomes MUCH more dependent on numbers. I've played Civ 3 almost daily since its release in late 2001 (sadly, no, I'm not exaggerating

Assuming Civ 4 has gotten rid of infinite movement, in which case there are people who have played without it, and if so, then I trust their judgement...Anything else is just a supposition as to how it would be played without it, since nobody has.

If you have a limit to how many units you can move then you still have to babysit the ones that aren't moved. I'm assuming the limit would have to be a fair amount less than the total number of units a civ has, otherwise there wouldn't be much of a point in adding the limitation, no?Plus, I don't see how sending all your units by goto to the front and slowly waiting for them to arrive is fundamentally going to change anything. It will still be 'who has the biggest army wins', you're only adding a waiting game to the process. There isn't any additional strategy involved - you send them off, and wait for them to arrive. You're still faced with the same old problem, biggest army wins. Again I can think of a rail solution to this - limiting total rail capacity per turn - that would require you to use your movement strategically, carefully, and selectively. To make choices and sacrifices, rather than just issuing a pile of gotos to the same general location, round after round.
Preventing the ability to move troops from Stalingrad to D-Day certainly adds more strategy. You have to worry about defending both areas with a fewer amount of troops on each front, instead of being able to gang up with all units on a single front. With fewer troops you have to consider your moves more carefully. Rather than 50 Tanks and 60 Artillery fighting against 40 Infantry and 10 Tanks which land at Normandy, it might be 20 Tanks and 25 Artillery against those 50 units. You have to decide whether to fight on the beaches and possibly lose quite a few units, only to also get bombed, or to fall back and wait for a better shot at attacking.
Plus, if you do decide to fall back from the beaches, and the enemy begins penetrating on one of your flanks, the inability to zap between locations on the same front instantly means you have to better consider when to retreat and give ground in order to have a shorter front. Certainly if you're working under the 10 tile (or whatever) RR limit then there's not much to consider, but in that case you're dealing with something like the Italian front in WWII, when it was basically a slug fest - which I have no problems with, in certain situations. It's places like the East Front in 1941 where infinite RR movement has its greatest effect.
I don't see why you believe so fervently that changing the game in other areas must make it more complex as a whole. People can tend to head down that road, but it's not a necessity.To me, its just a proposition that adds complexity, and an assumption that somebody else can or will make the game simpler to make room for the new idea ... well, you can't count on that, and there are lots of competing ideas that add layers of complexity and tedium, what should we make room for? I think new ideas should be self-sufficient in terms of adding complexity, that is, a zero sum balance or as close to it as possible, rather than counting on other elements becoming simpler to make room. Maybe they will actually be more complex and if every area of the game decides to add a little complexity and tedium to implement new features, more accuracy, or more balance, the game is overall going to be *alot* more complex. If you're going to change rail for the sake of improving gameplay and balance, it will have to be in a way that addresses those problems without signifigantly creating other ones.
You've said yourself that the end game is full of excessive micromanagement. Even infinite RRs as they exist now doesn't assist that much. If the game is changed in certain ways it may make it less complicated as a whole, to the point where infinite RRs wouldn't even reduce the amount of micromanagement necessary. I believe that's possible to do. I don't think that it's necessary.
I think units can be dealt with in a way alternate of how it works in Civ 3 in order to cut down on the micromanagement. If that is accomplished, then alll infinite movement does is take away from the strategy of the game.