Things I have waited for since the first Civ

eromrab said:
i didn't mean it would be difficult for me to click the button (like fortify)... i meant, that the goto command would have to be tweaked to include the "load/unload" function automatically when it's figuring out how to get somewhere the quickest way...

Well, you would never issue a goto for a unit that you wanted to rail. It would get where it's going in the same round. If you issued a goto it would be assumed you're not using rail. Most of the time you'd be moving them onto a rail line and then waiting for available space, or selecting fortified units for rail transfer. So in truth, it would be a bit more complex than RR mp in some ways, easier in others.
 
hmmm... i like the RR MP idea more then cause i can just "goto and forget it"...

i wouldn't mind what you're proposing, but i just think (knowing the way i play) that the RR MP idea would be more suitable... i like to do what Solomon of the Bible did... have "groups" of chariots (or cavalry or tanks) stationed in "sectors" of my country that can respond quickly to any war/crisis...

it's similar to the idea of one "react force" but it's much more realistic and possible in the real world... well, i'd like to be able to move each react force to the hot spot in case of a war... and i'd wanna move the whole thing, or at least as much as was needed...

so the 10 or 20 RR MPs would allow me to move as many troops as needed, but only a certain distance... so you couldn't do what some people do and have one "continental react force"... you'd have to use strategy and place many react forces in strategic locations...

sure you would get that with your plan, but it just seems more difficult having to load all these troops manually and not being able to move the whole group... that would make me split my react forces even more, AND have to deal with the clicking the "load/unload" button alot...
 
I have to say, I do like the sounds of dispersed reserves.

But I'd also like a small central reserve, a rapid deployment force of some sort. The combination of the two is actually more or less precisely what they do today.

So, how about this, because I've never liked the current system for airports.

First, RR mp's. Probably 15-20 I think, no penalty for forests jungles or swamps (once the rail is built none of that matters) but some penalty for hills and deserts (sand) and a high penalty for mountains (slopes really affect trains).

Second, change airlifts. No more "one unit to load at airport, unlimited number to land at airport." This usually just makes me build a billion airstrips (the terrain improvement) so I can take advantage of the unlimited landings. And I hate the one unit takeoff. It's a pain in the butt figuring out which airports you used, and which you haven't. So, implement a national limit - based on what techs you've got (eg, if you have Advanced Flight you get to move more) - and the "Airlift Points Remaining" is displayed at the side bar. You have to check that score sometimes, but in return, you don't have to build tons of airstrips and you can keep your rapid response team all in one city. Also you cannot transport unlimited troops to the destination, but only so many as the limit allows.

The end result would be awfully realistic I think - you'd have your local garrisons at the border cities, just enough to discourage small attacks and delay big ones. Behind that, you'd have regional reserves, which could respond to incursions by rail. And then you'd have on top of that, a rapid response capability via airports.
 
Hm, also I had this idea in a dream last night:

Change the worker costs of building railroads. If building a railroad on tile X would connect any two cities, make it something like 8 base turns. If there are no adjacent RR tiles, make it 12 base turns. Otherwise, 24 base turns. Now, the easy way around this is just to make tons more workers, but it would make people think a little more about where they build RRs, and prioritise more. (Also, even in Demo after Replaceable Parts with an industrious civ, it'd still take at least 2-3 turns for a single worker to build one. More if it falls into one of the other categories.)

Also, to prevent your workforce from building up all RRs on the first turn after steam power, don't make them act as RRs until THE TURN AFTER they are built. They'd still act as roads, but wouldn't provide infinite movement until the next full turn.
 
My point with having a gold cost for the rail move order instead of a #/turn limit was precisely that you tended to forget which cities had used their airlift for the turn. The gold cost doesn't represent the direct cost of moving the unit on rails so much as the knock-on cost of temporarily closing down the line to passenger and commerical traffic, refitting rail cars if necessary, and the obvious effect the temprary lack of rail traffic has on the local economy.
 
I don't like implementing gold costs for doing basic things like moving or doing terrain improvements. The game then shut downs during those times you are at peace and have low funds. You're just clicking through turns, but not really able to do much.

As far as the #/turn thing, if its a national point score displayed in the side panel, you don't have to remember anything about which cities did what; its universal.
 
ok, rail depots with #/turn as a ntional limit seems to be the way to go. Airports would have a similar cap. Now, how to define that cap? How about...

rail:
1 free at start
+1 per 500 gold spent on trains
getting diesel, and again with maglev, will double your existing built capacity and halve the cost of new capacity.

air:
1 free at start
+1 per 1000 gold spent.
getting advanced flight will work similarly to rail's later techs.

oh, rail depots would give a production bonus of 25%, which is roughly equal to what civ2/3 rails give. Similarly, airports could give a 25% commerce bonus.
 
so then at the end of the game it would only cost 125 gp to buy a new capacity... heck i make more than that each round near the end... when i have a massive empire... we'd just end up back at problem 1... where i have one central army that is huge and can act as a reactionary force to anywhere in my kingdom...

i'm sorry but i think we need to stick with rail movement points for this.
 
frekk said:
Hold on a minute here. If you have them encircled and pillage their rail lines, how are they going to be whisked away?
Armor and Modern Armor can only move 2 tiles per turn in enemy territory. With only 2 moves its impossible to cut off areas from rail access with the rest of the empire in a turn or even two in most cases. If an enemy sees you're trying to cut him off you have plenty of time for your units to escape from the trap.

Actually, no. It's quite accurate. If Germany didn't have to worry about the Eastern Front, they could have responded to D-Day with overwhelming power. The problem wasn't getting troops there, it was a lack of overall units, just like what happens in Civ when a nation is getting overwhelmed on multiple fronts by more numerous opponents.
The Atlantic Wall had quite a few divisions guarding it. Why didn't they assist in defending the beaches at Normanday, or especially after the breakthrough and the disaster at Falaise?
 
I think depots are more or less redundant and add an unnecessary element to the game. I want civ4 to be *much* simpler to manage. Practically speaking, the rail system as it is, represents the easiest and simplest method, both as a system and in play. But it has its problems from a game balance point of view. So I'd like to deviate from it only as much as necessary to correct the game balance issues, and no more.

Rail capacity should come down to a single, simple factor. You either spend money to build it or get it free with specific advances.

Air should work in a similar way, and for ease of gameplay, you could tie the two together to come up with a single stat for all strategic movement.

The other thing I don't like about depots, even if you work it in the way that you just have each city act as gateway onto the rail system, is that (a) its not historically correct because armies can load or unload wherever they please and (b) it makes it impossible to rail into unclaimed land which is important for world conquest (sometimes you want to raze cities, build new rail or takeover the rail in that area, and bring in reinforcements to keep up a pace). All aggressive wars would stagnate eventually and it should be possible to conquer a nation in the industrial or modern era or its equivalents, sometime before the game ends. I don't mind making cultural and diplomatic victories more appealing, but not at the expense of making conquest impossible.
 
Trip said:
Armor and Modern Armor can only move 2 tiles per turn in enemy territory. With only 2 moves its impossible to cut off areas from rail access with the rest of the empire in a turn or even two in most cases. If an enemy sees you're trying to cut him off you have plenty of time for your units to escape from the trap.

Indeed, but that's the way it works in real life too. If the enemy sees you executing a pincer move and isn't capable of crushing the pincers, he may well retreat. It happened all the time. Envelopment only occured due to miscalculation on the part of the defender, and in matter of fact, was more prone to happen to an attacker, than a defender, for obvious reasons. Also, armour units and cavalry move 3 squares, not two. Envelopment of a defending line is always impossible because you can't flank it to begin a pincer, only when there is a salient in the line can an envelopment be considered. So, if the salient is in a city, it would have to have cultural borders extending 4 squares in all directions to prevent envelopment, rather unlikely except in the heartland.

Also, the solution to this problem has nothing to do with rails, unless you are going to strip them of all advantage over roads - if the enemy can move more than 3 or 4 squares, he can probably escape. What you need to do to allow such an envelopment, is bring back the ZOC style used in Civ2 which prevented movement in the ZOC rather than the silly, "1 in 100 times you get a potshot" system used now.


The Atlantic Wall had quite a few divisions guarding it. Why didn't they assist in defending the beaches at Normanday, or especially after the breakthrough and the disaster at Falaise?

They couldn't assist in defending the beaches for the same reason you couldn't rush units in civ to defend a tile against a surprise attack on the attacker's turn. You'd have to wait, and make a counterattack on your own turn. In the war, the Germans did make a counterattack (Army Group B eg, the forces of the Atlantic Wall) and it was a disastrous failure that left the German forces weak and dispersed, allowing Canadian First Army to execute a breakthrough at Falaise (Operation Totalise). Also: don't forget about the air interdiction (Allies had a frightening command of the air) and airborne landings which were designed specifically to ****** German response. Without them, who knows what would have happened. Finally, if you read the histories, you'll see they all note the same thing: Germany could have responded much better than they did, it wasn't a lack of transportation but command difficulties.
 
eromrab said:
so then at the end of the game it would only cost 125 gp to buy a new capacity... heck i make more than that each round near the end... when i have a massive empire... we'd just end up back at problem 1... where i have one central army that is huge and can act as a reactionary force to anywhere in my kingdom...

Nah, only if you adopt that idea for building Rail Points, there are alot of different tweaking you could do to that idea. It could be a static limit based on advances (5 pts for steam engine, 10 pts for diesel-electric engine etc etc) or you could straight pay a tweaked number (say, 1000gp per point) and fix that number through playtesting to something that would work. My idea is that rail capacity would be about 30 by the time you're on future tech. It would be no higher than 15 when you got tanks.
 
frekk said:
Indeed, but that's the way it works in real life too. If the enemy sees you executing a pincer move and isn't capable of crushing the pincers, he may well retreat. It happened all the time. Envelopment only occured due to miscalculation on the part of the defender, and in matter of fact, was more prone to happen to an attacker, than a defender, for obvious reasons. Also, armour units and cavalry move 3 squares, not two. Envelopment of a defending line is always impossible because you can't flank it to begin a pincer, only when there is a salient in the line can an envelopment be considered. So, if the salient is in a city, it would have to have cultural borders extending 4 squares in all directions to prevent envelopment, rather unlikely except in the heartland.
There is no margin of error to even allow for miscalcuation with infinite movement.

The Stalingrad front was quite wide, and it was the poor condition of the troops on the 6th Army's flank and the massive amount of Soviets involved that caused the encirclement to take place. There wasn't really a salient to surround - the problem was that the Soviets advanced so quickly there was no way the 6th Army could escape. There is no way to model that in Civ because you cannot possibly surround a group of troops as large as the 6th Army on a front as large as Stalingrad with infinite movement.

An encirclement has to take place in a single turn in order for an army to become trapped. And that encirclement requires you to either pillage ALL of the tiles behind the city in question, or to capture a city or two behind the city to prevent the usage of rails to get out. That is essentially impossible to do in a single turn, even if you are only considering a single city being surrounded.

They couldn't assist in defending the beaches for the same reason you couldn't rush units in civ to defend a tile against a surprise attack on the attacker's turn. You'd have to wait, and make a counterattack on your own turn. In the war, the Germans did make a counterattack (Army Group B eg, the forces of the Atlantic Wall) and it was a disastrous failure that left the German forces weak and dispersed, allowing Canadian First Army to execute a breakthrough at Falaise (Operation Totalise).
It wasn't until late July - almost a month and a half - that the Normandy campaign was complete. That would have been plenty of time to zip all available divisions to counterattack "during the landings." After all, the Allies landed on the beach, which would have made them susceptible to all German units which could use rail (aka every single unit) while they were still wallowing up shore.
 
Trip said:
There is no margin of error to even allow for miscalcuation with infinite movement.

The Stalingrad front was quite wide, and it was the poor condition of the troops on the 6th Army's flank and the massive amount of Soviets involved that caused the encirclement to take place. There wasn't really a salient to surround - the problem was that the Soviets advanced so quickly there was no way the 6th Army could escape. There is no way to model that in Civ because you cannot possibly surround a group of troops as large as the 6th Army on a front as large as Stalingrad with infinite movement.

Yes, there is a great way to model exactly that: cultural borders and the fact enemies can't use roads or rails within them. The German forces were besieging Stalingrad but hadn't captured it. In Civ, this would mean they couldn't use roads or rails to retreat, but the Soviets could use them to surround. Presumably, the Germans would be next to the Stalingrad square in the game, meaning they'd have to travel at least 2 squares (probably 3) to even reach the border, another one to get on a road (if one was available).

Also note that the entire battle took place not along a "quite wide" front, but a 100 mile wide front in the immediate vicinity of the city. In civ, this would only represent a couple of squares, 4 at most. Units could punch through and surrround quite easily.

An encirclement has to take place in a single turn in order for an army to become trapped. And that encirclement requires you to either pillage ALL of the tiles behind the city in question, or to capture a city or two behind the city to prevent the usage of rails to get out. That is essentially impossible to do in a single turn, even if you are only considering a single city being surrounded.

You don't have to pillage anything to encircle, you just have to surround the retreat with units. That isn't impossible, if you have enough forces - particularly Cavalry and Armour which can move 3 squares. And again, how does changing rail change this at all? As I mentioned before, unless rail is *really* slow - as in no benefit better than roads - then they can still escape. If rail even allows double movement, a foot unit can move 6 squares, plenty enough to get away. Most people are talking about rail allowing 10-20 moves, even if it is limited.


It wasn't until late July - almost a month and a half - that the Normandy campaign was complete. That would have been plenty of time to zip all available divisions to counterattack "during the landings." After all, the Allies landed on the beach, which would have made them susceptible to all German units which could use rail (aka every single unit) while they were still wallowing up shore.

They didn't take a month and a half to land on the beaches, and therefore, you couldn't zip all available division to attack during the landings. Don't forget this was an amphibious assault. In civ that would happen in the same round as the crossing and the attacker would pick the square, so nobody could do any railing unless they could guess what square would be hit. The beaches were what, a quarter or a half mile wide? A tile represents 10 miles (officially, though in practice it seems to be alot more) and so an attack on a coastal square represents an attack not just onto the beaches but some distance inland as well. This happened in the real world, they made some advance before the counterattack.

The Normandy campaign took a month and a half, during which time several counterattacks were made with the defenders Germany chose to assign to the task. The only units that weren't used, weren't used because Hitler refused to attach them to the groups used in the counterattacks, not because they couldn't get there. In a month and a half, every soldier in Germany could have got to Normandy! Walking! Did they - no! Because it would have been a strategic error to do so.


No change in rail movement can accurately reflect either of these phenomena, other than eliminating rails, highways, or anything else better than roads entirely. Envelopment in particular cannot. For envelopment to be modelled correctly would require other solutions. Things I can think of include better unit movement offroad, ZOC's which allow no passage, and some effect to encirclement. I see units encircled in Civ all the time, every game, but it has little strategic importance. If supplies were implemented in the game, that might change, but it would be excessively complex imho.
 
frekk said:
Yes, there is a great way to model exactly that: cultural borders and the fact enemies can't use roads or rails within them. The German forces were besieging Stalingrad but hadn't captured it. In Civ, this would mean they couldn't use roads or rails to retreat, but the Soviets could use them to surround. Presumably, the Germans would be next to the Stalingrad square in the game, meaning they'd have to travel at least 2 squares (probably 3) to even reach the border, another one to get on a road (if one was available).

Also note that the entire battle took place not along a "quite wide" front, but a 100 mile wide front in the immediate vicinity of the city. In civ, this would only represent a couple of squares, 4 at most. Units could punch through and surrround quite easily.
Actually Operation Uranus covered a front about 250 miles long. You said yourself that each tile is "officially" 10 miles, which would make that a 25 tile front. The Germans actually had captured most of Stalingrad when it occurred, so if you had to decide who the city belonged to, you'd have to say Germany, which by extension, means that they would have the "cultural control" over the transportation network of the region...

You don't have to pillage anything to encircle, you just have to surround the retreat with units. That isn't impossible, if you have enough forces - particularly Cavalry and Armour which can move 3 squares. And again, how does changing rail change this at all? As I mentioned before, unless rail is *really* slow - as in no benefit better than roads - then they can still escape. If rail even allows double movement, a foot unit can move 6 squares, plenty enough to get away. Most people are talking about rail allowing 10-20 moves, even if it is limited.
"Encircling" forces is pointless unless you can prevent their escape. Modern Armor and Cavalry are rather weak on defense, meaning any counterattacks against these units will almost certainly destroy them, making the breakout easy - especially when you consider that in order to block a retreat you have to cover and and then HOLD every single rail tile. If the enemy has any sort of offensive forces, they can easily open up a SINGLE tile to squeeze their entire army through.

Rail movement should be limited, and ZoC ala Civ 2 re-implimented. With both of these, an encirclement could actually be successfully enacted with some skill. As of now, doing so isn't possible.

They didn't take a month and a half to land on the beaches, and therefore, you couldn't zip all available division to attack during the landings. Don't forget this was an amphibious assault. In civ that would happen in the same round as the crossing and the attacker would pick the square, so nobody could do any railing unless they could guess what square would be hit. The beaches were what, a quarter or a half mile wide? A tile represents 10 miles (officially, though in practice it seems to be alot more) and so an attack on a coastal square represents an attack not just onto the beaches but some distance inland as well. This happened in the real world, they made some advance before the counterattack.

The Normandy campaign took a month and a half, during which time several counterattacks were made with the defenders Germany chose to assign to the task. The only units that weren't used, weren't used because Hitler refused to attach them to the groups used in the counterattacks, not because they couldn't get there. In a month and a half, every soldier in Germany could have got to Normandy! Walking! Did they - no! Because it would have been a strategic error to do so.
The entire strip of land where all 5 beaches were present was approximately 50 miles long.

Explain to me why this ahistorical situation is impossible in Civ, because it's a major concern of mine...

On June 6, 1944 the Americans, Canadians and British land on 5 different tiles in Normandy. Each tile has 8 Infantry and 1 Tank, for a total of 9 units on each tile and 45 total - a rather large invasion. At the end of this turn, Germany sees what is going on, and makes plans to stop it. They use their infinite rails to take all of the Tanks and all of the Artillery in their vast empire to this zone. They realize that they will probably lose ground to the Soviets on the following turn or two, but the maximum damage won't be much, and crushing the beachhead is much more important. They have 42 Tanks available and 52 Artillery. They use the Artillery to weaken all of the units on the beach units down to half strength or less, and then send in the 42 Tanks. They lose a few of them, but all of the Allied troops which landed are wiped out. The Germans are also helped by their Tanks' blitz ability, which when combined with infinite rail movement allows them 2 attacks on every unit on the tile. The Germans lose 3 cities to the Soviets the following turn, but with no second front to worry about, 38 Tanks and 52 Artillery head back to the East and the Soviets are stopped/slowed for little gain. The end result is that the (first attempt at a) second front is defeated and the war goes on until 1947.

There is a serious problem with that situation, don't you agree? It CAN happen, and it DOES in most wars in Civ.

Like I've said elsewhere, perhaps allowing infinite rail movement would be allowable if the rest of the Civ engine properly modelled actual warfare. But it doesn't and therefore some things have to be done in order to bring actual occurances back into the realm of reality and balance.
 
Trip said:
Actually Operation Uranus covered a front about 250 miles long. You said yourself that each tile is "officially" 10 miles, which would make that a 25 tile front. The Germans actually had captured most of Stalingrad when it occurred, so if you had to decide who the city belonged to, you'd have to say Germany, which by extension, means that they would have the "cultural control" over the transportation network of the region...

Sure, but the encirclement itself occurred only in a 100 mile strip where a salient formed during the German retreat. A map:

http://en.wikipedia.org/wiki/Image:Stalingrad_map.jpg

Also, although 10 miles per tile is the official (derived from the 'square miles' figures given on the F11 screen) there's no way it's accurate. Check out any Earth map or even one limited to the European theatre of WW2 and a tile is more like 50-100 miles. So in essence, you have only 1 square encircled.


"Encircling" forces is pointless unless you can prevent their escape.Modern Armor and Cavalry are rather weak on defense, meaning any counterattacks against these units will almost certainly destroy them, making the breakout easy

Modern Armour isn't that weak on defense. Neither is Cavalry in its own era. They are slightly weak, but that is why you would need a very large force to encircle an enemy effectively.

If the enemy has any sort of offensive forces, they can easily open up a SINGLE tile to squeeze their entire army through.

ZOC is a better solution to this problem than limiting rail. Also, you haven't answered how much you intend to limit rail. In fact, I posit that to prevent this, you won't just have to limit rail - you'll have to scrap it entirely, as anything better than roads will still allow an escape. There is one rail model which will prevent it, but it's isn't finite movement. If you can limit the number of units that can be transported by rail, then you can force the enemy to choose between an evacuation, or allowing the rest of his front to collapse because he hasn't sent up any reinforcements.

On June 6, 1944 the Americans, Canadians and British land on 5 different tiles in Normandy. Each tile has 8 Infantry and 1 Tank, for a total of 9 units on each tile and 45 total - a rather large invasion. At the end of this turn, Germany sees what is going on, and makes plans to stop it. They use their infinite rails to take all of the Tanks and all of the Artillery in their vast empire to this zone. They realize that they will probably lose ground to the Soviets on the following turn or two, but the maximum damage won't be much, and crushing the beachhead is much more important. They have 42 Tanks available and 52 Artillery. They use the Artillery to weaken all of the units on the beach units down to half strength or less, and then send in the 42 Tanks. They lose a few of them, but all of the Allied troops which landed are wiped out. The Germans are also helped by their Tanks' blitz ability, which when combined with infinite rail movement allows them 2 attacks on every unit on the tile. The Germans lose 3 cities to the Soviets the following turn, but with no second front to worry about, 38 Tanks and 52 Artillery head back to the East and the Soviets are stopped/slowed for little gain. The end result is that the (first attempt at a) second front is defeated and the war goes on until 1947.

There is a serious problem with that situation, don't you agree?


Yes, there is, you haven't accounted for either the paratrooper landings which would block rail (entirely, if ZOC is implemented) or air power which was extremely signifigant during the Normandy campaign (without doubt, it would be lost without it). I've used massive stacks of bombers to take out stacks of up to 20 infantry in a single round in C3C. Also I disagree with the concept that Germany could afford to rail all of its forces to Normandy anyway. What about Italy? Or did you forget the "soft underbelly"? The Allies didn't. And I dispute the notion that they could afford to take everything from the Eastern Front. If there were 45 Allied units at Normandy, there would have been 60 or 70 Soviet units positioned along the Eastern Front.

Like I've said elsewhere, perhaps allowing infinite rail movement would be allowable if the rest of the Civ engine properly modelled actual warfare. But it doesn't and therefore some things have to be done in order to bring actual occurances back into the realm of reality and balance.

Infinite rail is another matter from the problems you have with the game, and to be honest, I don't think a Civ which models the detail you want is going to sell. Look at grand strategy wargames - how many are popular with the general public? I can only think of two that have come in the same category of being a household name as Civ, and those are Risk and Axis and Allies (the board game versions of both). Don't even mention Hearts of Iron - its not nearly as well known, and will be forgotten in a few years. Plus it's got an awfully mixed reaction even from fans of the genre. Both of the others are oversimplified, much more so than Civilization. Look at the list of units, for instance. Risk has one type of unit, Axis and Allies has about a dozen, and doesn't have destroyers, cruisers, guerillas, or a bunch of other things that would be present in a civ game set in WW2. Movement is simplified. Combat, even, is simpler than in Civ, and I'm not even going to get into production or any of that.

The buying public and civ fans in general don't want a civ that is more complex, and that's a fact. I agree that some modifications need to be made to the combat system, but if you try to extrapolate real world events onto any game it isn't going to match, unless you use your imagination and allow it some room (such as assuming an encirclement occurs within the space and time of a battle on a single tile) and for a game that is of such a scale of civ - in space and time - it's really going to be far beyond the realm of possiblity to inject more than a set amount of realism into the game before micromanagement becomes truly staggering. To "properly model actual warfare" is something that very, very, very few wargames achieve to everyone's content, and yet you expect it from Civ? A little demanding don't you think?

One of the key elements of Civ that makes a worldwide game spanning all of history playable is the amorphous nature of the scale of time and space in the game. It is warped beyond any "reality" and nothing can bring it "back into the realm of reality and balance" and still have a playable game that the public will enjoy. Your whole argument is based on fixed interpretations of time and space - earlier, someone noted that a turn was a year in the modern age and you blew that off, saying that the time scales in the game didn't mean anything. And you're perfectly right: you have to let go of them or imagine them as you will, to enjoy the game. Is a unit a division, a squadron, a battalion, a whole army group? Is a turn 1 year, a day, a month? Officially, its a year, but ... Is a square 10 miles, 500 miles? Officially, its 10 miles, but .... All of your perceptions about the inaccuracies of the game depend on such things. If a square is 500 miles for instance, and a turn is a week or two, the Battle of Stalingrad happens in one turn on one square. If you want the game to have any semblence of reality, it has to have fixed values of time and space. If it has fixed values of time and space, it will no longer be playable at all, by anyone who is sane. Say you set a turn as being 2 weeks in the modern age - you might wait 200 to 1000 turns for every tech in the modern age. If you set a turn as being a year so you can wait much less for tech, all your units move pretty much infinite, regardless of roads or anything. The disconnect that you see with some parts of the game, and reality, all rests entirely on perceptions of space and time, which is deliberately amorphous in order to make the game playable. Assume a certain scale, and all your battles fit within the context of the game. Stalingrad and the Soviet counterattack all happens on one or two squares because Civ is too amorphous to make distinctions as fine as you want, take that away and Civ is a game no one in their right mind would or could play.
 
frekk said:
Sure, but the encirclement itself occurred only in a 100 mile strip where a salient formed during the German retreat. A map:

http://en.wikipedia.org/wiki/Image:Stalingrad_map.jpg

Also, although 10 miles per tile is the official (derived from the 'square miles' figures given on the F11 screen) there's no way it's accurate. Check out any Earth map or even one limited to the European theatre of WW2 and a tile is more like 50-100 miles. So in essence, you have only 1 square encircled.
You dare defy official figures? ;)

The relation between the size of map and the number of tiles depends on the creator. There is a world map that is 20 tiles by 20 tiles - that doesn't mean every tile is 500x500 miles.

All we have to go on is what official numbers say. If they say 10 miles, then it's 10 miles. Everything else people can claim is merely what they have come up with and has no factual or official basis.

Modern Armour isn't that weak on defense. Neither is Cavalry in its own era. They are slightly weak, but that is why you would need a very large force to encircle an enemy effectively.
Assuming you're fighting an enemy with a force of equal technology level, the enemy will also have Modern Armor and Cavalry. Modern Armor has an attack of 24 and defense of 16. Cavalry is 6 and 3. That gives Modern Armor a 67% shot at killing another one that is defending, and Cavalry an 80% chance at killing another Cav.

If you're EVER able to conduct an effective encirclement with those kinds of figures and keep your army alive, I'd like to see it... :p

ZOC is a better solution to this problem than limiting rail. Also, you haven't answered how much you intend to limit rail. In fact, I posit that to prevent this, you won't just have to limit rail - you'll have to scrap it entirely, as anything better than roads will still allow an escape. There is one rail model which will prevent it, but it's isn't finite movement. If you can limit the number of units that can be transported by rail, then you can force the enemy to choose between an evacuation, or allowing the rest of his front to collapse because he hasn't sent up any reinforcements.
I would like to see rails reduced to 10 moves for all units and then allow attacking armies to use enemy roads. That would allow enemy units using roads to be almost as fast as a civ using rails, allowing for much more movement and possible maneuver. Add ZoC into the mix and you end up with a much more interesting situation...

Yes, there is, you haven't accounted for either the paratrooper landings which would block rail (entirely, if ZOC is implemented)
Paratroops are weak, and even with ZoC it would only take ~5 or so Tanks to destroy all of them, unless you are using an ahistorical number of Paratroops in the invasion. Note that I'm not suggesting that ZoC completely end all units' movement if they get nearby, I think it should remove 1 move from units which try to pass by, which still allows units like Tanks and Cavalry to deal with them. Add in air power (as limited as it would be, even a few Bombers would wreak havoc on a few units) and there's no way that a few Paratroops could stop a major army.

or air power which was extremely signifigant during the Normandy campaign (without doubt, it would be lost without it). I've used massive stacks of bombers to take out stacks of up to 20 infantry in a single round in C3C.
Air power only comes into play after the invasion has already been destroyed. The Germans could move their Tanks back into cities which contain quite a few Infantry and AA guns and unless the Allies have a HUUUUUGE number of aircraft the Tanks won't even be touched.

Also I disagree with the concept that Germany could afford to rail all of its forces to Normandy anyway. What about Italy? Or did you forget the "soft underbelly"? The Allies didn't. And I dispute the notion that they could afford to take everything from the Eastern Front. If there were 45 Allied units at Normandy, there would have been 60 or 70 Soviet units positioned along the Eastern Front.
Artillery and especially Tanks are bested used offensively, that is, attacking, rather than defending. A German player could afford to have no Tanks and no Artillery present on both the eastern and Italian fronts for a single turn in order to destroy what would have otherwise been a very dangerous new threat. I already admitted that the Germans would likely lose a few cities because of this, but its easily worth the cost to prevent the Allies from liberating France and opening up yet another front.

What would you do, split up all of your Tanks and Artillery between all fronts? Or concentrate everything on a single foe and try to knock them out to allow an easier time on all of the other fronts thereafter? Because of Civ infinite movement, you really CAN muster pretty much ALL of your offensive forces to bear on a single foe, then do the same to another on the next turn, the same the one after, and so on...

Infinite rail is another matter from the problems you have with the game, and to be honest, I don't think a Civ which models the detail you want is going to sell. Look at grand strategy wargames - how many are popular with the general public? I can only think of two that have come in the same category of being a household name as Civ, and those are Risk and Axis and Allies (the board game versions of both). Don't even mention Hearts of Iron - its not nearly as well known, and will be forgotten in a few years. Plus it's got an awfully mixed reaction even from fans of the genre. Both of the others are oversimplified, much more so than Civilization. Look at the list of units, for instance. Risk has one type of unit, Axis and Allies has about a dozen, and doesn't have destroyers, cruisers, guerillas, or a bunch of other things that would be present in a civ game set in WW2. Movement is simplified. Combat, even, is simpler than in Civ, and I'm not even going to get into production or any of that.

The buying public and civ fans in general don't want a civ that is more complex, and that's a fact. I agree that some modifications need to be made to the combat system, but if you try to extrapolate real world events onto any game it isn't going to match, unless you use your imagination and allow it some room (such as assuming an encirclement occurs within the space and time of a battle on a single tile) and for a game that is of such a scale of civ - in space and time - it's really going to be far beyond the realm of possiblity to inject more than a set amount of realism into the game before micromanagement becomes truly staggering. To "properly model actual warfare" is something that very, very, very few wargames achieve to everyone's content, and yet you expect it from Civ? A little demanding don't you think?
It's not adding complexity, it's trying to restore balance. Do you really think limiting the number of tiles units can move instead of having infinite movement adds an unbearable amount of detail to the game? Have you seen some of the others suggestions on this board? The amount of complexity involved in this pales in comparison to what others are offering. And I already said prior to this that if you and others really think that moving around a bunch of units is such a pain and hard to do, find a way to address that with armies and stacks and such - there's no need to add something like infinite RR movement to attempt to cover it up. No bandaids, only fixes.

Why do you think most people - warmongers especially - cite the Ancient and Medieval Eras as their favorite over Industrial and Modern Age? The majority of people here dislike infinite RR movement. Even outside of online communities there are obviously not mobs of people crying out about how the Ancient and Medieval Ages aren't any fun to play, because most of the playing time is actually SPENT on those eras, and not the ones with infinite movement as a possibility.

Even if you say that there's not as many units to have to deal with earlier, I again argue that there are better ways to deal with that than alter something which completely affects the dynamics of war. Improve the automated Worker AI, come up with a new system to manage units, add in a type of army system ala CTP, ANYTHING. There are numerous ways to deal with this problem within the confines of the problem's borders. If the problem is unit management, then make it so that units are easier to manage - don't do something which changes how the rest of the game is played.

As I've said before, there are both gameplay and historical reasons to eliminate infinite movement. My primary concern is gameplay, but there are also historical issues to address as well. I've already talked about how the game shouldn't require infinite movement to allow the organization of a lot of units, and what other issues do you think would make the game so much more complex as to make it unplayable for normal gamers? Infinite RR movement makes it so that every war is a war of attrition, a slug-fest determined by who has the largest army.

People play Civ to engage their brain and try to out-general and out-think their opponents, be they AI or human. They do not play Civ in order to see who gets the best land which allows them to build up the biggest army and then win because of that. As much as you say "abstract!" there is quite a bit of strategic thinking that goes on in major wars on entire fronts. It is certainly much more than "whoever has the biggest army wins," even with the largest campaigns.
 
You edit your posts too much. :p

frekk said:
One of the key elements of Civ that makes a worldwide game spanning all of history playable is the amorphous nature of the scale of time and space in the game. It is warped beyond any "reality" and nothing can bring it "back into the realm of reality and balance" and still have a playable game that the public will enjoy. Your whole argument is based on fixed interpretations of time and space - earlier, someone noted that a turn was a year in the modern age and you blew that off, saying that the time scales in the game didn't mean anything. And you're perfectly right: you have to let go of them or imagine them as you will, to enjoy the game. Is a unit a division, a squadron, a battalion, a whole army group? Is a turn 1 year, a day, a month? Officially, its a year, but ... Is a square 10 miles, 500 miles? Officially, its 10 miles, but .... All of your perceptions about the inaccuracies of the game depend on such things. If a square is 500 miles for instance, and a turn is a week or two, the Battle of Stalingrad happens in one turn on one square. If you want the game to have any semblence of reality, it has to have fixed values of time and space. If it has fixed values of time and space, it will no longer be playable at all, by anyone who is sane. Say you set a turn as being 2 weeks in the modern age - you might wait 200 to 1000 turns for every tech in the modern age. If you set a turn as being a year so you can wait much less for tech, all your units move pretty much infinite, regardless of roads or anything. The disconnect that you see with some parts of the game, and reality, all rests entirely on perceptions of space and time, which is deliberately amorphous in order to make the game playable. Assume a certain scale, and all your battles fit within the context of the game. Stalingrad and the Soviet counterattack all happens on one or two squares because Civ is too amorphous to make distinctions as fine as you want, take that away and Civ is a game no one in their right mind would or could play.
I fully recognize the fact that turn dates and milages and such mean nothing. But you have to have some base to work with. Completely cut out all of the historical arguments we've been throwing around lately. Then what? You're left with gameplay. I think I've already argued effectively why infinite movement is bad for gameplay and how the issues which it tries to address (unit management) can be dealt with in a way that doesn't completely alter the dynamic of warfare.

The ability to destroy the Allied Invasion of Normandy by sucking away all of your Tanks and Artillery from other fronts is not good for gameplay, historical issues aside. You should NOT be able to warp entire armies around the map from turn-to-turn, because it means you don't have to think about where to station units any more. As I said in my last post, people play Civ to try and out-think their opponents. If you make everything based on the amount of material a civ has, then the game is no longer as much fun to play.

I believe in creating a game that is simple enough to understand, but also allows the player to conduct complex and interesting strategies like encirclements. That opens up new game possibilities and is more engaging for players than simply playing a WWI-type slug fest where the winner is the one who has the most Infantry.
 
Assuming you're fighting an enemy with a force of equal technology level, the enemy will also have Modern Armor and Cavalry. Modern Armor has an attack of 24 and defense of 16. Cavalry is 6 and 3. That gives Modern Armor a 67% shot at killing another one that is defending, and Cavalry an 80% chance at killing another Cav.

If you're EVER able to conduct an effective encirclement with those kinds of figures and keep your army alive, I'd like to see it...

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.

It's not adding complexity, it's trying to restore balance. Do you really think limiting the number of tiles units can move instead of having infinite movement adds an unbearable amount of detail to the game?

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.

And I already said prior to this that if you and others really think that moving around a bunch of units is such a pain and hard to do, find a way to address that with armies and stacks and such - there's no need to add something like infinite RR movement to attempt to cover it up. No bandaids, only fixes.

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.

Why do you think most people - warmongers especially - cite the Ancient and Medieval Eras as their favorite over Industrial and Modern Age?

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.

Even if you say that there's not as many units to have to deal with earlier, I again argue that there are better ways to deal with that than alter something which completely affects the dynamics of war. Improve the automated Worker AI, come up with a new system to manage units, add in a type of army system ala CTP, ANYTHING. There are numerous ways to deal with this problem within the confines of the problem's borders. If the problem is unit management, then make it so that units are easier to manage - don't do something which changes how the rest of the game is played.

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.

As I've said before, there are both gameplay and historical reasons to eliminate infinite movement. My primary concern is gameplay, but there are also historical issues to address as well. I've already talked about how the game shouldn't require infinite movement to allow the organization of a lot of units, and what other issues do you think would make the game so much more complex as to make it unplayable for normal gamers? Infinite RR movement makes it so that every war is a war of attrition, a slug-fest determined by who has the largest army

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.

People play Civ to engage their brain and try to out-general and out-think their opponents, be they AI or human. They do not play Civ in order to see who gets the best land which allows them to build up the biggest army and then win because of that. As much as you say "abstract!" there is quite a bit of strategic thinking that goes on in major wars on entire fronts. It is certainly much more than "whoever has the biggest army wins," even with the largest campaigns.

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.

Anything else is just a supposition as to how it would be played without it, since nobody has.

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. 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.
 
Trip said:
I fully recognize the fact that turn dates and milages and such mean nothing. But you have to have some base to work with. Completely cut out all of the historical arguments we've been throwing around lately. Then what? You're left with gameplay. I think I've already argued effectively why infinite movement is bad for gameplay and how the issues which it tries to address (unit management) can be dealt with in a way that doesn't completely alter the dynamic of warfare.

You've said that 'biggest army wins' is a problem you're trying to resolve by changing rails, but I don't see how it affects it in the least. Even if it takes time to reach somewhere, it is still 'biggest army wins'. Sure - Little Army can launch some surprise attacks to take a city or two before Big Army can respond. But Big Army is still going to respond. And poor Little Army when Big Army launches a surprise attack. He won't just be taking a city or two. Rail movement rates do not in any way fundamentally affect this dynamic. Yes, you make it easier to go on the offensive and more difficult to defend. This actually favours the larger army, not the smaller one.

You say you think you've argued effectively why unit management can be dealt with to make up for the increased difficulty imposed by removing rails. I must have missed that part. All I saw was some very vague suggestions about stack movement (have it since PTW), Armies (had them since Vanilla) and worker automation (have it since PTW).
 
Back
Top Bottom