Limit movement on rails
Limit movement on rails
I would very much appreciate if some sort of limit for railways could be easily implemented before setting a game. Being able to change e.g. to 9-times movement bonus on rails to put some counterweight to unlimited movement wich can be very unrealistic in my opinion.
Re: Limit movement on rails
Movement speed on any road type is under ruleset control.
Re: Limit movement on rails
Longer answer, classic has 3 move fragments. 1 is triple speed, 0 is unlimited. Experimental has 9 fragments, 1 for railway yields 9, various 3 are as in classic (3/9 is the same as 1/3), and 0 is for maglev. IIRC civ2civ3 has 6 fragments, 1 for railway yields 6, 0 for maglev infinite, various 2 are as in classic (2/6=1/3).
In my own rules I use 12 fragments, 4 for 4/12=1/3, 2 for tramway and 12/2=6 as in civ2civ3 railway, and 1 for railway yielding 12. I have no maglev/infinite: Tramway replaced railway, railway replaced maglev.
The max. fragment number is 15. Check also units.ruleset, not everything related to fragments is in terrain.ruleset.
In my own rules I use 12 fragments, 4 for 4/12=1/3, 2 for tramway and 12/2=6 as in civ2civ3 railway, and 1 for railway yielding 12. I have no maglev/infinite: Tramway replaced railway, railway replaced maglev.
The max. fragment number is 15. Check also units.ruleset, not everything related to fragments is in terrain.ruleset.
Re: Limit movement on rails
How about, each unit starting a turn on rails gets (N minus base movement) additional railway-only moves they can use, that evaporate if the unit leaves the rails, and can only be used for actually moving - not attacking or doing terrain improvements. I think an N of 4 or 5 would work well.
Re: Limit movement on rails
Something in this direction for road-, river-, railway-, or maglev-moves might be nice, it is odd that moving units can enter or leave transportation whenever and wherever they want at no cost. But the minimal cost is one fragment, and with a maximum of 15 fragments per move point it could be hard to get this right in a ruleset.Drachefly wrote:How about, each unit starting a turn on rails gets (N minus base movement) additional railway-only moves they can use, that evaporate if the unit leaves the rails, and can only be used for actually moving - not attacking or doing terrain improvements. I think an N of 4 or 5 would work well.
Re: Limit movement on rails
That particular rule only really makes sense for rail or maglev. It'd be up to the ruleset maker to ensure balance, yes, but I don't see why it would be all THAT hard to do. If they allow 15 move fragments they're already committed to roads being utterly bananas. Then they can choose the Railway Move count to be whatever, independently of that.
Re: Limit movement on rails
I'm yet to reproduce any problems with more fragments with current S2_5. (One related bug was fixed in 2.5.2)dunnoob wrote:with a maximum of 15 fragments per move point
Re: Limit movement on rails
I wasn't aware that bug #24654 is supposed to be a fixed bug, because I considered it as undocumented feature, but a quick 2.5.4 test worked for me: fragments up to 255 can be started, 256 triggers the error message I recall for 16 in an older 2.5 release.cazfi wrote:(One related bug was fixed in 2.5.2)