Plot's Roads and Movement
Plot's Roads and Movement
模組介紹 作者原文
Plot's Roads and Movement
情節的道路和運動v1.01
變化
- 建造者修建道路。
- 建築商的成本不會增加。
- 道路更有效。
- 現代和後來的單位獲得50%的土地運動獎金,100%的海上和空中運動獎金。
目的
-------
與先前的文明版本相比,1 UPT規則結合運動和道路的nerfs使戰爭甚至基本運動無休止地緩慢和痛苦。
特別是道路上的nerfs消除了遊戲中一個重要的戰術元素 - 派遣你的軍隊的工人去建造道路。從歷史上看,羅馬建立了自己的公路網絡主要是爲了加強其軍團的運動 - 但香草古典道路在1個運動點磚上沒有*。
所以,首先這個mod增加道路。由於軍事工程師來得很晚,建築工人現在建造道路。由於這意味着購買更多的建築商,建築商的“成本”不再隨着購買的數量而擴大。
後期遊戲單元通常與其古老版本相同的移動點。坦克閃電戰在山坡上停了下來。終極遊戲海軍部隊甚至無法使用可憐的道路,在地圖上爬行,就像他們仍在使用槳和帆一樣。應該能夠跨越大陸的終端遊戲轟炸機幾乎無法覆蓋幾個城市之間的距離。
因此,其次,現代和後期時代單位的運動點對陸地單位減少50%,對空中和海上單位減少100%。
獎金是根據生產每個單位所需的技術或公民的時代來應用的,因此應該與添加新單位的mod兼容。
道路影響
碼:
古代1/2運動成本,支持橋樑經典的1/2運動成本工業1/4運動成本現代1/8機芯成本
單位移動變化
碼:
改變單位運動舊的新------------------------ --- ---UNIT_ANTIAIR_GUN 2 3UNIT_ARTILLERY 2 3UNIT_AT_CREW 2 3UNIT_INFANTRY 2 3UNIT_MACHINE_GUN 2 3UNIT_MOBILE_SAM 2 3UNIT_MODERN_AT 2 3UNIT_OBSERVATION_BALLOON 2 3UNIT_ROCKET_ARTILLERY 2 3UNIT_MECHANIZED_INFANTRY 3 5UNIT_AIRCRAFT_CARRIER 3 6UNIT_BIPLANE 3 6UNIT_GERMAN_UBOAT 3 6UNIT_HELICOPTER 4 6UNIT_MODERN_ARMOR 4 6UNIT_NATURALIST 4 6UNIT_SUBMARINE 3 6UNIT_TANK 4 6UNIT_DESTROYER 4 8UNIT_FIGHTER 4 8UNIT_MISSILE_CRUISER 4 8UNIT_NUCLEAR_SUBMARINE 4 8UNIT_BATTLESHIP 5 10UNIT_JET_FIGHTER 5 10UNIT_AMERICAN_P51 6 12UNIT_BOMBER 10 20UNIT_JET_BOMBER 15 30
Plot's Roads and Movement v1.01
Changes
- Builders construct roads.
- Builders cost does not increase.
- Roads are more effective.
- Modern and later units get 50% movement bonus for land, 100% movement bonus for sea and air.
Purpose
-------
The 1 UPT rule combined with nerfs to movement and roads compared to previous Civ versions makes wars and even basic movement interminably slow and painful.
The road nerfs in particular remove an important tactical element of the game--sending workers with your army to build roads as they go. Historically, Rome built its road network primarily to enhance the movement of its legions--but the vanilla classical roads do *nothing* on 1 movement point tiles.
So, first this mod buffs roads. Since military engineers come fairly late, builders now construct roads. Since this means buying a lot more builders, builders' costs' no longer scale with the number bought.
Late game units are generally stuck with the same movement points as their ancient versions. A tank blitzkrieg is brought to a halt by a hill. End-game naval units, which can't even use the pathetic roads, crawl across the map like they're still using oars and sails. And end game bombers that should be able to strike across continents can barely cover the distance between a few cities.
So, secondly, the movement points of modern and later era units are buffed by 50% for land units and 100% for air and sea units.
The bonus is applied based on the era of the tech or civic required to produce each unit, so should be compatible with mods that add new units.
Road Effects
Code:
Ancient 1/2 movement cost, supports bridges
Classical 1/2 movement cost
Industrial 1/4 movement cost
Modern 1/8 movement cost
Unit movement changes
Code:
Changed Unit Movement Old New
------------------------ --- ---
UNIT_ANTIAIR_GUN 2 3
UNIT_ARTILLERY 2 3
UNIT_AT_CREW 2 3
UNIT_INFANTRY 2 3
UNIT_MACHINE_GUN 2 3
UNIT_MOBILE_SAM 2 3
UNIT_MODERN_AT 2 3
UNIT_OBSERVATION_BALLOON 2 3
UNIT_ROCKET_ARTILLERY 2 3
UNIT_MECHANIZED_INFANTRY 3 5
UNIT_AIRCRAFT_CARRIER 3 6
UNIT_BIPLANE 3 6
UNIT_GERMAN_UBOAT 3 6
UNIT_HELICOPTER 4 6
UNIT_MODERN_ARMOR 4 6
UNIT_NATURALIST 4 6
UNIT_SUBMARINE 3 6
UNIT_TANK 4 6
UNIT_DESTROYER 4 8
UNIT_FIGHTER 4 8
UNIT_MISSILE_CRUISER 4 8
UNIT_NUCLEAR_SUBMARINE 4 8
UNIT_BATTLESHIP 5 10
UNIT_JET_FIGHTER 5 10
UNIT_AMERICAN_P51 6 12
UNIT_BOMBER 10 20
UNI …
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