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  1. #1

    Default Re: Ship Movement

    Quote Originally Posted by Julianus View Post
    Maybe we can subdivide the turns, say have 1 turn per month, and reduce the movement speed per turn accordingly, so the player and AI both will get more chance to react to each other's movements.
    Hence we will also get most turns with no battles, just strategic maneuvers, followed by a few turns of fierce fights. I believe it would be better than now when we could reduce one city and move on to attack another next turn.
    Game would take forever. 4 turns per years is a good compromise IMO. We don't have real time movement in campaign map, so we must accept the drawbacks of turn-based one.

  2. #2

    Default Re: Ship Movement

    Quote Originally Posted by Cybvep View Post
    Game would take forever. 4 turns per years is a good compromise IMO. We don't have real time movement in campaign map, so we must accept the drawbacks of turn-based one.
    I believe not, if you can move much shorter than present, then in most turns you won't meet any enemy and there will be no battle. So These turns will pass very quickly, only the few turns when battle take place will take the same time as a turn does at present.
    I think it won't take much more time this way.

  3. #3

    Default Re: Ship Movement

    The problem with doing that is that you then have to increase the building times for units and buildings. If you're going by the monthly turn system and I multiply everything by three, it'll take me three turns to build sanitation. It's a huge turn off for those factions that go into debt immediately, like Sweboz, Getai, Pontos, and many many others.

  4. #4
    Member Member Tochata's Avatar
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    Default Re: Ship Movement

    It only becomes an issue with me when you are talking about bringing a character back to Rome for elections. Then you have to get him to his province but his term as praetor or consul only lasts one year. I know this is why there are propraetors and proconsuls but I would like the elected official to reach his province before his term ends.

    Also thanks for the welcome. I've read a lot here and finally decided to contribute.

  5. #5
    Member Member Cyclops's Avatar
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    Default Re: Ship Movement

    I would love to see a bit more resolution in this way if it were possible. Much higher movement, with slower movement in hostile territory would be excellent. The ZOC from ETW is a promising feature for EB3 if if if...

    12 tpy, with certain resources "paying off" at certain times of the year like fishing ports not giving money in winter, and farms maxing out at harvest time (usually Autumn) would also be cool.

    However12 tpy would need vastly improved ai, it'd be pretty easy to go off the rails by building a queue of the wrong units (eg ships that take 6 months) or committing spending to the wrong buildings for dozens of turns.
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  6. #6
    Member Member Macilrille's Avatar
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    Default Re: Ship Movement

    Quote Originally Posted by Cyclops View Post
    I would love to see a bit more resolution in this way if it were possible. Much higher movement, with slower movement in hostile territory would be excellent. The ZOC from ETW is a promising feature for EB3 if if if...

    12 tpy, with certain resources "paying off" at certain times of the year like fishing ports not giving money in winter, and farms maxing out at harvest time (usually Autumn) would also be cool.

    However12 tpy would need vastly improved ai, it'd be pretty easy to go off the rails by building a queue of the wrong units (eg ships that take 6 months) or committing spending to the wrong buildings for dozens of turns.
    286 years x 12 turns, I fear boredom... endless waiting in enemy turns...
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  7. #7
    Member Member seienchin's Avatar
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    Default Re: Ship Movement

    Quote Originally Posted by Macilrille View Post
    286 years x 12 turns, I fear boredom... endless waiting in enemy turns...
    Indeed. I guess 12 turns would only be possible with provincial campains.

  8. #8
    Barcid General Member [cF]HanBaal's Avatar
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    Default Re: Ship Movement

    +1

    I was one of the if not the biggest supporter for the feature of more turns per year back in the days. I remember Myrdraal pioneering the project a lot of ppl were against due to the introduction of the famous script (now look all the things the 'holy script' has done for the game). 12tpy would be a great improvement to the campaign movement of armies and characters and to the strategic play, almost eliminating the 'teleporting problem'. As someone said it would close this game more and more to a real-time-strategy game geting the best of both worlds (RTG and turn-based game). Of course a huge work of rebalancing units/building costs and recruitment/building times but it is definitely doable (actually just divide some by 3 and multiply others by 3). I doubt though because this was on the table (i was among those who pushed for a 12tpy) and the team back then decided it would slow the game down too much. But as someone said it would only slow in the number of 'end turn' waiting time (which ain't that big anyway). In all the rest as someone also said: more turns doesnt equal more battles. It would be exactly the same with the exception of a much more realistic campaign map movement and consequently a much better game overall.

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