About Unit movement

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Archived from groups: alt.games.civ3 (More info?)

Movement of units is more complex than in earlier Civ versions. Before, a
unit moved 3 spaces on a road, unlimited on railroads, and otherwise, 1
space per turn if no road or rail. A mobile unit could move more. It was
standardized and pretty simple so a player could calculate out his movments
without a lot of error.

In Civ3, there seems to be no simple rule to go by, where unit health,
terrain, and unit type all play a role. I can't find any explanation in the
civilpedia, so does anyone here know of the general rules of movement in
Civ3? No, not 'general rules', but 'specific'. I need a real handle on
this.

It's very frustrating for example, setting up an attack using cavalry,
riflemen, and longbowmen, thinking the longbowman has a certain movement
coming, and it being 'stunted' for some reason on good road, leaving it out
in the open for easy kill. Cannons and other unprotected units as well.
Don't mind Civ3 developers putting more complexity into it, but we need a
precise explanation somewhere so we can move properly. Yes, yes, I know
movement is displayed in unit stats, but I need to understand it better, and
yes, yes, I try and plan my movements around the units of most constraint.

thnx for any help on this. Did I miss it in the civilipedia somewhere?
 
Archived from groups: alt.games.civ3 (More info?)

On Sun, 13 Jun 2004 17:37:20 -0400, "tooly" <rdh11@bellsouth.net>
wrote:

>Movement of units is more complex than in earlier Civ versions. Before, a
>unit moved 3 spaces on a road, unlimited on railroads, and otherwise, 1
>space per turn if no road or rail. A mobile unit could move more. It was
>standardized and pretty simple so a player could calculate out his movments
>without a lot of error.
>
>In Civ3, there seems to be no simple rule to go by, where unit health,
>terrain, and unit type all play a role. I can't find any explanation in the
>civilpedia, so does anyone here know of the general rules of movement in
>Civ3? No, not 'general rules', but 'specific'. I need a real handle on
>this.
>
>It's very frustrating for example, setting up an attack using cavalry,
>riflemen, and longbowmen, thinking the longbowman has a certain movement
>coming, and it being 'stunted' for some reason on good road, leaving it out
>in the open for easy kill. Cannons and other unprotected units as well.
>Don't mind Civ3 developers putting more complexity into it, but we need a
>precise explanation somewhere so we can move properly. Yes, yes, I know
>movement is displayed in unit stats, but I need to understand it better, and
>yes, yes, I try and plan my movements around the units of most constraint.
>
>thnx for any help on this. Did I miss it in the civilipedia somewhere?
>

In Civ3, movement is essentially as you described in the first
paragraph above. So I'm not sure exactly what your issue is.

Different terrain types without roads/railroads on them do cost
varying amounts of movement points (ie: 1MP for
plains/grasslands/tundra, 2MP for hills/forests, 3MP for
mountains/jungle). This is assuming you, or whichever scenario you're
playing, haven't edited these rules.

You can move 3 spaces on a road per movement point of the unit, and
moving along a railroad doesn't cost any movement points at all. The
terrain does have to be either in your territory, in neutral
territory, or in the territory of a CIV you have a right of passage
with, for you to get the benefits of a road/railroad network.

Unit health plays no role at all in movement.

Note that bridges over rivers for the roads are not built until you
discover Engineering. So before that discovery, crossing a river will
use up a movement point (or more depending on the terrain you're
moving into) even if you're following a road. Perhaps that's what's
throwing you off...
 
Archived from groups: alt.games.civ3 (More info?)

On Sun, 13 Jun 2004 17:37:20 -0400, "tooly" <rdh11@bellsouth.net>
wrote:

>Movement of units is more complex than in earlier Civ versions. Before, a
>unit moved 3 spaces on a road, unlimited on railroads, and otherwise, 1
>space per turn if no road or rail. A mobile unit could move more. It was
>standardized and pretty simple so a player could calculate out his movments
>without a lot of error.
>
>In Civ3, there seems to be no simple rule to go by, where unit health,
>terrain, and unit type all play a role. I can't find any explanation in the
>civilpedia, so does anyone here know of the general rules of movement in
>Civ3? No, not 'general rules', but 'specific'. I need a real handle on
>this.

It is the same as Civ2 in most cases, with some simple differences.

#1 -- roads and railroads in enemy territory, or in foreign
territory without Right of Passage, are ignored.

#2, unlike Civ2, unit health makes no difference in movement/attack.

#3, rivers block road movement prior to bridges, whereas in Civ2,
rivers counted like roads.

#4, attacks use one movement point, or whatever the movement cost is
to enter the square if it wins. But as any unit can move one square,
regardless of remaining movement, you can always move into the
attacked square if you win.

>It's very frustrating for example, setting up an attack using cavalry,
>riflemen, and longbowmen, thinking the longbowman has a certain movement
>coming, and it being 'stunted' for some reason on good road, leaving it out
>in the open for easy kill. Cannons and other unprotected units as well.
>Don't mind Civ3 developers putting more complexity into it, but we need a
>precise explanation somewhere so we can move properly. Yes, yes, I know
>movement is displayed in unit stats, but I need to understand it better, and
>yes, yes, I try and plan my movements around the units of most constraint.
>
>thnx for any help on this. Did I miss it in the civilipedia somewhere?

Probably -- maybe you missed the part about roads/railroads not
being usable in hostile territory?

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

On Mon, 14 Jun 2004 00:18:12 GMT Wintermute <Wintermute@cyberspace.net>
wrote in message <kappc0p83204j4tf7ig1evjnkhhirfdipg@4ax.com>...

> You can move 3 spaces on a road per movement point of the unit, and
> moving along a railroad doesn't cost any movement points at all. The
> terrain does have to be either in your territory, in neutral
> territory, or in the territory of a CIV you have a right of passage
> with, for you to get the benefits of a road/railroad network.

In other words, roads and railroads don't work for you in the territory of
other civs unless you have a ROP. In particular, you can't make use of the
road/rail network of an enemy. I suspect this is what is throwing him.

Note that this works in reverse - invaders can't use your roads against you.
I always build roads/RR densely within my own borders. This gives me a
tremendous strategic advantage against attack.

--
Daran

We found another: 2^24036583-1 is prime <http://www.mersenne.org>
 
Archived from groups: alt.games.civ3 (More info?)

Wintermute <Wintermute@cyberspace.net> wrote in
news:kappc0p83204j4tf7ig1evjnkhhirfdipg@4ax.com:

> Different terrain types without roads/railroads on them do cost
> varying amounts of movement points (ie: 1MP for
> plains/grasslands/tundra, 2MP for hills/forests, 3MP for
> mountains/jungle). This is assuming you, or whichever scenario you're
> playing, haven't edited these rules.
>
> You can move 3 spaces on a road per movement point of the unit, and
> moving along a railroad doesn't cost any movement points at all. The
> terrain does have to be either in your territory, in neutral
> territory, or in the territory of a CIV you have a right of passage
> with, for you to get the benefits of a road/railroad network.
>

Is there any difference if the road is on Jungle/Marsh or on mountain ?

data64
 
Archived from groups: alt.games.civ3 (More info?)

"data64" <me@privacy.net> wrote in message
news:Xns9508D66FBF07DData64privacynet@127.0.0.1...
> Wintermute <Wintermute@cyberspace.net> wrote in
> news:kappc0p83204j4tf7ig1evjnkhhirfdipg@4ax.com:
>
> > Different terrain types without roads/railroads on them do cost
> > varying amounts of movement points (ie: 1MP for
> > plains/grasslands/tundra, 2MP for hills/forests, 3MP for
> > mountains/jungle). This is assuming you, or whichever scenario you're
> > playing, haven't edited these rules.
> >
> > You can move 3 spaces on a road per movement point of the unit, and
> > moving along a railroad doesn't cost any movement points at all. The
> > terrain does have to be either in your territory, in neutral
> > territory, or in the territory of a CIV you have a right of passage
> > with, for you to get the benefits of a road/railroad network.
> >
>
> Is there any difference if the road is on Jungle/Marsh or on mountain ?

No. A road is a road. The only time you don't benefit from it is if it is in
another civs territory and you do not have a ROP or if it crosses a river
before you have Engineering.
 
Archived from groups: alt.games.civ3 (More info?)

I beg to differ here, but here's some examples.

Exiting a city, I find a longbowman will only move '1' square, even if there
is a road.
Calvary, at times, only move 2 spaces exiting a city. But, this could be in
enemy territory since I haven't made a in depth study [why I was asking if
there was a detailed reference somewhere].
I will observe and post some more examples, but I know movement is not
consistent relevant only if there is road or not. I'm at war, so this might
have an affect?

Say, I have a longbowman that shows 1/1 moves in stats. Since I'm on road,
I assume that '1' mp will yeild three squares [squares if the grid is turned
on]. Sometimes, that is the case. So, I might move a mustketman or
rifleman those three spaces thinking I can move the longbowman under their
protection...then find the longbowman can only move '1' space. No, the
movement is more complex in Civ3, I'm quite sure of that, and I can't get a
good handle on it that I move my pieces properly.

Also, health plays a role. I had a calvary with one red pip left, and it
could only move 2 spaces on road [not exiting a city]. Sometimes my Army
will move 1 space, other times more than 1 space [again on good road].
Again, I think being at war has something to do with it perhaps.

But thanks for any input on this.
 
Archived from groups: alt.games.civ3 (More info?)

"tooly" <rdh11@bellsouth.net> wrote in message
news:rqDzc.12544$I%4.2998@bignews6.bellsouth.net...
> I beg to differ here, but here's some examples.
>
> Exiting a city, I find a longbowman will only move '1' square, even if
there
> is a road.
> Calvary, at times, only move 2 spaces exiting a city. But, this could be
in
> enemy territory since I haven't made a in depth study [why I was asking if
> there was a detailed reference somewhere].
> I will observe and post some more examples, but I know movement is not
> consistent relevant only if there is road or not. I'm at war, so this
might
> have an affect?
>

As others have mentioned, if you don't have engineering yet, crossing a
river negates a road's effect. This caused me quite a few "what the hell?"
moments until I glommed on.
 
Archived from groups: alt.games.civ3 (More info?)

"tooly" <rdh11@bellsouth.net> wrote in message
news:rqDzc.12544$I%4.2998@bignews6.bellsouth.net...
> I beg to differ here, but here's some examples.
>
> Exiting a city, I find a longbowman will only move '1' square, even if
there
> is a road.
> Calvary, at times, only move 2 spaces exiting a city. But, this could be
in
> enemy territory since I haven't made a in depth study [why I was asking if
> there was a detailed reference somewhere].
> I will observe and post some more examples, but I know movement is not
> consistent relevant only if there is road or not. I'm at war, so this
might
> have an affect?
>
> Say, I have a longbowman that shows 1/1 moves in stats. Since I'm on
road,
> I assume that '1' mp will yeild three squares [squares if the grid is
turned
> on]. Sometimes, that is the case. So, I might move a mustketman or
> rifleman those three spaces thinking I can move the longbowman under their
> protection...then find the longbowman can only move '1' space. No, the
> movement is more complex in Civ3, I'm quite sure of that, and I can't get
a
> good handle on it that I move my pieces properly.
>
> Also, health plays a role. I had a calvary with one red pip left, and it
> could only move 2 spaces on road [not exiting a city]. Sometimes my Army
> will move 1 space, other times more than 1 space [again on good road].
> Again, I think being at war has something to do with it perhaps.
>
> But thanks for any input on this.

Something else is going on. Everyone else is correct in thier explanations.

Also, note the colored dot at the top of the hit point bar. If green, that
unit has used no movement points this turn. If yellow, it has used 'some'
movement points. If red, you have to wait until next turn to move it.

Attacks use up 1 MP unless you win against a lone defender not on a friendly
road. In that case it uses the movement penalty of the terrain it is moving
onto.

Movement along roads is dependant on territory ownership and whether or not
you have engineering.

Moving *onto* a road from a nonroaded tile uses the movement penalty of the
tile you are moving onto.