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CIV question: what is the effect of railroads?

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Joel A. Fine

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Jan 18, 1994, 7:53:38 PM1/18/94
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Hi,
I have another question about Civilization for DOS. Does anyone have a list of
the exact effect railroads have on each terrain type? That is, how many extra
food/resources/trade units are generated on {prarie, hill, etc} with railroad vs.
the same square with road? I couldn't find this information in the manual.

Thanks in advance,

- Joel Fine
jo...@cs.berkeley.edu

Sim Chuen Nen

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Jan 22, 1994, 9:01:07 AM1/22/94
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Joel A. Fine (jo...@elmo.CS.Berkeley.EDU) wrote:
: Hi,

: Thanks in advance,

: - Joel Fine
: jo...@cs.berkeley.edu

As far as i know railroads improves movements of your units.. Moving
along railroads takes up no movement points ie you can move anywhere
along railroads without losing turn...

john glasscock

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Jan 22, 1994, 12:50:18 PM1/22/94
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Sim Chuen Nen (eng3...@leonis.nus.sg) wrote:
: Joel A. Fine (jo...@elmo.CS.Berkeley.EDU) wrote:
: : the exact effect railroads have on each terrain type? That is, how many extra

: : food/resources/trade units are generated on {prarie, hill, etc} with railroad vs.
: : - Joel Fine
: : jo...@cs.berkeley.edu

: As far as i know railroads improves movements of your units.. Moving
: along railroads takes up no movement points ie you can move anywhere
: along railroads without losing turn...

Railroads give you one more unit of production for every two on that
resource square. Thus, if you have a gold, mined, and railroaded, you
get double the production of an unimproved gold square. Same for forest
game or any other production, like food.

--
John Glasscock jgla...@ucs.indiana.edu
100 N. Jefferson tel: 812-336-0246
Bloomington, IN 47408 Indiana University
USA

ACE

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Jan 22, 1994, 2:57:47 PM1/22/94
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In article <2hrbj3$j...@nuscc.nus.sg> eng3...@leonis.nus.sg (Sim Chuen Nen) writes:
>Joel A. Fine (jo...@elmo.CS.Berkeley.EDU) wrote:
>: Hi,
>: I have another question about Civilization for DOS. Does anyone have a list of
>: the exact effect railroads have on each terrain type? That is, how many extra
>: food/resources/trade units are generated on {prarie, hill, etc} with railroad vs.
>: the same square with road? I couldn't find this information in the manual.
>
>: Thanks in advance,
>
>: - Joel Fine
>: jo...@cs.berkeley.edu
>
>As far as i know railroads improves movements of your units.. Moving
>along railroads takes up no movement points ie you can move anywhere
>along railroads without losing turn...
>

Not exactly true... going through cities - even on railroads, I
believe - uses up 1/3 of a movement point.

Paul van Run

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Jan 22, 1994, 3:45:18 PM1/22/94
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That's because there is no railroad in your city. Try building a railroad first and
then building your city on top of it, you will notice that you won't loose any
movement points.

--
=============================================================================
Paul van Run [Dept. of CS, U of W, Waterloo Ont., Canada]


M. Novean

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Jan 23, 1994, 2:38:45 PM1/23/94
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In article <CK1tn...@undergrad.math.uwaterloo.ca>, parv...@neumann.uwaterloo.ca (Paul van Run) writes:
|> In article <2hs0fr$q...@vixen.cso.uiuc.edu>, ACE writes:
|> > In article <2hrbj3$j...@nuscc.nus.sg> eng3...@leonis.nus.sg (Sim Chuen Nen) writes:

|> > >
|> > >As far as i know railroads improves movements of your units.. Moving
|> > >along railroads takes up no movement points ie you can move anywhere
|> > >along railroads without losing turn...
|> > >
|> >
|> > Not exactly true... going through cities - even on railroads, I
|> > believe - uses up 1/3 of a movement point.
|>
|> That's because there is no railroad in your city. Try building a railroad first and
|> then building your city on top of it, you will notice that you won't loose any
|> movement points.

|> =============================================================================
|> Paul van Run [Dept. of CS, U of W, Waterloo Ont., Canada]
|>

Is there anyway to prevent this? I always hate that my older (and bigger)
cities always require a "bypass" or "beltway" around them to prevent
units from losing the 1/3 movement point.

--
***************************************************************
Michael Novean |\/\/\/| Virginia Polytechnic
| | Institute and State
nov...@vt.edu | (o)(o) University
nov...@apollo.aoe.vt.edu C _) Aerospace Engineering
sq...@apollo.aoe.vt.edu | ,___|
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(703) 231-3231 (office) /____\ Go Roanoke Express!


ACE

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Jan 23, 1994, 4:23:20 PM1/23/94
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In article <CK1tn...@undergrad.math.uwaterloo.ca>, parv...@neumann.uwaterloo.ca (Paul van Run) writes:
> In article <2hs0fr$q...@vixen.cso.uiuc.edu>, ACE writes:
> > In article <2hrbj3$j...@nuscc.nus.sg> eng3...@leonis.nus.sg (Sim Chuen Nen) writes:
>
> > >As far as i know railroads improves movements of your units.. Moving
> > >along railroads takes up no movement points ie you can move anywhere
> > >along railroads without losing turn...
> > >
> >
> > Not exactly true... going through cities - even on railroads, I
> > believe - uses up 1/3 of a movement point.
>
> That's because there is no railroad in your city. Try building a railroad first and
> then building your city on top of it, you will notice that you won't loose any
> movement points.
> =============================================================================
> Paul van Run [Dept. of CS, U of W, Waterloo Ont., Canada]
>

Actually, there is, otherwise why does the railroad graphic lead into your city?
The two authors of "Civilization - Or Rome on 640k a Day" discuss this, and
attribute the slowdown as a result of city traffic and gridlock... Also,
something intersting which some of you may not know: railroads can be built
upon ocean squares to increase production, just as on land. Just put some
settlers on a boat, take them to the spot, and build away. Unfortunately, these
can only be used for increased production, not transportation.

ACE

john glasscock

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Jan 23, 1994, 8:12:12 PM1/23/94
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To avoid the hassle of the "beltway" or movement cost, use the settler
cheat to speed the production of the railroad building.


ACE wrote:

: ACE

--

Robert Barker

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Jan 24, 1994, 4:22:15 AM1/24/94
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Re: CIV question: what is the effect of railroads?

It also increases trade in most locations.

Klaus Gebhardt

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Jan 23, 1994, 10:22:00 AM1/23/94
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> Not exactly true... going through cities - even on railroads, I
> believe - uses up 1/3 of a movement point.
Not exactly true too:
After you have built a city, you can not build any railroads in the city-
square. So you have the normal loss of 1/3 movement-point for simple
roads.

But if you build the railroad first and then build the city you need
NO movement-point on the city-square.


Ciao!
Klaus
(Fido 2:240/5022.4;Classic 2:242/315.20;E-mail gebh...@quality.hanse.sub.org)
## CrossPoint v2.93 ##

Steve Atkins

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Jan 24, 1994, 7:48:04 AM1/24/94
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In article <2hs0fr$q...@vixen.cso.uiuc.edu>, ACE writes:
Only if the city hasn't been built on a railroaded square. And no, you can't
drop a railroad in after the city has been built.... Ho hum.

Michael Scanlon

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Jan 22, 1994, 3:48:20 AM1/22/94
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In article <2hups8$1...@vixen.cso.uiuc.edu> ACE writes:

Along a similar vain I note that building cities adjacent to each other
once you get railroad automatically builds a railroad between the cities
(the same must be true of regular roads as well). This became evident as
an enemy civ came by, wiped out my city and lo and behold was a railroad
leading to the adjacent cities.

Mike

==>
==>Actually, there is, otherwise why does the railroad graphic lead into your city?
==>The two authors of "Civilization - Or Rome on 640k a Day" discuss this, and
==>attribute the slowdown as a result of city traffic and gridlock... Also,
==>something intersting which some of you may not know: railroads can be built
==>upon ocean squares to increase production, just as on land. Just put some
==>settlers on a boat, take them to the spot, and build away. Unfortunately, these
==>can only be used for increased production, not transportation.
==>
==> ACE


--
Mike Scanlon FTP Software, Inc. voice: (508) 685-4000
sca...@ftp.com 2 High Street fax: (508) 659-6105
North Andover, MA 01845


Alberto BARSELLA

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Jan 24, 1994, 11:50:22 AM1/24/94
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In article <2hs0fr$q...@vixen.cso.uiuc.edu> ACE writes:
In article <2hrbj3$j...@nuscc.nus.sg> eng3...@leonis.nus.sg (Sim Chuen Nen) writes:
>Joel A. Fine (jo...@elmo.CS.Berkeley.EDU) wrote:
>: Hi,
>: I have another question about Civilization for DOS. Does anyone have a list of
>: the exact effect railroads have on each terrain type? That is, how many extra
>: food/resources/trade units are generated on {prarie, hill, etc} with railroad vs.
>: the same square with road? I couldn't find this information in the manual.
>
>: Thanks in advance,
>
>: - Joel Fine
>: jo...@cs.berkeley.edu
>
>As far as i know railroads improves movements of your units.. Moving
>along railroads takes up no movement points ie you can move anywhere
>along railroads without losing turn...
>

. Not exactly true... going through cities - even on railroads, I
. believe - uses up 1/3 of a movement point.

If you build a city where there is a railroad you can go through the
city without consuming any movement point.

Railroads also increase square production: they multiply production by
1.5, rounding down i.e.:
1 -> 1.5 which rounds to 1
2 -> 3
3 -> 4 (4.5 actually)
4 -> 6 (food on irrigated oasis)

The 'republic/democracy' bonus to trade is applied AFTER this multiplication
and thus plains/grasslands etc give only 2 trades.
If you railroad a fish you will get 4 trades instead of 3.
COLOSSUS bonus trades are counted before multiplication.

Hope this helps

Alberto

Terry Chow

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Jan 24, 1994, 10:11:21 AM1/24/94
to

In article <2hujo5$r...@vtserf.cc.vt.edu>, M. Novean (nov...@apollo.aoe.vt.edu) writes:
>In article <CK1tn...@undergrad.math.uwaterloo.ca>, parv...@neumann.uwaterloo.ca (Paul van Run) writes:
>|> In article <2hs0fr$q...@vixen.cso.uiuc.edu>, ACE writes:
>|> > In article <2hrbj3$j...@nuscc.nus.sg> eng3...@leonis.nus.sg (Sim Chuen Nen) writes:
>

>
>Is there anyway to prevent this? I always hate that my older (and bigger)
>cities always require a "bypass" or "beltway" around them to prevent
>units from losing the 1/3 movement point.
>
>--

The main strategic importance of Railroads in CIV is not
the zero movement points (although it's nice to have), but
the production bonuses that you get from railroading a
square. Therefore, you should aim to railroad every square
that can be used by a city. Once you've done this, there is
no need to ever move a unit through a city anyway.

Incidentally, you can also build railroads AT SEA by
placing a settler into a trireme, sail etc., placing the
seagoing unit into sentry mode, 'waking up' the settler &
selecting 'Build Road/Railroad' etc. Useful for 'Maxing
out' populations in coastal cities.

===============================================================
TERRY CHOW
+======================================================+
| New on internet, please accept my temporary sig.... |
| |
|"In the recent Ms Bobbit case, arresting |
| officers confirmed that they were |
| acting on a tip off" |
+======================================================+


sl...@cc.usu.edu

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Jan 24, 1994, 10:46:18 AM1/24/94
to

> : Actually, there is, otherwise why does the railroad graphic lead into your city?
> : The two authors of "Civilization - Or Rome on 640k a Day" discuss this, and
> : attribute the slowdown as a result of city traffic and gridlock... Also,
> : something intersting which some of you may not know: railroads can be built
> : upon ocean squares to increase production, just as on land. Just put some
> : settlers on a boat, take them to the spot, and build away. Unfortunately, these
> : can only be used for increased production, not transportation.

They can so be used for transportation, if you don't want to go very far. Put
a transport ship of some kind on the RR and move your unit across with no loss
of movement. Unfortunately for some reason the unit automatically sentries in
the other side, but...

Antai

Kirok

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Jan 24, 1994, 1:57:46 PM1/24/94
to
I.: I have another question about Civilization for DOS. Does anyone have a
list of>: the exact effect railroads have on each terrain type? That is, how
many extra>: food/resources/trade units are generated on {prarie, hill, etc}
with railroad>vs.
>: the same square with road? I couldn't find this information in the manual.

It is in the tech supplement that details the effects of irrigating/mining etc
on all the different terrain type/combos. Answers were as folks stated,
increases production 50% (2 food = 3 food, 3 food=4food, 4 fd= 6 fd, but 1 fd
= 1 fd (alas)) for food/res and trade ? (I dismember on that one).
+allows free movement.

One note concerning the need for beltways around cities....I railroad the
whole country so I dont mind...guess am just a railroad head at heart. (never
did like that 1/3 movement point lost tho....).

Asta

Kirok
Phoenix, AZ

Yes it gets hot here.

r...@kuhub.cc.ukans.edu

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Jan 24, 1994, 9:55:24 PM1/24/94
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One correction: Railroad will increase "50%" of any production.

r...@kuhub.cc.ukans.edu

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Jan 24, 1994, 9:58:31 PM1/24/94
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In article <2hs0fr$q...@vixen.cso.uiuc.edu>, ACE writes:
Correction: If you build the city after the railroad has built, then it won't
cost any movement. So, build the railroad before you build the city!
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