[0.299][1Z1][Bug/Gameplay] Units move through cities with little to no movement cost

Here is one of my many setups thus far to show my point.

You can move from the farms in the south directly into Mountain City. Then move out appearing in the space next to the Palace in Capital City. And from there you can enter Swamp land or Capital City. Once in those cities you can exit on their far ends without any problems. All this on a unit which may only have 1-2 movement. But the unit ends up moving 10-12 spaces are so. A properly setup network like this could have units with only a few movement flying across the map in 1 turn.

I say little to no movement cost because sometimes it cost me 1 space movement to leave a city and other times it cost 0. This is already probably a bug.

461 views 4 replies
Reply #1 Top

I think this is as much an argument against spaghetti cities as anything.

Reply #2 Top

Or an argument to allow a "Spaghetti City" to be attacked on a Tile by Tile basis, 

Any resource/building that is 3-4 tiles away from the City Center, but linked back to it via a single tile path could be assaulted, without having to engage the whole City as a single entity.

In this case, it would allow Mountain Cities upper most Orchard to be captured separately (one end of the strand), then the Housing next in line, thus affecting that cities food and housing supply, until you get into the City Centers (all one piece) range.

If said outlying tiles are not properly defended of course.

Similar to the Outpost idea. (if that survives) that is built 3-4 tiles out, but still supplies resources to the Global Pool without a direct link. :)

Reply #3 Top

It seems to be not a bug, but rather a logical consequence of the current design where a unit can't walk on a city building without entering the city. Before I realized that, I made a city whose buildings completely blocked a narrow passage between mountains, and then discovered that units could only leave on one side of said passage.

 

So that's almost certainly going to be changed at some point before release.

Reply #4 Top

Quoting John_Hughes, reply 2
Or an argument to allow a "Spaghetti City" to be attacked on a Tile by Tile basis, 
End of John_Hughes's quote

Yea I'm actually more in favor of this. I like being able to build the cities up but it does create a lot of problems when all tiles are treated as part of the city's single tile. The devs have already mentioned how they like the idea of pioneer outpost being capturable as it forces the player to choose between defending their cities and defending their land. So it could naturally be extended to cities.

Quoting Loquat, reply 3
It seems to be not a bug, but rather a logical consequence of the current design where a unit can't walk on a city building without entering the city.
End of Loquat's quote

Actually it is a bug. Exiting cities often don't use any movement. Sometimes when exiting cities I can get guys that only have 1 Movement to move 3-4 or more spaces. There are also times entering cities doesn't seem to use any movement also. I just use the spaghetti layout to exaggerate it even more. Though I see how it could be misunderstood as I'm pointing out two things at once. ;)