how I am using "movementCostModifier"
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I thought I would share how I am using "movementCostModifier"
territoryEffectAttachment - for controlling movement
The movementCostModifier can be used in the following ways;
Simulate a Railway/Road, can move twice as far, costs 1 -0.5 = 0.5 to enter <option name="movementCostModifier" value="Tank:Truck" count="-0.5"/> Simulate a Warp-Drive, can give unlimited movement,costs 1 -1 = 0 to enter, <option name="movementCostModifier" value="Enterprise" count="-1"/> Block movement into terrain type, for move 2 unit, costs 1 +3 = 4 to enter, <option name="movementCostModifier" value="Mere:Gigas" count="3"/> Simulate slower move on a River, for move 2 unit, costs 1 +1 = 2 to enter, <option name="movementCostModifier" value="Greatship:Longboat" count="1"/>
Block movement can be used for one directional territory connections.
My map Settlers: Fallen Empire
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread
Uses three of the above examples, Warp-Drive=unlimited movement and Slower move on a River and Block movement.A free/unlimited move.
This is how Catapults are intended to work.
In the Place phase, put them next to a Settlement.
Next turn Attack with just the Catapult and do a Bombing raid, in the Non Combat phase retreat the Catapult, repeat until the Fort or Castle falls.
This is achieved by coding the Catapult not to use its movement to enter the Settlement territory and so can use its move in the Non Combat phase.
<option name="movementCostModifier" value="Catapult" count="-1"/> <!-- Allows Catapult to retreat from sieging a SettlementSlower move - Move 2 sea units can only move 1 on a river.
This is achieved by making it cost 2 (1+1) to enter a river territory.
<option name="movementCostModifier" value="Greatship:Longboat" count="1"/>Block Movement
Gives the same result as the option "unitsNotAllowed".But can also be used for one directional territory connections, by making is cost say 99 to go back to where you came from.
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@thedog Is there anyway to modify the costs based on territory control?
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@rogercooper
As "movementCostModifier" is part of territoryEffectAttachment is is very limited to what else you can do.However if each unit type has its nationality/faction built into the unit like "infantry-usa" or "roman-infantry" then you can target who gets the benefit or not.
I think that might be as good as is gets.