Improved road

Oleri

Chieftain
Joined
Nov 29, 2005
Messages
4
This is a mod that adds commerce on road and railroad, add terrain transforming and restore worker ability to plant forest.
I add 1 commerce on tiles with road and any improvement, add 1 commerce and 1 food on tiles with railroad and farm, windmill, cottage and its upgrades, add 1 commerce and 1 production on tiles with other improvement except fort and tree nursery, that have only 1 commerce with railroad.
Plant forest (see Forestry mod http://forums.civfanatics.com/showthread.php?t=138242) restored by adding new improvement – tree nursery, which upgrade in 25 turns to forest. I add 1 production on tree nursery for AI could build it and could plant forest too.
I add improvement named terrain transforming (need COMBUSTION). After worker builds it, tile with it changes:
ice to tundra,
tundra and desert to plains,
on plains and grassland without hills appear hills,
on plains and grassland with hills they disappear.
I think AI can build terrain transforming only on ice and desert with road or railroad, because on other terrain there’re other improvement to build.
 

Attachments

plant = plains I assume?

slick work.
I'll probably add in something similar to my mixed hash of mods, triggered by a yet to be invented future tech.
 
I like your Ideas, though when adding commerce on roads did you consider that you the impact on the economi in the game?
also, can how can I mix it with lost units/wonder mod (my first choice mode)?
thanks.
 
to Agraza
plant forest - worker command in civ3

to mamimo
Adding commerce on roads makes game's science research faster, also makes roads useful, as in Civilization 2&3.
I don't use lost units/wonder mod and I don't know how to mix
 
on plant and grassland without hills appear hills,
on plant and grassland with hills they disappear.

I think that's the plant(s) Agraza was talking about.
 
but i though every one hated the comercial boost with a road????????????????
 
Tommy1234567890 said:
but i though every one hated the comercial boost with a road????????????????

What everyone hated was the need to add roads everywhere, to get the commercial bonus.

Personally, I'd like to see roads give a +1 commerce bonus to any tile that has 3 of a benefit. For instance, a road to a farm (producing at least 3 food) would produce one extra commerce. This would cut down on some of the road-spamming.
 
Oleri said:
to Agraza
plant forest - worker command in civ3

to mamimo
Adding commerce on roads makes game's science research faster, also makes roads useful, as in Civilization 2&3.
I don't use lost units/wonder mod and I don't know how to mix

One of the diffrent things special in CIV4 in the economic barrier for expansion, what I mean is that your mode makes it easier to expand, thus diffrent game experience.
 
Could you makes roads/railroads work like cottages in some fashion? Make them have to be used in order to eventually generate income? That way the AI or player hopefully wouldn't simply drop them everywhere.
 
snarko said:
on plant and grassland without hills appear hills,
on plant and grassland with hills they disappear.

I think that's the plant(s) Agraza was talking about.

Thanks, corrected. Sorry for bad English.

To All.
I create this mod, because I like the commercial boost with changed road, I like fast expansion, and I dislike useless roads of original Civ4. If improved roads will added in some serious mod, mod's creator will rebalance it.
Cottages generate more commerce, than roads consequently I build it 1 or 2 per city. I think AI build too, but I didn't check.
 
Doesn't look like you've really taken into account any game-balance issues.. also, roads giving commerce is stupid.

Roads between settlements make sense, but roads to nowhere? Roads cost a LOT to maintain.. not something that was ever figured in to CIV games..
 
I really don't like the idea of roads adding commerse, but I'm OK with it.

What I think would be cool is if roads and RR increased the rate at which the cottage, hamlet, village, town upgrades happen. I think this has a good basis to it, both realistically and strategically. The town I grew up in was formed because it had a RR station, and now that said station is no longer in operation, my town is slowly shrinking.

@Tommy: remember, never use words that are all inclusive: Every(one, thing, time), all, never, etc. The people who didn't like the way the roads were in 2+3 complained about it, but the people who did like them didn't say anything, because it would usually take far too long to mention everything one wanted kept the same for the next edition of a game.
 
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