pineappledan
Deity
This proposal was made at the behest of @KungCheops
Current situation
There are many weird interactions with how railroad connections work.
Current situation
There are many weird interactions with how railroad connections work.
- Railroad connections don't actually require full rail connections to the capital. They just require 1 rail tile next to the city. That's too easy and unintuitive.
- The way rail bonuses work, you can alternate rail/road tiles on a route to maximize village yields while minimizing maintenance costs. This is a bad incentive; you should be motivated to build full rail connections.
- Seaports and train stations are mutually exclusive and that's weird. in a modern city, a major seaport would be the most important place to have a train station.
- There is no visual or UI indication that a rail connection exists, or that it is different from a road connection
- Create a new Industrial City Connection (ICC)
- ICCs require a full rail connection to the capital, a seaport, or full rail connection to a city with a seaport
- These city connections have a modified version of the
logo under cities which is now orange, and upside down
- ICCs provide
Production in the city, scaling with the population of the city and the capital. The amount of connection
given is identical to the amount of
given by
city connections.
- The calculation is [(city
* 0.5) + (capital
* 0.06)] - 1
- All policies, wonders, and abilities that increase
given by
city connections will also increase the
Production given by ICCs (eg. Machu Picchu)
- The calculation is [(city
- ICCs boost villages along them by +1
. Bonus is doubled if a Trade Route passes through them. The current railway bonus that allows you to build pathwork routes is therefore replaced by a bonus that require s a full rail connection between the 2 cities
- ICCs unlock train stations in connected cities, which are now called "coaling stations".https://en.wikipedia.org/wiki/Fuelling_station
- Coaling Station %
Production modifier reduced from 25% to 20%
- Seaports and Coaling stations are no longer mutually exclusive, seaports no longer require coal, and the 25%
production modifier is removed from Seaports.
- Seaport and Coaling Station building costs are lowered from 1500
and 1250
, respectively, to 1000
each. This cost is consistent with the costs of other 1st tier industrial buildings (Zoo, Public School, Hotel)
- Seaport and Coaling Station maintenance costs are lowered from 7
to 5
. This cost is consistent with the costs of other 1st tier industrial buildings (Zoo, Public School, Hotel)
- Policy change: division of labour - remove bonus to Seaports.
- Seaports more directly become a sort of industrial super-lighthouse
City connections can now provide
gold and
production, making them (and the things that boost them) stronger overall.
- inland cities mostly unaffected, except the building costs are lower and Coaling Stations are slightly weaker
- Coastal seaport cities can now get access to that 10%
bonus on train stations without sacrificing their ability to buy naval units
- slightly higher
and
infrastructure investment required in coastal cities overall
- Villages industrial boost now requires a full rail connection between 2 cities, making it take longer and more expensive to upgrade
- More industrial buildings conform to standard build cost conventions. manipulating building costs as a balance parameter should die in a fire.
- building railroads now gives coherent incentives and fewer gamey exploits for only doing half the job. More AI-friendly.
- With seaports no longer requiring Coal, post-renaissance naval unit purchases are no longer gated by a strategic resource players might not have.
- better verisimilitude
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