C2C - Roads

Hydromancerx

C2C Modder
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There are many kinds of roads in C2C and I though its about time we have a topic for roads.

Specifically if we are going to be adding Supersonic Rails and other advanced transportation technologies. Right now we have ...

| Tech | Era | Req Resource | Movement | Flat Movement | Special
Trail Paths|Tracking|Prehistoric|-|120|120
Mud Paths|The Wheel|Ancient|-|100|100
Roads|Road Building|Classical|-|60|60|-20 with Motorized Transportation
Paved Roads|Paved Roads|Classical|Stone|40|40
Railroad|Railroad|Industrial|Iron AND (Coal OR Oil OR Oil Products)|30|12
Highway|Mass Transit|Industrial|Oil Products|30|30|-4 with Manufacturing, -6 with Skyroads
Electric Railroad|Electronics|Modern|Steel AND Copper|30|10
Maglev|Magnetic Levitation|Modern|Copper|20|6
Jumplane|Teleportation|Galactic|-|15|3

Which if we had Supersonic Rails would put it between Maglev and Jumplane.

- Supersonic Railroad (Supersonic Rails)

What do you think? Also what should we do about graphics if we did?

EDIT: After updating the chart with more info the chart maybe we should just have Maglev have - stuff from the tech. Such as ...

| Tech | Era | Req Resource | Movement | Flat Movement | Special
Maglev|Magnetic Levitation|Modern|Copper|20|6|-2 with Supersonic Rails
 
IMHO, the jumplane is WAY too slow. I mean, If you could really teleport units, than even 40 tiles are nothing. It doesn't sound like a good idea for a planetary "road" anyway. More like a route through space terrain, once multi-maps are in the game. As for supersonic rails, I would give them the stats of the jumplane and remove the jumplane.

And I am not sure about that:
Roads, Paved Roads etc multiply the units movement points, correct? so a Knight would have 6 points on a paved road and a jeep would have 9.
But Rails just give the unit 10 Movement Points, which means a pikeman and a knight would have the same amount of points, correct?

If not, I think it would make sense this way.
 
IMO sometime in the Galactic Era you should just have the option to teleport any of your units to any city you or an ally owns. That will obsolete future routes.
 
Do not air planes and airports especially, allow any unit to be transported in one turn to any other place (with peace) with an airport already? If not, why not?

Cheers
 
IMO sometime in the Galactic Era you should just have the option to teleport any of your units to any city you or an ally owns. That will obsolete future routes.
Do not air planes and airports especially, allow any unit to be transported in one turn to any other place (with peace) with an airport already? If not, why not?

Cheers
Yes they do. Some buildings/wonders increase the number of units that can be moved.

In that case any teleportation should be between sites like cities, possibly forts, too, and road types will never really be obsolete. People will still need to get to all the different plots in between cities, the farms, mines, orchards, towns, and so on.

I also did not consider Jump Lanes to be any kind of teleport but a route using technology to increase speed and acceleration of the vehicles using it. Could someone clarify what a Jump Lane in the game is?

Cheers
 
I'm confused about what the Golden Spike wonder does, the wonder description gave me the impression it's like the Via Appia, but for the railroad, but I'm still manually building railroads between my cities in my game.
 
What advantage does Highway have over Railroad?
Don't Railroads and Electric Railroads use the same graphics?
 
What advantage does Highway have over Railroad?

None. They were designed for players who did not have the requirements needed to build railway.

Don't Railroads and Electric Railroads use the same graphics?

Yes. Originally Electric Railways were just like highways in providing a different way of giving you the benefit when you were mission a needed resource. However, Zappara reailised that automated workers and the AI would replace railways with electric railways because they were defined after railways so must have some benefit - which they didn't. So he gave them a benefit. The graphics being the same was not a problem when they provided the same benefit.
 
Hmm... Here's what I'd do:

| Tech | Era | Req Resource | Movement | Flat Movement | Special
Trail Paths|Tracking|Prehistoric|-|120|120
Mud Paths|The Wheel|Ancient|-|100|100
Roads|Road Building|Classical|-|60|60|-20 with Motorized Transportation
Paved Roads|Paved Roads|Classical|Stone|40|40
Railroad|Railroad|Industrial|Iron AND (Coal OR Oil Products OR Biofuels)|30|12| -2 with Copper Wires
Highway|Mass Transit|Industrial|Steel AND (Oil Products OR Biofuels)|30|10|-2 with Manufacturing, -4 with Skyroads
Maglev|Magnetic Levitation|Modern|Semiconductors AND Fiber Optics AND Titanium|20|6|-2 with Supersonic Rails
Jumplane|Teleportation|Galactic|Some cosmic era resources...|15|3|Only buildable on Space terrain

This
- removes Electric Railroads (no graphics for them), but boosts Railroads when you electrify them (with Copper Wires)
- makes Highway an improvement over Railroads (most overland shipping is done that way nowadays)
- moves Jumplanes into space, as Faustmouse suggested and allows Maglev to take over their function when upgraded
- adds more proper requirements to improvements (Railroads tech has Steel tech as a requirement, without Steel (machinery and tools to build it like rollers) a Highway would just be a nice looking Paved Road, etc...)

What do you think?

EDIT: Changed requirement of Railroad back to Iron as per Hydromancer's post
 
@intlidave

Railroad use to require Steel but since Vokarya moved the tech tree around it had to be changed to Iron instead of Steel.

See here for details.

This is not yet on the SVN, as I'd like to ask about two major changes that I think should be made alongside this to avoid throwing off the game too much:
  • Parts Plant: As was noted before, this is important to several Industrial buildings, and Advanced Metallurgy is moved up so it's no longer a chokepoint for the late Industrial Era (AM is still required for Aviation and Electronics, so it's still pretty important but doesn't have a stranglehold). I suggest moving it to Machine Tools and adding Iron to the list of potential metal prerequisites, as it now predates the Steel tech. The cost will have to be adjusted and I think the yields should be dialed down somewhat as well.
  • Railroad improvement: This also predates the Steel tech. I suggest changing the metal requirement from Steel to Iron.
 
Hmm... Here's what I'd do:

[...]

What do you think?

I really like the idea of improving roads with techs! Regarding the pollution System, I could imagine that railroads provide some air pollution. If you research copper wires and electricity, they should lose their air pollution effect.
Also, Highways should provide air pollution which is reduced by "green"-techs.
 
Even in the US has tons of railways carrying stuff around now, they're just not as known as they used to be.

Nowhere near as much as they used to. I drive by/over so many railroads that are either never used or used maybe five times a year.

Highways are used far more.
 
I would love to see that

Trail Paths - connects resources only locally (city vicinity resources) - not connects city to trade route

I can imagine how resources transportation in big quantities is possible via Trail Paths.
 
I would love to see that

Trail Paths - connects resources only locally (city vicinity resources) - not connects city to trade route

I can imagine how resources transportation in big quantities is possible via Trail Paths.

Unfortunately "connects to city" = "connects to trade network".
 
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