Ahriman
Tyrant
Probably not, roads will have a maintenance fee.So you build a road, and your commerce (or tile output) is reduced?
Probably not, roads will have a maintenance fee.So you build a road, and your commerce (or tile output) is reduced?
It is totally ridiculous to have an economic model where improving transport infrastructure *lowers* the economic output of a tile.
Its a horrible idea not because of balance, but because of a horrible break in immersion and realism; improving transport infrastructure has been one of the single biggest causes of rural economic development throughout history.
It is 1000 times worse than archers shooting across lakes.
It would be like if building factories lowered your production, or building universities lowered your research output.
Yes, gameplay is more important than realism. But immersion is still part of the game.if it works gameplay wise it works. civ really aint no simulation.
Then, irrelevant. The game doesn't even come close to anything like a realistic economic model.
Which is great. A realistic economic model would be insanely complicated, tedious to manage and Not Fun.
Besides, in-game road maintenance could justifiably represent:
a) physical construction of transport infrastructure and maintenance
b) cost of creating and maintaining the vehicles/draft animals and companies that travel on said roads
c) the cost of patrolling said roads and keeping them free of banditry.
So a better question might be: what proportion of ancient Roman government expenditure was on building and maintaining its roading, trade and military patrol infrastructure?
Yes, but I'm guessing they're trying hard to balance things such that the optimal pattern is to connect your cities (and maybe resources) so that you get the trade benefits, but not to build roads beyond that for mobility alone within your territory.So building roads all depends on if the mobility roads May provide at some point beats out the economic profit they provide by NOT having roads.
I agree with your points but, although simpler, a realistic Roman economic model of road maintenance would still be insanely complicated, tedious to manage and Not Fun.
Its entirely possible (likely, even) that the apparent yield difference was simply due to one tile being in the player's territory (and affected by a golden age) while the other tile was in enemy territory (and not affected by Golden age).of a road on a tile increasing commerce but decreasing food yield I believe.
Oh, I'm not proposing anything realistic; the cost would just be a gold cost per turn per road.
I was responding to the (implied) argument that road maintenance isn't realistic because in a modern developed country today not much of our taxes goes to road maintenance.
Its entirely possible (likely, even) that the apparent yield difference was simply due to one tile being in the player's territory (and affected by a golden age) while the other tile was in enemy territory (and not affected by Golden age).
I was responding to the (implied) argument that road maintenance isn't realistic because in a modern developed country today not much of our taxes goes to road maintenance.
I thought I read somewhere that the only benefit a road gives is to connect cities to share resources and that was it. Thus, no need to road spam as no increased movement benefit or commerce increase. Plus the maintenance of said roads to help reduce road spam as well.