Schuesseled
Deity
- Joined
- Mar 31, 2008
- Messages
- 2,081
@Schuesseled
Not 100% confirmed, but I agree that your interpretation is the most likely.
Bah! What a stupid system - areas with good infrastructure are less productive? And there's no *need* for it! There's already a stick for controlling road sprawl using maintenance.
Looking forward to that getting modded out.
Of course not 100% confirmed as you say.
Honestly i think the tile yield penalty is more effective than maintenance. With maintenance you can increase your road sprawl every time you get a bit richer, with the yield penalty, your going to have only the minimum amount of roads.
And its not going to be too bad. As far as it seems to be roads, take 1 food, 1 hammer and 1 commerce from tiles without going into negatves. (although that is guesswork) so where you put your roads really matter, desert and ice tiles are ideal as they offer no benefits, tiles like plains hill with only one type of yield are the next best sacrafice, tiles with multiple yields are the worst place to build roads. So the best squares should be untouched.
As for rediculous amounts of road sprawl in nutral territory, simply not being able to build roads outside of culture borders would stop that. Although the gaps in between cities in your borders could also become heavily paved, unless one simple tweak is consiered, what if enemies can use your roads to move quickly, that will stop you from building them all over nomans land between your cities.