Community Feature: Worker Improvements

"Road. Increases the movement speed of units moving along them. Connecting cities to your capital will provide a large amount of gold per turn. Costs 1 gold per turn to maintain. Requires The Wheel."

Does the movement bonus apply in hostile territory?
 
I think he means an observatory improvement that provides science when worked :)

I am interested in seeing how roads work when faced with a moving cultural border, however. Such as, if my city is conquered, am I still paying for roads around an enemy city, and so on.
 
Roads and railroads are the only improvements that cost per turn.

Railroads replace roads, and provide both benefits, so the total cost is 2, not 3.


Great people are for another article. ;)

I see alot of thing you have to pay for, does this mean making money come easier? And when can we expect the great people article (or any article having to deal with actual gameplay and such)?
 
There should be some choice to deactivate road mainteinance so that they disappear after X turns otherwise an invading force could simply pillage one road tile so that the enemy don't get the trade route with another city while still paying road mainteinance.
While the road is not active you lose also movement bonuses for your troops.
 
Three things I absolutely ADORE.

1) Trading posts do not "grow". They remain the same from the moment they are built, to the moment that I pillage them!

2) Lumber mills coming much earlier is SUCH a fantastic choice. I'm a bit of the opinion that they should come even earlier, but I imagine there's a balance issue involved with that. Still, anything to give stronger production, and let people keep their trees around for longer, for my units to hide in!

3) I love that resources to not need to be connected via road to be accessable now. That is such a fantastic decision. I can totally see a player wish to have roads leading out to those resources, of course, simply to protect them from my Iroquois Warriors!

P.S. Mwah ha ha!
 
Windmills can't be built in a city build on a hill.

This one I do not understand. I think it should be so that you can build windmills in coastal cities AND cities that are build on a hill.
 
Maybe I'm a farmer at heart, but I'm psyched up about the food improvements. I like the ability to build farms on desert and that now "There are also a couple technologies that increase the yield bonus of farms."

I'm sure there're going to be some really big cities in Civ 5 cuz you have to fill out all those tiles somehow. It's too bad I haven't seen any size 30 cities in any screenshots though...
 
I see alot of thing you have to pay for, does this mean making money come easier?
Keep in mind we no longer have (AFAIK) city distance from palace maintenance or civic maintenance.
 
So like you can build the Harbor building to get the same benefit from trade routs as you would get from roads, does that mean you can build the Sea Port building to get the same trade route benefit as you would get from Railroads?
 
So like you can build the Harbor building to get the same benefit from trade routs as you would get from roads, does that mean you can build the Sea Port building to get the same trade route benefit as you would get from Railroads?

Most likely. And sea port is much earlier than railroads, so civilizations with shore capital and several shore cities could have quite a bonus.
 
Thoughts:
1. Good that road movement speed increase is noted.
2. Railroads give production trade route bonus... weird but interesting.
3. 1, 2 gold per tile upkeep = OUCH!
4. Fish don't give food?
5. No farms on tundra, even if adjacent to river?
6. Unclear if forts act as airbases, but probably not.
7. No mention on if trading posts grow like cottages?
8. Overall, improvements look boring. We have less variety than Civ4 - no windmill, waterwheel, workshop. Also fewer resources, no pig or corn.

Greg, can you tell us anything about improvement maintenance for improvements other than roads/railroads? Or are these the only ones with a cost?
Can you stack roads/railroads on the same tile (or do railroads require and supersede roads and provide the road benefit too)? Is the 2 gold just for the railroad, or for the road + railroad benefits?
Are there techs that boost trading post yield? Or for gold should we eventually switch to merchant specialists?

Thank you for the summary.
 
So like you can build the Harbor building to get the same benefit from trade routs as you would get from roads, does that mean you can build the Sea Port building to get the same trade route benefit as you would get from Railroads?

I kind of doubt it, as seaports come much earlier.
 
I kind of doubt it, as seaports come much earlier.

Let's look at it from the realism point of view - for the long time ports were the main trade routs, not roads, so this correct.
Let's look at this from gameplay point of view - there will be a period of increased sea importance for shore countries, which may give some additional strategic choices. Looks like a golden age for England with their UA and Ship-of-the-Line.

P.S. Posting in this forum will cause dual personality in me :)
 
Hi, Greg!

Thanks for the feature article, really, but you see in the above posts, we fanatics can be really dissective :) please, give us more answers to clear up the fine details... (about roads, especially).

There was a question about the ice tile - how about snow, tundra? What can be built on them? (I know, forts, but anything else?)
 
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