WraithAkaMrak
Chieftain
- Joined
- Nov 7, 2007
- Messages
- 3
Ice is completely impassable terrain, except for two units![]()
Dog Sleds and Snowmobiles?Subs and nuclear subs?

Ice is completely impassable terrain, except for two units![]()
Dog Sleds and Snowmobiles?Subs and nuclear subs?
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.![]()
Windmills can't be built in a city build on a hill.
I'm assuming irrigation and rivers are required.![]()
So you can immediately destroy all the roads around your city just before an invading enemy captures it, in order to reduce their mobility? Seems like an exploit.
Keep in mind we no longer have (AFAIK) city distance from palace maintenance or civic maintenance.I see alot of thing you have to pay for, does this mean making money come easier?
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?
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?
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.