stealth_nsk
Deity
It has been mentioned, that roads decrease the tile yield. Is this true?
No: http://img.jeuxvideo.fr/03426124-photo-civilization-v.jpg
I think previewers meant support cost.
It has been mentioned, that roads decrease the tile yield. Is this true?
There is an option in cIV that your automated workers don't destroy old improvements.cottages in my opinion never worked well with automated workers, anything less than a town was seen as a worse tile impovement than anything else, so workers constantly kepot destroying them for farms and workshops before they reached thier potential.
Well, I have a question:
Does road/rails on HILL have the same maintenance cost as on lowland (grass, plain)? 1 for road, 2 for rails?
I don't like it...
My thought is that roads SHOULD be most of all on lowland, and when built on hills, that should be of high cost maintenantce...
There is an option in cIV that your automated workers don't destroy old improvements.![]()
Let's face it: Automated workers were never more than a bad crutch for beginners.
What's gameplay reason for this?
Well, I imagine that trade roads and roads for the movement of big troops are more realistic to happen on lowlands... so roads would/should foremost created in that type of land.
Well, I asked about gameplay, not realism![]()
How so? I posted a confirmation that it's perfectly logic - the flatter the land, the more common wind engines are in Germany - see the graphic from Wikipedia I posted.
gameplay:
indeed, but i've always automated my workers, its the way i play, i don't like to micro manage them, i just want them to be less stupid is that a crime?
That's not logic. Windmills are often built near the coast, and that part of Germany just happens to be flat. And of course the Alps would be no suitable location for a windmill farm, but that doesn't mean that flat land is the ideal location for windmills.
This is what it looks like were I come from:
Spoiler :![]()
No, that's not it
The real question of gameplay is - what strategic decisions does this feature forces users to make? The only answer I see is the choice between direct hill road and plain sideway. But this kind of calculation could be done by preschoolers.
Another thing could be of strategic decision:
perhaps things should be exclusive: either you build road on a hill, or forts, or mine - but only one of the three!
That's not logic. Windmills are often built near the coast, and that part of Germany just happens to be flat. And of course the Alps would be no suitable location for a windmill farm, but that doesn't mean that flat land is the ideal location for windmills.
Either way decisions will be obvious. Look, if you can't build road on hills together with other improvements, you will not build roads there, unless there are no other way.
Now I seem to remember that in one place we could read that roads will DECREASE the output of the tile... is this stiill so?