Paved roads sounds good. I'm not sure about road/improvement maintenance though; what would it add, gameplay-wise?
Ohh, sry didn't mean to write maintenance there.
I was thinking about a price to build them, as for all other improvements.
As in the other thread, I think instability from plagues is very historical. I also think plague should reduce villages and towns, to reflect the population dying off and needing to regrow over time.
Yeah, it will remain for now.
Will get back to it if too harsh for gameplay.
My view still remains that plagues should not entirely kill units, only reduce their health. Other than that, plagues should be as damaging as possible to civilisation, government and development, as IRL.
Still not sure. While cottages develop fairly fast in RFCE, they still require a huge time investment.
I myself never tried it in DoC. Doesn't that way feel better overally?
Sounds good - would it also be possible to set roads to unpillageable as in Classical World? I can't think of many historical examples of barbarian tribes stopping to pillage some dirt tracks!
Good idea, that's also something we should consider.
Btw, some entirely different opinions also exist about this topic
http://forums.civfanatics.com/showthread.php?t=432869
I think maintenance would be too much for the AI to handle - it would be too easy to bankrupt the AI by getting OB and building roads all over their territory.
Perhaps a small price of 5

to build a normal road and 10

to build a paved road would be better? Or add additional maintenance costs for every city connected to another city by roads to represent the cost of maintaining the major roads?
Yeah, as I said above, I have never considered adding road maintenance cost for each turn.
That's not something the AI can handle.
No need for an additional variable in city maintenance either IMO.
Not sure about a cost of improvements - surely that is just something reflected in the relative yield (i.e. the yield each improvement gives is already net of maintenance costs).
Cost for roads and improvements is a different question. AI could handle it fairly well, and makes money more important in both the early and the late game.
I often feel that money is just too easy.
That can also be helped with adjusting research of course.
Or even revising every mod-specific change connected to it, I dislike quite a few aspects of 3Miro's implementation.
Cottages consuming a worker would be interesting, but perhaps difficult for the AI to handle. It would also mean waiting to build cottages last of all, thus delaying their growth and reducing their value.
Good point. This is also something that exists in one of the modmods for DoC.
Remember it from some other mods too. Did someone test it out? How is it in gameplay?
Maybe a better idea would be to allow workers to join existing cottages and contribute the equivalent of 10 turns of growth? That way it becomes voluntary when you decide to settle a worker in a settlement, and this acts to grow the settlement. Would be quite useful after plagues as well - you can build workers to regrow the settlements that have shrunk.
While it would be a nice feature, it's much harder to implement.
Not sure if it worths the effort, even the basic function is far from trivial.
Also this is something which would cause troubles for the AI.
Writing some functions which determine when is it feasible for it to settle it's workers seems rather difficult.