Expressways idea

knigh+

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I posted this in the main thread, but I think it may be very relevant to here, due to the goal of realism. (Note to Mods: I am not spamming; the first one was posted in the general customization area to see if anyone is interested to make a little mod to apply to the normal game. This one is posted here because I thought it is a realistic idea that Total Realism should definitely include.)

I always thought expressways are an important thing missing from the late game. In modern world, many large cities have far-spanning suburbs thanks to expressways. Here's my thught's on it:

1- Build Expressway would be worker action requiring Industrialism and combustion.

2- They are as roads for movement purposes (because tanks and other military equipment can already travel at their max speed in normal roads)

3- If a tile with cottage/hamlet/village is connected to a city with expressways, its growth rate is doubled.

4- If a tile immediately outside the city radius (within the 2nd culture level radius for city of culture level 1; within the 3rd level culture radius for cities with fully developped workable areas) is connected to the city through at most two other expressway tiles, that tile becomes included in the city's workable tiles.

5- To gain any of the bonuses, the city must have access to oil.

I never modded in civ4, and I certainly can't mod to the complexity above. I thought I might throw this idea in here and see if anyone is interested.
 
I really like this, keeps workers busy after railroads are built everywhere. seems like it could be hard to mod though.
 
4- If a tile immediately outside the city radius (within the 2nd culture level radius for city of culture level 1; within the 3rd level culture radius for cities with fully developped workable areas) is connected to the city through at most two other expressway tiles, that tile becomes included in the city's workable tiles.

This seems to be hard one.
 
4- ...

This seems to be hard one.

I remember seeing in the forums a mod that changes the workable tiles, but it used rules that apply equally to all cities. In this case, enlargement of the workable areas need to apply to only some tiles (with expressways). Therefore I agree this would be harder to mod.
 
Are you kidding? Who will move to peaceful village to live next to expressway? :mischief:

Well, that's what happens in real life. There are small settlements everywhere. People who work in the city center and prefer to commute rather then pay extreme housing prices move into the settlements along main transportation axes. So the settlements along expressways end up growing faster.
 
2- They are as roads for movement purposes (because tanks and other military equipment can already travel at their max speed in normal roads)

I like this, because I think we can really open up some guerrilla warfare by slowing tanks/artillery down by infantry units destroying roads etc. One of the key things that does happen when wanting to halt/slow heavy vehicle movement.
 
5 - impossible. You can only make a resource required to build improvement or a resource be accired by an improvement.

2 - Railraod need 1/10 movenet points, so why needing addonitional. Have in mind fact, that Civ4 maps are much smaller than Civ4 where movent on railroad had no cost (if i remember correctly).
 
5 - impossible. You can only make a resource required to build improvement or a resource be accired by an improvement.

2 - Railraod need 1/10 movenet points, so why needing addonitional. Have in mind fact, that Civ4 maps are much smaller than Civ4 where movent on railroad had no cost (if i remember correctly).

The main benefit was supposed to be #4. The rest is just gravy on the side.
 
#4 is extremely hard to implement. It's a perfect example of a good idea that's almost impossible to get working. Lots and lots of SDK work has to go into it - unfortunately we don't have neither time nor resources for that.
 
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