Is there way to upgrade routes automatically?

My wife wants a button that allows the city to 'buy' all of the routes in its radius at least. If I was to try to develop the function and the widget, would we be able to manipulate the city screen to include it?

Obviously this would be the best way to deny your workers any XP but I'm pretty sure she and many others wouldn't care a hoot. We'd have to come up with a formula for the cost of such an action as well. But might be an interesting way to give gold some more value.
 
My wife wants a button that allows the city to 'buy' all of the routes in its radius at least. If I was to try to develop the function and the widget, would we be able to manipulate the city screen to include it?

Obviously this would be the best way to deny your workers any XP but I'm pretty sure she and many others wouldn't care a hoot. We'd have to come up with a formula for the cost of such an action as well. But might be an interesting way to give gold some more value.
We are running out of screen space. However there are a number of things that it would be nice to put on a special city screen screen. BtW I was thinking of putting the "Abandon City/Sell building" button on the right of the building box on the left of the screen. Others may fit there.

My take would be that the workers still have to do it but you can tell them to in some way. I don't like the idea of using gold to pay "no one" to build them.

Another idea - It would be nice if trade routes actually used roads and that caused them to upgrade in the way cottages upgrade. IE use of the roads causes the upgrade. The routes between any resource and the city would have to be considered a sort of "trade route".
 
We are running out of screen space. However there are a number of things that it would be nice to put on a special city screen screen. BtW I was thinking of putting the "Abandon City/Sell building" button on the right of the building box on the left of the screen. Others may fit there.

My take would be that the workers still have to do it but you can tell them to in some way. I don't like the idea of using gold to pay "no one" to build them.

Another idea - It would be nice if trade routes actually used roads and that caused them to upgrade in the way cottages upgrade. IE use of the roads causes the upgrade. The routes between any resource and the city would have to be considered a sort of "trade route".
Then maybe a hybrid of the two ideas, the city can buy the upgrades to the tiles that form the fastest ways to the trade routes it has? Sounds like a lot more fiddly coding tho. Worst part of all this would be setting up the AI to use it... I'm better with unit AI than city/player determinations, especially when budgeting is a concern. Just a matter of unfamiliarity really.
 
Then maybe a hybrid of the two ideas, the city can buy the upgrades to the tiles that form the fastest ways to the trade routes it has? Sounds like a lot more fiddly coding tho. Worst part of all this would be setting up the AI to use it... I'm better with unit AI than city/player determinations, especially when budgeting is a concern. Just a matter of unfamiliarity really.
We already have code to do that, as part of some wonders, but it started failing a bit when the barbarians were split into 5.
 
We already have code to do that, as part of some wonders, but it started failing a bit when the barbarians were split into 5.
Did I screw something up there?
 
Just to throw in another idea, how about making the Road buildings more useful? They could give their represented path to all tiles in vicinity. Or at least connect the city with resources in it's vicinity. The Silk Road does this to a certain extend.
 
Just to throw in another idea, how about making the Road buildings more useful? They could give their represented path to all tiles in vicinity. Or at least connect the city with resources in it's vicinity. The Silk Road does this to a certain extend.
@Dancing Hoskuld : Thoughts on this?

I'm kinda liking it but thinking perhaps just filling out workable radius which is probably the quickest to process. It would be easy to implement a little more weight on the building for the AI as well. And it could bring on a whole new sense of priority to those buildings for the player, which in our more selective build environment we have now could be great!
 
I actually like systematically using workers to do the roads. That way with every landscaping milestone like roads, i get to check all citytiles for things i missed or that have popped up since.

I like these ideas though. Infrastructure is the foundation of a civilization. It was as true for the romans and persians as for Kevin Costner's 'The Postman' =p
 
I notice that path upgrades are very quick now. Workers don't have to build a while new path over a tile it basically seems to work as a n upgrade after 1 turn of work..am I right?
 
Quick answer is yes. Upgrades of routes consider the existing path.
 
just put a few workers on Infrastructure automation and you're done, they'll automatically also build new roads when you get new tiles, there's also a function that just disables the Infrastructure automation from building anything but roads
 
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