Map Improvements

I was looking at the A_New_Dawn_GlobalDefines.xml and noticed
<!--The Time and Gold to Build a Route over an existing route is reduced by the time and Gold already invested in the previous Route-->
<DefineName>ROUTES_UPGRADE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
How come you don't use this currently? Also maybe something like this could help with the current problem where people prefer to pillage there old improvements rather than wait for them to upgrade. Part of the problem obviously is that the new improvements can't be built over the corresponding old ones. Unless you change a mine into a windmill and then into the new mine version.
 
Actually why does this need multiple improvements. Surely it's just replacing on improvement with an upgraded version?

Yes BUT, I think it's a lot more work going this way, especially if we have multiple levels of the first and second improvement. Say we have farm 1-4, and 3 levels of windmill. If we can use multiple improvements we would only need to worry about these 7 improvements separately. But if we cannot, we would have to create a unique improvement for each combination of the 4 farms with 3 windmills... etc. So its more tedious type of work.

Also on the promotions, I don't see the benefit of improvement promotions if the improvements level up while being worked (like they currently do). Just seems it would be a lot of needless micro. Imagine having 15 farms glowing at the start of the turn waiting to be promoted... I'd quit the game right there lol. Especially since unlike units, there would be no way to select multiple tiles to promote them all at the same time.
 
Yes BUT, I think it's a lot more work going this way, especially if we have multiple levels of the first and second improvement. Say we have farm 1-4, and 3 levels of windmill. If we can use multiple improvements we would only need to worry about these 7 improvements separately. But if we cannot, we would have to create a unique improvement for each combination of the 4 farms with 3 windmills... etc. So its more tedious type of work.

Also on the promotions, I don't see the benefit of improvement promotions if the improvements level up while being worked (like they currently do). Just seems it would be a lot of needless micro. Imagine having 15 farms glowing at the start of the turn waiting to be promoted... I'd quit the game right there lol. Especially since unlike units, there would be no way to select multiple tiles to promote them all at the same time.

Graphics will be the issue (unless seocnd improvemnt just doesn't show, or possibly ALL second improvements on top of existing look the same)
 
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