Old Wonders - New Abilities

Bezelik caves needs, among other prereqs, caves.
Currently there are no caves as terrain / feature available, so this wonder can't be build.

Will this be changed until caves as feature are available?
 
Bezelik caves needs, among other prereqs, caves.
Currently there are no caves as terrain / feature available, so this wonder can't be build.

Will this be changed until caves as feature are available?

Caves should be available as a terrain feature, I have put them on a map. I'll have a look and see what I missed in the XML.
 
I reviewed the history of the Silk Road, and it only dates to the 3rd-2nd century BCE. This definitely falls into the Classical Era, and not the Ancient Era where it currently is (requiring Trade + Sericulture). So I think adding Road Building as a tech requirement fits perfectly with moving the Silk Road into the appropriate era.

I would like to do this with the Silk Road:
  • Reduce the flat gold bonus to +50%
  • Add Road Building as a tech requirement
  • On completion, builds Roads to connect: all sources of Silk that you control - building city - capital - largest city on same continent you do not control
  • If the tag becomes available, add +50% gold from Great Merchant trade missions (I've asked for this tag in the Wonders thread)

Sound fair?
 
Adding that it builds a road to connect your city with its strongest foreign trading partner city if possible and I think it sounds great! Silk Road was a famous foreign trade route wasn't it?
 
If you wanted an ancient era equivalent to the Silk Road I'd go withe the Incense Trade. One famous one was Tutmoses III's trip to Punt under Hatshepsut's reign/regancy. There were a lot ending on the Mediterranean coast even going back as far as "The Temple Builders of Malta", which is so far back we don't know who they were. ;)
 
It was added to C2C before cultures were. At one stage I was about half way to getting it give you the base culture of your vassals which would make it quire powerful.
If you've received a vassal through combat you probably have at least one city that belonged to them originally, so it would hardly be useful for that. It would also be abusable by creating useless island colonies and granting them autonomy in the hopes of them receiving a base culture you don't have yet. I would think a major boost to trade between you and your vassals would be sufficient, if the code for it already exists.
 
I've been thinking about the code for the Silk Road, and I came up with a question that I would like to ask: how far should the Silk Road go? The Silk Road is going to set up a road network connecting the building city to all sources of Silk in your civilization and connect the building city with your capital, then connect your capital to an appropriate large city. So, there are some conditions that I can put on the target city, but I'm wondering which ones to use.

Possible conditions are:
  • Target city on same continent as building city (definite)
  • Path from builder's capital to target city that a Worker can traverse (definite)
  • Target city visible to builder? (seems logical, but a road going off into the darkness sounds really interesting... or the road can go towards a civilization you have met but don't know what cities it has)
  • Path goes only through explored territory? (do you need knowledge of the route?)
  • At peace with the target city's civilization? (pretty likely)
  • Right of Passage with target city's civilization? (don't quite know how to do this, but doesn't seem impossible -- I think Open Borders is unnecessary, as a trade unit can pass with only Right of Passage)

Let me know what you think.
 
I think it should be possible, though it may take a function exposed to Python to do so, in which case just let me know and I'd be happy to try to provide it, to make it select the strongest trade partner city (the one that is currently giving the biggest trade commerce). Of course, we'd still need to filter to keep that selection to the first two conditions you mentioned there. The rest would already naturally filter by the fact that you must have certain conditions to be trading with that city in the first place.

Now... this does mean that the city COULD end up being one of your own if you don't have any foreign trade partners, but I believe its the least likely unless you are on a civic that limits you as such. I believe Foreign trade partners gain a commerce bonus for being foreign at all and I also think that not only size of the city but distance also increases the strength of that partner. So all that said, I think that'd be the best way for it to select the city to build a road to.
 
@Vokarya

I like the idea of it going off into the darkness. The cool thing about the silk road is that not all merchants had to travel the entire distance. There were many "middlemen" along the road system. Not to mention it was a network of roads and not a singular road. Which is also cool.

So yeah I like the idea that the road is built no matter if you have even met the other civs on your landmass yet. And peace/war and diplomacy should not matter. Its the merchants making the roads and no necessarily any individual civ.
 
@Vokarya

I like the idea of it going off into the darkness. The cool thing about the silk road is that not all merchants had to travel the entire distance. There were many "middlemen" along the road system. Not to mention it was a network of roads and not a singular road. Which is also cool.

So yeah I like the idea that the road is built no matter if you have even met the other civs on your landmass yet. And peace/war and diplomacy should not matter. Its the merchants making the roads and no necessarily any individual civ.

OK. Simple is good sometimes. Although I will test to make sure that the squares that get the road don't already have a better road -- otherwise, you might have a powerful empire with no Silk and a Paved Road network suddenly find some of them downgraded to regular Roads as a smaller civilization with Silk builds the Silk Road which connects the capitals.

I also think that we need one more road to bring the number of "legendary roads" to seven:
  1. Silk Road
  2. Via Appia
  3. Golden Spike
  4. Route 66
  5. Autobahn
  6. ???
  7. Space Elevator

The Shinkansen didn't start as a maglev train, or I'd definitely use it. It might be a possibility, but I have other things I'd like to do first.
 
What about the Trans-Siberian Railroad?

I think that's too close to the Golden Spike; I don't know what the "hook" would be to make it really stand out. I feel like the sixth road is either in the Renaissance (before Railroad) or in the Transhuman Era, somewhere between Magnetic Levitation and Skyroads.
 
I think that's too close to the Golden Spike; I don't know what the "hook" would be to make it really stand out. I feel like the sixth road is either in the Renaissance (before Railroad) or in the Transhuman Era, somewhere between Magnetic Levitation and Skyroads.

How about Controlled Wormholes? Those would allow one to start exploring fully the Galactic Map.
 
How about Controlled Wormholes? Those would allow one to start exploring fully the Galactic Map.

Wouldn't those be best represented as teleport spots? Move into one and it transports you to the one it corresponds to elsewhere?

I think that's too close to the Golden Spike; I don't know what the "hook" would be to make it really stand out. I feel like the sixth road is either in the Renaissance (before Railroad) or in the Transhuman Era, somewhere between Magnetic Levitation and Skyroads.
We do have a difference between Electric Railroad and Railroad... the big deal about the Trans-Siberian is its one of the most famous and lengthy Electric Railroads in the world. But I can also see how it seems paltry so soon after Golden Spike, UNLESS, rather than seeking 7 we seek to make one for each type of path improvement, which could also be a cool way to go.

For more futuristic stuff, which it sounds like you might be looking for by suggesting Mag-Lev or Jump-Line paths, we might have to get sci-fi style creative... Or draw on literature somehow.
 
@Vokarya

What about the Bering Strait Crossing? Which is the proposed bridge/tunnel between Russia and Alaska. It could use the "tunnel" type roads we have in game. Thus linking one landmass to another landmass.

That would first require that a considerable number of bugs be removed from the Tunnels as they exist now.
 
That would first require that a considerable number of bugs be removed from the Tunnels as they exist now.

I agree on that. I also think that if I'm going to do a tunnel wonder, I would do the Channel Tunnel first -- I think that one has more of the Wonder "feel" to it.
 
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