Blazenclaw
eccentric eclectic
- Joined
- Sep 19, 2010
- Messages
- 509
Spoiler Original Plans :
As part of a larger-than-expected change to improvements, I'll be making some alterations to the effectiveness of routes, and had a few very easily implemented changes I'll be introducing and balancing based on personal and player feedback.
1. Tweaking speed bonuses of routes.
A bit complicated, but- the top row collection is current values I'm proposing to change to (the blue boxes) and their resultant effects on the right. Bottom row is current road values, with the differences being noted by the Diffs box.
The three main boxes show how many tiles a unit can move based on its base move speed (the numbers at the top of the box, each column representing base speed from 1 to 6) and each row representing a route type (Trail to Jumplane; Highway0-2 represent the initial unlock of highway and the techs that make it better, in order of chronological unlock - Vac(sky) represents the Highway2 tech applied to Vactrain).
Tied at: is an interesting column; it shows the move speed a unit must have such that it is "tied" when racing a unit getting free movement from the route. Imagine a horse racing a train; if the unit has 2.22 movement it'll be neck-and-neck, any slower and it'll be better to ride the train, any faster and it's better at taking advantage of the infrastructure around the railway to move under its own power.
In short; Rail, eRail, Maglev, and Vactrain routes are less effective to varying degrees (in order to make them actually different) while Highway, Gravtrain, and Tunnel (sea routes) gain a slight buff. Highway vs eRail is an important choice; fast units move faster on highways than eRail, but slow units move faster on eRail than highways.
2. Plot type restrictions on route placement.
NOTE: These values are subject to change, this is a very preliminary example.
1 means it is available at the next tech (so Path on... Desert... terrain requires not The Wheel (Early Ancient era, but Roadbuilding from Early Classical), whereas fractional means something in-between.
The UI shows up on the build tooltip what tech is required, it'll be a bit of work yet to get it showing nicely in the pedia but other than that this is all easily (and already) done with currently available XML tags (but not in SVN quite yet).
In short; after Trails, more advanced routes can't be placed on rough terrain to a varying degree, requiring more tech before you can establish consistent infrastructure. Flat, good terrain will always have your best routes available, but routes through rougher terrain will remain behind your 'best' available route, making terrain relevant again until tech is high enough that you can ignore it completely.
These edits have been discussed a bit on discord, but I wanted to post it here as well to get some input from those only using CFC (notably @JosEPh_II and @strategyonly ), or really anyone who has ideas or input on the system. Cheers!
EDIT: Tossed up the spreadsheet I was using to calculate route costs/plan plot tech req's if anyone wants to mess around.
1. Tweaking speed bonuses of routes.
Spoiler Full value breakdown :
A bit complicated, but- the top row collection is current values I'm proposing to change to (the blue boxes) and their resultant effects on the right. Bottom row is current road values, with the differences being noted by the Diffs box.
The three main boxes show how many tiles a unit can move based on its base move speed (the numbers at the top of the box, each column representing base speed from 1 to 6) and each row representing a route type (Trail to Jumplane; Highway0-2 represent the initial unlock of highway and the techs that make it better, in order of chronological unlock - Vac(sky) represents the Highway2 tech applied to Vactrain).
Tied at: is an interesting column; it shows the move speed a unit must have such that it is "tied" when racing a unit getting free movement from the route. Imagine a horse racing a train; if the unit has 2.22 movement it'll be neck-and-neck, any slower and it'll be better to ride the train, any faster and it's better at taking advantage of the infrastructure around the railway to move under its own power.
2. Plot type restrictions on route placement.
Spoiler Full (approximate) breakdown :
NOTE: These values are subject to change, this is a very preliminary example.
1 means it is available at the next tech (so Path on... Desert... terrain requires not The Wheel (Early Ancient era, but Roadbuilding from Early Classical), whereas fractional means something in-between.
The UI shows up on the build tooltip what tech is required, it'll be a bit of work yet to get it showing nicely in the pedia but other than that this is all easily (and already) done with currently available XML tags (but not in SVN quite yet).
These edits have been discussed a bit on discord, but I wanted to post it here as well to get some input from those only using CFC (notably @JosEPh_II and @strategyonly ), or really anyone who has ideas or input on the system. Cheers!
EDIT: Tossed up the spreadsheet I was using to calculate route costs/plan plot tech req's if anyone wants to mess around.
Three main changes:
- The speed gained from routes has been tweaked slightly for railway and higher in order to have a more sensical upgrade pattern. Highways are now significantly better for units that move quickly than units with slow movement.
- Routes require higher tech to place on rougher terrain, excepting trails.
- Some yield tweaks to route and improvement interactions (more to come).
Spoiler Details for nerds? :
See the attached excel sheet if you want to play around with how things work.
- See table:
Each of the three biggest boxed regions contains a plot of unit base movement speed (column) by route type (row); the boxed region at the bottom right breaks down relative differences as a result of these value tweaks. Bottom middle is the values before, top middle is values as a result of this SVN update. - See table:
This table is a bit harder to read, but breaks down the plot types for which a higher tech is required to build a route on that terrain/feature. For example: on Badlands, trails can be built at the tech that unlocks them, but paths require the next tier of route tech (Roadbuilding), and so on until Paved Roads, which require Explosives instead of the next tier (Railroads). After discovering exposives, all routes can be built on Badlands with no tier penalty.
Dunes is a bit more complicated; starts off the same, but Paved Roads cannot be built at all; instead, rails are unlocked at refrigeration. This continues (so Highways and eRails are OK), until Maglev which requires Industrial Ecology, and Vactube which requires Skyroads.
Unfortunately, at the moment, the only place this info is visible is the tooltip that appears when you mouse over an unavailable worker build action... so you may need to have NOT enabled the "Hide unavailable worker build options" in the BUG menu at the moment if you want to see why a route isn't getting automatically improved, or you can't manually build one yet. That tooltip will tell you the tech(s) required. - Lastly, there are some yield changes as a result of this, but they're still ongoing and quite small relative to other changes.
- Ideally I'd make it so that you can build Highways and eRails interchangably (one being better than the other at yields), but have hit some snags in the setup of the automation code, so it'll be a bit yet before that gets implemented. As of now, eRail will take precedence over Highway (as it did before).
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