Suggestion: Pillage roads in own territory

Haha I say we look at this from a southern california point of view. If we even close 2 lanes on a major freeway, we have massive chaos in our labor force and economy. Now say drop a giant wrecking ball through the center, eliminating the freeway, and you'll have a few turns of civil unrest in LA ;)
 
Not really comparable to medieval fantastic roads where trees fallen across are a common occurence and assault by thugs or beasts are considered a normal risk of travel...

(gives ideas for common events, btw)
 
:)

Morale and unrest effects are already captured under such things as War Weariness and City Happiness.

In the real world, yes, indeed there'd be a problem. If FFH2 is attempting to portray a very realistic world, rather than an abstract version of a fantasy world where magic and Elves and spectres abound, I'd say the LA comparison would be very apt.

We'd all leave our cottages, raise our rakes in anger, maybe some warriors would join the people and there'd be trouble until the President's (or God King's) mages taught us a lesson with a few random lightning bolts.

I'm not going to recap my previous posts. The game's playable in any case. And if someone can honestly accept all the spectres, pyre zombies, forest blooming, fireball casting, lightning bolts, wolf-riders, pillaging friendly road...what? hold on buddy! the taxpayer's paid for that road! Well...actually the enemy built them and we captured it yesterday but still...you may have razed the city to the ground but pillaging the roads?Now you've gone too far! They became ours today, so back off...

Anyhow, I'm going back to the workshop now and putting the crazy idea of road pillaging out of my head.
 
Actually, it requires SDK change.

Oh, really? I thought it would be quite easy...

... since pillaging roads in neutral/enemy territory is the same action as pillaging the other improvements.
In that mod, you mentioned, they added an extra action (with an extra button) for pillaging roads. Why is that?

So if it really needs SDK changes, I'll better let it be...
 
Crud, this is something I wanted to mod, but the SDK makes me squeamish. Too many things I could break...
 
In that mod, you mentioned, they added an extra action (with an extra button) for pillaging roads. Why is that?
Well, I think it can be made simpler, but separating pillaging roads and improvement lets you to decide which one you want to destroy first (get gold from improvement or cut off enemy supply...)
I agree and did the same. It would require sdk anyway, as I think the ability to pillage your own roads is blocked in SDK.

The changes are actually quite simple and I may help if it is needed, but I do not plan to update it every time new patch is out (I have enough work with my mod), so you would have to compile it yourself.
 
It looks more like a bug/mistake to me.

well, that's your problem. Go on and develop your own version of Civ where a player can screw the balances of the game as he pleases, and let's see if it will be a success.
 
sure, "your" (plural) problem sounds better ?
This game is highly moddable so I really don't understand why you should post that it has no consequences on strategy when it completely screws one of the most important promotions in the game, and when you know for a fact that the AI won't be able to react to this change at all. So if you want it just mod it in or ask how to do it... the annoying part is when you define it a bug, mistake or oversight, heh.
 
And what makes you think it isn't?

No player is going to live without roads for the sake of countering commando, and if they do it's usually going to hurt them more than their enemies (from lower mobility of their own troops and workers, unable to go in and out of cities at will when fast enemy units are around, even against non-commando units)

Edit: and btw if commando units are dominating so much that you are actually better off destroying your own roads, then it is a valid strategy to do so.
It does not improve the game to make "not building roads in the first place" the only possible counter when your empire is already being rampaged through.

I am in favour of making pillaging improvements and pillaging roads different actions, and I will use the modmod when it comes out (but i think this should be part of the main game)
 
If I am not mistaken, I can pillage towns in my own territory. If I can make so many people homeless, how is it impossible to destroy a simple road?
 
And what makes you think it isn't?

because it's like this from 4 years and was never addressed by Firaxis, hence it is working as intended.

I am in favour of making pillaging improvements and pillaging roads different actions, and I will use the modmod when it comes out (but i think this should be part of the main game)

exactly, you think.
 
@onedreamer: Sure you may believe that it is fine not to be able to pillage roads in your own territory, but this cannot justify your aggressive behaviour to the ones believing the opposite.
Such a behaviour is not fit in this forum IMO. You should respect the other's opinion just like we respect yours.
 
A somewhat extreme analogy would be that a melee unit could pick between pike/axe or sword whenever it wanted to, with bonuses accordingly.

Pike:
+30% vs mounted units
-25% vs melee units.

Sword:
as normal

Sounds like fun to me.
micromanagement is annoying, when it's pointless. but when it comes to meaningful tactical choices, micromanagement can be fun.
 
sure, "your" (plural) problem sounds better ?
This game is highly moddable so I really don't understand why you should post that it has no consequences on strategy when it completely screws one of the most important promotions in the game, and when you know for a fact that the AI won't be able to react to this change at all. So if you want it just mod it in or ask how to do it... the annoying part is when you define it a bug, mistake or oversight, heh.
You're being quite hostile. there's no need for it. Not just this quoted post, but others before and after it.

I've always been in the mindset of immersion first, balance second.
If it makes sense, then do it. If it causes game balance problems, solve them afterwards.

In FF, (which I honestly prefer over ffh for many reasons) raiders promotion gives an automatic pillage of enemy (at war) improvements, instead of a free commando promotion.

roads should be pillageable, I say.
 
Bottom line: just build very few roads in your territory so that you know you can control them, and pillage them before taking enemy cities.


Mm, so a situation where you go into a neighbor's lands and build strategic roads yourself before declaring war and making use of those roads with your commandos makes sense, hm? What's the "balance" to that?

You can build roads in other civ's territories, and they can do the same to you, which makes your suggestion of "building small amounts of roads to control them" pretty unreasonable.

Unless you're suggesting never having open borders with anyone, ever? Isn't that a bit ridiculous?
 
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