Trails, Roads, Imperial Roads

Ploeperpengel

academic precarity
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Feb 2, 2006
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-it was intended that "civilized" factions can build both roads and trails(early roads) but it seems the AI has serious trouble to understand that roads are better so I have to see what to do about it:

->make only recon units able to build trails? -workers of barb races can't build routes at all then but I guess the AI could do better understanding the concept
or
->make trails unbuildable and have a pythonscript change all roads to trails in "barb"civ territory(lowers performance)
or
->remove imperial roads and make ordinary roads railroads for the AI?
or
->remove the whole concept and just switch back to roads/imp roads
 
I would suggest just going back to normal roads. Not worth the hassle - and its confusing and annoying micromanagement even for human players.
 
I'd jus remove trails. The AI unnerstands two types of roads cuz it was hardwired into it by the original CivI and has been there so long.
 
keep trails for lizzies WE and Amazon only. the rest can use normal roads :)
(use the mechanic that Vehem uses for the lizzies in Fall Further)

I don't see why only those factions should build trails and Beastmen build roads. The mechanic in FF is simply a unique worker + python to convert roads.

The reason I included that was partly because I didn't like the entire chaos waste paved with highways and partly the idea to give civilized races a bit of an advantage with infrastructure as they normally have more to research than barbarian races they will need a better economy.

Another techtreesplit could work maybe so that "civilized" races won't build trails at all. Seems to be the only clean solution.
 
Why give them roads in the first place? Is it possible to not give them roads and still make their movements fast?
 
And this game is impossible to win w/o resources.
 
You cannot build roads on trails Sigh. :( Now i avoid building trails, and made roads in my turf. When i conquer neighbour turf, spamed trails are everywhere...
 
I had a really long clever post here that died when I hit the back button by mistake. Never mind. Basic idea was creating a substance like Starcraft Zerg "creep" that auto links up resources in its area within culture boundaries and provided a flat income per tile (say 2/2/2) regardless of what terrain it covered. You can construct buildings to make it spread faster. You could use this for some kind of Infernal-style summoned Chaos Daemon Horde faction spreading chaos wastes. Kurgan tribes are always going to be crappy and pose no threat because of the lame terrain up in the north, but imagine a demon horde slowly spreading outwards.

The one thing I will add is that if roads/trails are civ exclusive, they should autoconvert between the two to save on worker hassle. That is, if a civilised faction conquers land with trails, they autoconvert to roads within their culture border, while roads degrade to trails for uncivilised factions.
 
I'd prefer civilized races actually to put some effort into civilizing the landscape allthough if you don't want to do that personally you can just command the workers to autoimprove the routes(they should do fine).
But I just wrote a script that should autoconvert imperial roads(smaller chance than roads) and roads slowly into trails as barb civs probably don't care to maintain these roads they decline in time.
 
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