AffineConstant
Warlord
- Joined
- Sep 25, 2022
- Messages
- 227
How do roads get built, where? Why do roads get built.
There's already a dedicated thread for where and how. But why do roads get built? The obvious mechanic of "units move faster along roads" is the default. But if players are to build roads, they'd probably want more use out of them than just that.
My proposal is roads and other transport between cities are manual. A unit (worker? engineer? merchant?) builds a road between 2 given cities, and this lets X number of resources go from 1 city to another each turn for free (well, "free" after paying for the cost of the road getting built).
The farm city could send food to the mining city so the mining city can have a bigger pop than it normally could. The mining city could send X "work" to the manufacturing city surrounded by factories, so units get produced faster there. Each specialized city works together instead of just being its own isolated thing.
Little carts carrying the resource could go along the road each turn, representing what's being transported to the player (so they don't have to go into the UI to see). Railroads could be an upgrade. Etc. This would give players a little game to play, on the map itself, for optimizing what each city does, and where roads go and why (the roads would obviously provide movement bonuses too).
This seems a natural extension to the "merchants build roads" for trade routes. But that's just me, any other ideas for what roads actually do and why?
There's already a dedicated thread for where and how. But why do roads get built? The obvious mechanic of "units move faster along roads" is the default. But if players are to build roads, they'd probably want more use out of them than just that.
My proposal is roads and other transport between cities are manual. A unit (worker? engineer? merchant?) builds a road between 2 given cities, and this lets X number of resources go from 1 city to another each turn for free (well, "free" after paying for the cost of the road getting built).
The farm city could send food to the mining city so the mining city can have a bigger pop than it normally could. The mining city could send X "work" to the manufacturing city surrounded by factories, so units get produced faster there. Each specialized city works together instead of just being its own isolated thing.
Little carts carrying the resource could go along the road each turn, representing what's being transported to the player (so they don't have to go into the UI to see). Railroads could be an upgrade. Etc. This would give players a little game to play, on the map itself, for optimizing what each city does, and where roads go and why (the roads would obviously provide movement bonuses too).
This seems a natural extension to the "merchants build roads" for trade routes. But that's just me, any other ideas for what roads actually do and why?