Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Pathfinding: only one recognized route between cities
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Juggler_Bob is offline Juggler_Bob
Chieftain
Grand Junction, CO U.S.A.
Dec 2000
time: 05:12
Lightbulb  Old Post 22-01-2001 05:02
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Pathfinding: only one recognized route between cities Lose 30 kilos (of popups)

(See Arii's thread on connecting cities to receive the 50% trade bonus..)http://apolyton.net/forums/Forum3/HTML/001626.html?2#2

It seems to me that if the game only recognizes *one* correct route (for roads/railroads) between any two cities in order to receive the trade bonus, the presence (or lack of) a road along these routes will be used by the game in other calculations...

Isn't corruption affected by the presence of a road/railroad that leads to the capital city? If so, does the road have to lie along the "optimal path" in order to reduce corruption?

This could explain irregularities in the "Go" function, in which a moving unit chooses to move off of the railroad and onto a road, without regard to the unlimited movement of the railroad.

Also, I have often wondered why settlers in the automatic mode sometimes choose to develop roads/railroads outside of any city's radius...They do seem to be cutting the corners of the map, so to speak, to provide a more straight line road to a given destination...Are they actually attempting the create roads/railroads along the optimal path between each and every city?

It also may have a combat application as well. You could pillage the "optimal" road connection between an enemy's city and its capital at any point, and affect the city's happiness, possibly even into revolt (which your veteran spy will be all too happy to take advantage of...!)
While I am fairly sure that happiness is not directly affected by the existence of a road connection to the captial, if the additional corruption produced by severing the link to the capital is sufficient, it will reduce happiness (by reduction of trade). If the city is already on the verge of revolt, this could tip the balance...

Curiouser and curiouser....

WTG Arii!


-Bob

finbar is offline finbar
King
Castiglion Fiorentino, Italy
Jan 1970
time: 06:12
  Old Post 22-01-2001 07:22 Visit finbar's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

quote:

Originally posted by Juggler_Bob on 01-21-2001 07:02 PM

This could explain irregularities in the "Go" function, in which a moving unit chooses to move off of the railroad and onto a road, without regard to the unlimited movement of the railroad.


More likely, methinks, a software problem. It doesn't explain units operating under the "Go To" function turning at right angles, in the wrong direction, and head first smack into a tree.



------------------
Founder, ACS Pedantry Institute
Founder, ACS Gourmet Recipe Exchange
Troll & Hydey Wrangler
Mono Rules!
#33984591

markusf is offline markusf
King

Oct 1999
time: 05:12
Post  Old Post 23-01-2001 02:40
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton

Max trade i have gotten is +50 trade to another civ, and +28 routes with my own cities...

aiports will only take your own cities up to size 20 routes for some reason, they have no effect if your city already has size 20+ routes and your trading with your own cities.

The optimal route seems to be a connection of the corners of the cities outermost range. Thouse 2 points are then connected along a slanting line...

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0251 seconds (82.50% PHP - 17.50% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net