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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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Demo 6 has roads built in, but I feel their use is a bit puzzling.
(Mostly copied form D6 comments thread)
Players need feedback on how much money to put in the road-building (so I don't put 30% where 5% is needed), and they can stage it over several turns.
Currently, they are a bit lost as to how mich does a road cost?
For example, in the EndRoad button we could show a panel saying the roads will cost this much $, propose an option like build it in 1,2,? turns, and, optionnally from which econ (civ or province) the funds should come. When this panel fades, econ orders are adjusted automatically, and when the roads are built, road-building econ orders are automatically reset to 0.
Of course one could still go manually type the road costs in the econ window, but I think it is very hard for anyone to guess how much money they must put to get their roads built.
As an alternative this panel could be a road-building preferences panel so you set it once and for all, but the changes to econ orders still occur after hitting end road and when the roads are built.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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Agreed. Keeping it simple is good, so a how many turns (maybe with total cost showed) would be enough. The one turn delay also sounds very good to me. If nothing else, it will prevent people from rushing a road to move their troops faster to attack/rescue, so it will have an effect on gameplay. I like it a lot.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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I have been trying to search for these older threads, but the search function never seems to work for me. I will search for something that I know I wrote, but it doesn't show up. I'll post all my D7 road comments here, in approximate chronological order:
Roads are incredibly easy to build in [delenda]. I built a road from Rome to Marsaglia to Sevile to help troop movements, each section taking only one turn. Then the GUI kept hounding me, saying that I had a lot of road building funds left over. So after a while, I tried an experiment and ordered a road from Seville to Carthage, but set aside no funds. It popped up in one turn, apparently from the leftover funds from earlier roads. That should IMO be counted as a bug/cheat.
It should definitely be impossible to build roads in enemy territory. After all, if you have an army there to protect the builders, the game calls it your territory. I think that roads through uninhabited land should also be prohibited. A good coherent model for road builidng would be:
You use the current interface to plan a road. Funds are allocated automatically, as per military tactics. If the road is in a province you control, the money comes out of the province economy and it is automatically built. Otherwise, you need to move a unit with engineers over the road builidng spot, and the money for the roads comes out of that unit´s supplies.
Obviously we don´t have unit supplies introduced yet, so until then a road can be built from civ funds if a unit is on top of the planned site.
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