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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Under normal CTP rules I don't think they give any benefit, but if you set them up so that they did, you would need a worker on them.
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wheathin
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Those stats for food and production are for the square as a whole - check it and you should see that the "value" of a road changes from square to square, and seems to mimic the underlying improvements.
The road itself provides no added benefits.
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Here's how to make roads produce more food by editing the file terrain.txt:
Go to the terrain you want to edit, then go down to road1, then add the following flag
ENV_FOOD 5
to get a boost to food 5, the reason some of us don't like this is because then everyone starts putting roads all over the map making it a mess. To add production add the following flag
ENV_SHIELDS 5
I'm not definate I've got the names right for this flags so check for the equivalent in the file.
To add to railroads go to road2
To add to maglevs go to road3
Hope this helps,
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wheathin
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Rick, true that roads (and RR) do boost the productivity of farms and such. But I prefer the CtP method because it keeps the map looking more attractive. I hated the way Civilization maps looked when you just put a railroad across every square - endless black grids. Ugly as sin.
Also, if you increase the gold/food/production of the roads, you will need to rebalance much of the game. Terrain values, unit and facility costs, tech costs, etc... Note also that the AI may not realize the added value of roads, and thus decline to build them.
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