Re: Roads again

Thu, 8 Sep 94 17:12 EDT

>> OK, that makes sense. How about making each level of road cost the equivalen
>> of a castle (ie., half what I proposed)? I'd still reccommend it decline
>> one level each year. But how about having each level of road increase the
>> civ level of a province by 1? That would help a lot in encouraging people
>> to make the effort to build and maintain them.
>Simple economics time - 1 level of civ is worth no more than $50/month.
>(For a castle province - there _may_ be ways to get $10 extra if you
>have an inn as well, etc). Half the level of workers is still 40 workers,
>costing $80 a month. Thus, I'm spending money, plus noble time, for the
>road, for a minor strategic benefit.
>If you've garrisoned the surrounding provinces, every two levels of road
>give 1 level of civ to an adjacent province, so a garrison in each
>gives you $40, which _does_ mostly offset the cost of the road - but this
>still means we end up with roads in a castle province and nowhere else.
>Personally, there are places I'd like to put in roads, but unless they're
>economically feasible, I suspect they aren't worth it for strategic reasons.

Well, consider that putting two levels of road in your castle province and
one in the adjacent, garrisoned province gives +2 civ to that adjacent
province. And how about once it is built, treating a road as a single
entity, no matter how many provinces it runs through, for the purpose of
repairs? So you could run a road through 3 provinces, two garrisoned and 1
with a castle, and then keep one crew working to keep it in repair. The
longer the road through garrisoned territory, the less the cost for
maintaining it on a per/province basis.


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