First: I totally agree that there should be some way of replacing the lost men in a unit, and also that there should be some experience bonus to every unit based on the battels the unit has been fighting.
Well guess this should be in the military model thread, so I'll move on, and possibly poste something there.
I like the idea of automatic alocation of resources to roadbuilding. But I don't think all the funds for the roads should be drawn from the province, but that's a minor detail.
I do not like the idea of having to micromanage roadbuilding in uninhabited land, having a road building unit that could build roads as it moved along would be ok, as an enemy could kill the unit in order to stop the roadbuilding. This unit should then have a very low speed and an upkeep based on the roads it was building. the unit could also be used to speed up roadbuilding in ones own territory. Furthermore it could be an idea to draw pop directly to the roadbuilder unit, for a shorter or longer time, to speed up roadbuilding.
And finally I do agree that the cost of roads should reflect the size of the map.
Well guess this should be in the military model thread, so I'll move on, and possibly poste something there.
Originally posted by Richard Bruns
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.
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.
I do not like the idea of having to micromanage roadbuilding in uninhabited land, having a road building unit that could build roads as it moved along would be ok, as an enemy could kill the unit in order to stop the roadbuilding. This unit should then have a very low speed and an upkeep based on the roads it was building. the unit could also be used to speed up roadbuilding in ones own territory. Furthermore it could be an idea to draw pop directly to the roadbuilder unit, for a shorter or longer time, to speed up roadbuilding.
And finally I do agree that the cost of roads should reflect the size of the map.
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