Originally posted by LFS
I find the concept of building roads outside of your control to be pretty wacky. I can't really think of any real civilsations that just plonked down proper roads beyond their control - where does the labor come from.
I find the concept of building roads outside of your control to be pretty wacky. I can't really think of any real civilsations that just plonked down proper roads beyond their control - where does the labor come from.
my personal 2p worth is I see no problem with crsh road building courses in you land (the romans did it) but NO road buildng outside your control.
Regarding the road cost bug, I have played around with the fix and have not seen a problem (but their may be one), I agree with the other post, their shouldbe more work (maybe more methods) to seperate the 2 concepts of cost - but that is fair a bit more work.

Thanks everyone for all the fixes!
At least the best we've been able to do in terms of realism vs playability is to have a separate time scale for military and movement issues, and a different one for the other parts of the game. So one turn of game corresponds to one month of military stuff and a variable amount of other activity. There is a thread on it back a ways. Of course we're open to a better way to handle it, but its the best we've come up with so far. Its discussed in a thread called Time Scales and other places that are linked to in that thread.
We are just talking about how its done Outside the ordinary bounds of the civ. For now we are just using the kludge that the inside-civ way can be used outside. Anyway, sounds like we need to discuss this someplace in a dedicated fashion or just put it aside for now. I personally don't think its a critical issue for for now. But if you want, Lee, we can find where the old road discussions are (so we can look over what's already been said, and don't repeat it) and start it up again.
I'll send the code around along with everyone else's fixes after I test it a bit.
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