June 23, 2003, 12:19
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#1
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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a question about the relation between the terrain and a road built on it
... Hi experts!
Is there any possibilty to define how much turns one settler needs to build a road on a special terrain?
Jimmy dind´t really know if it perhaps is combined with the movement cost.
Thanks in advance
Cifer
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June 23, 2003, 12:25
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#2
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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I thought under the editor with terrain editor or possible using the effects editor, but to my surprise, no you can't change that.
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Civfan (Warriorsoflight)
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June 23, 2003, 13:40
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#3
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King
Local Time: 05:21
Local Date: November 2, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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I think it's tied into the terrain's movement cost.
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June 24, 2003, 15:09
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#4
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King
Local Time: 06:21
Local Date: November 2, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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Yes, it is movement cost * 2 .
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June 24, 2003, 20:02
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#5
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King
Local Time: 23:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Good to see you're reading these threads, SlowThinker. Your posts in the Great Library have saved me from more than a few designing mistakes.
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June 24, 2003, 21:56
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#6
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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perfect, thanks all
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Civfan (Warriorsoflight)
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June 25, 2003, 12:59
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#7
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King
Local Time: 06:21
Local Date: November 2, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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I will post some hypoteses concerning roads. Please deny or confirm them.
This is a summary of all possibilities how the trade is generated on squares:
A) Basic trade from squares:
as defined in rules.txt;
+1 trade from river (works also on squares with 0 trade)
B) Trade from roads (+1 trade):
Generated on
1. three first terrain types in rules.txt (Desert, Grassland, Plains)
2. land squares that have trade>0 after point A)
C) Trade from Republic/Demo (+1 trade) and from Colossus (+1 trade):
Generated on squares that have trade>0 after point B)
D) Trade from superhighways
Generated on squares that have roads (or RR): + RoundDown (1/2 * TradeAfterPointC) trade
Last edited by SlowThinker; June 26, 2003 at 16:38.
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June 25, 2003, 13:02
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#8
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King
Local Time: 06:21
Local Date: November 2, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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Quote:
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Originally posted by Boco
Good to see you're reading these threads, SlowThinker. Your posts in the Great Library have saved me from more than a few designing mistakes.
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I have a feeling that Civ2 community is divided into several isolated parts: SP players are in Civ2-Strategy, MP in Civ2-MP, scenario-oriented players are here. Almost no communication between them.
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June 25, 2003, 22:38
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#9
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King
Local Time: 23:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Quote:
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B) Trade from roads (+1 trade):
Generated on
1. three first terrain types in rules.txt (Desert, Grassland, Plains)
2. squares that have trade>0 due after point A)
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From some testing in ToT, I'd conclude that ocean squares with roads do not get a +1 bonus even if they have trade>0 in @TERRAIN. So, I'd edit B.2. to " land squares that have trade>0 due after point A)."
And yes, there is a lot of fragmentation on the Civ2 forums. The Strategy forum has posted some incredible wizardry about plain vanilla Civ2. Very useful when you can extrapolate to a modified Rules.txt.
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June 26, 2003, 05:00
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#10
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Thanks @ all!
The thing with the movement cost is perfect perfect for my scen...
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June 26, 2003, 08:19
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#11
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Emperor
Local Time: 05:21
Local Date: November 2, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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A river on the tile adds an additional turn if you are building a road...
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No Fighting here, this is the war room!
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June 26, 2003, 10:04
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#12
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King
Local Time: 06:21
Local Date: November 2, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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It depends if you are using Settler or Engineer. But Gastrifidis Info:Settlers covers that.
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July 7, 2003, 20:50
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#13
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King
Local Time: 06:21
Local Date: November 2, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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But we are speaking about a SP mode up to this point. In MP mode it is different:
Accelerated orders (in Multiplayer/Internet mode)
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