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Old June 23, 2003, 12:19   #1
Cifer Almasy
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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



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Old June 23, 2003, 12:25   #2
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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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Old June 23, 2003, 13:40   #3
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I think it's tied into the terrain's movement cost.
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Old June 24, 2003, 15:09   #4
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Yes, it is movement cost * 2 .
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Old June 24, 2003, 20:02   #5
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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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Old June 24, 2003, 21:56   #6
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perfect, thanks all
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Old June 25, 2003, 12:59   #7
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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
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Last edited by SlowThinker; June 26, 2003 at 16:38.
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Old June 25, 2003, 13:02   #8
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Quote:
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.
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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Old June 25, 2003, 22:38   #9
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Quote:
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)
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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Old June 26, 2003, 05:00   #10
Cifer Almasy
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Thanks @ all!
The thing with the movement cost is perfect perfect for my scen...
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Old June 26, 2003, 08:19   #11
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A river on the tile adds an additional turn if you are building a road...
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Old June 26, 2003, 10:04   #12
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It depends if you are using Settler or Engineer. But Gastrifidis Info:Settlers covers that.
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Old July 7, 2003, 20:50   #13
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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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