(April 9th, 2020, 16:20)Seravy Wrote: Road building costs. Are we happy with these or do we want it different?
Quote:LTGrassland,LTDesert : Result:=30; // 2 turns
LTHill : Result:=15; // 4 turns
LTMountain, LTVolcano,LTChaosNode : result:=12; // 5 turns
LTSwamp : result:=20; // 3 turns
LTTundra : result:=20; // 3 turns
LTRiver,LTRiverStart,LTSorceryNode : result:=20; // 3 turns
LTForest, LTNatureNode : result:=30; // 2 turns
Note the engineers are fairly cheap to produce so higher costs don't make all that much difference, players can build more engineers. The AI is not good at handling it though (as it can't protect their engineers nor do they build multiples) so the costs are more for flavor than a real obstacle to slow down the road production. In general, the difficulty in road production is building them without losing the engineers in battle, and considering the downsides to having roads (faster melee movement in combat can make cities harder to defend and enemy troops can also use them to reach your cities outside battle).
I think it should take more turns to build roads in forests compared to building them in grasslands/deserts and it should take more turns to build roads in swamps compared to tundras. I believe this would add a bit more scale and variety to road building.
I also wonder if it's possible to add more types of terrain. For example, we have swamps, which are flooded counterparts to forests. Could marshes, which are flooded counterparts to grasslands, maybe be added? This might be very difficult to program, so I hope I am not bothering or pressuring you with this suggestion.