Make road tiles have a function other than deco

Discussion in 'General Archive' started by Jrooksjr, Mar 6, 2015.

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  1. Jrooksjr

    Jrooksjr User

    Make it so that the road tiles that are not free give a small increase per each road improvement (to the happiness or production of a building that the road touches)

    [​IMG]Country Lane = 0%
    [​IMG] Turf = 1/6% (max 1% - 2 sides touching a road tile)
    [​IMG] Asphalt Street = 2/6% (max 2% - 2 sides touching a road tile)

    etc. ...

    This will give an incentive to spend more money on roads (get rid of money)
    as well as give us a small benefit for doing so.

    With the max of #% increase - this will keep players from abusing this bonus by surrounding each and every building with a road tile to get a better bonus.
     
    Last edited: Mar 6, 2015
  2. billyjim

    billyjim User

    This is a nice idea and could go a long way towards making the mood issue better. We could also increase the rewards for some of the more expensive road types paved squares etc.
     
    Jrooksjr likes this.
  3. Geflin

    Geflin User

    The bird agrees with the cat who agrees with you: this is a good idea. Increase (maybe needs revenues?) and mood gains for better roads, increase production for road improvement near manufacturing facilities. This is a simple piece of programming similar to the effects of RIs. Nice one, Jrooksjr.
     
    Jrooksjr likes this.
  4. fred1471

    fred1471 User

    the dog agrees with the cat and the bird.(I'm an old dog) ..nice idea
     
  5. Arsuru

    Arsuru User

    It's a nice idea, but it doesn't seem very practical to me. You could only abuse it for so long though, just like swapping buildings in/out of inventory. Needing space and fitting as many building into a commercial's range as possible will make any such abuse very impractical I think, and only more advanced players may be able to afford the space needed to do so anyway, which by time it might not provide a lot of benefit compared to what else that space could use. I'd be happy if all they offered was a flat mood increase, and it would be a lot easier to code. Roads end up taking a lot of processing time when you have a lot of them and you can see how slow it gets when the game is checking for connections. Recalculating mood in this system could be very taxing.
     
  6. Andrewjf

    Andrewjf User

    As long as the dog, the cat and the bird keep off the roads (note the avatar), I like this idea :p. But I do prefer a simple mood increase as per Arsuru's suggestion. Even if each road above a country road gives you one or two +:) it would provide encouragement to upgrade/improve above the country roads. I don't buy roads unless I'm forced to by the plot type. Good suggestion :)
     
    Jrooksjr and billyjim like this.
  7. Good evening,

    I agree with the idea and it should be put up to the devs now. :)

    Yours Sincerely,

    Captain123456

    captain123456 | ID 9168786​
     
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