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Topic: Route buildings - roads, paved roads, waterways, bridges etc.

megaloman

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Joined: 2012-08-13, 20:07
Posts: 3
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Just found this site
Posted at: 2012-08-13, 22:23

Hi all, I have a suggestion of new buildings type - a route buildings.

Route buildings are transportation buildings used to connect one location (flag) to another. It have associated worker - the carrier. First basic type is also implemented - flag to flag basic routes. What about another types?

Paved road - a ordinary road upgrade which slightly speeds up carriers, workes and livestock. Paved road should have building costs very low, only few stones per one segment are enough and should be built up fast. Paved roads would be very useful as mainlines between warehouses, huge mountains and borderlands support lines as well. The fact the Roman Empire built 78 000 km of paved roads fits into Widelands focus as medieval ages inspired game.

Waterway (with raw boat) - already planned, may be only for goods.

All next suggestions should have to be built from both sides, which means that you have to get on the other side by land. That solves "water-as-an-obstacle" problem. Length limit is also accurate.

Waterway with piers (with large ship as a ferry?) - footbridges should be able to transport workers and livestock.

Bridges - expensive and slowly build. Construction costs depends on the length.

And one special suggestion - tunnels for Atlanteans. Atlantean tribe is very technologically skilled and their mines have very spread working area, so they could be able to built tunnels thru the mountains as a shortcut. Of course tunnels are very expensive and very slowly constructed. Construction costs depends on the length.


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Horatio

Joined: 2011-11-07, 19:27
Posts: 36
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Pry about Widelands
Posted at: 2012-08-16, 00:15

One can already speed up transport via oxen/donkeys/cattle and the idea of improved roads doesn't work well together with Wideland's Settler style notion of roads as not "costing" anything and being infinitely flexible.


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