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Thread: Highways...

  1. #1
    Member Member Aram's Avatar
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    Question Highways...

    One of the most satisfying feelings in my Romani campaign is that of building and upgrading the system of roads. What is the highest level of road construction which each faction can achieve?
    Last edited by Aram; 12-31-2009 at 01:46.
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  2. #2
    Member Member Epimetheus's Avatar
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    Default Re: Highways...

    The Romans are the only faction that can build level 3 roads, ie, highways. All of the "civilized" factions, except I think the Saba, can build level 2 roads, paved ones, as can the Aedui and Arverni. All other factions are stuck with dirt, though the steppe factions and the Saba can compensate for this by building several levels of caravans.

  3. #3
    Member Member Aram's Avatar
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    Thumbs down Re: Highways...

    Thank you!
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  4. #4
    Legatus Member Tiberius Claudius Marcellus's Avatar
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    Default Re: Highways...

    Slightly related,

    I have always wondered why some "buildings" (like roads) could not be destroyed when you conquered a province. I understand that things like the Pillars of Herakles and other natural things would just be too huge and therefore literally impossible to destroy.

    Is that the thought process behind not being able to destroy roads in provinces, or is it more symbolic of how the infrastructure has become so ingrained and necessary to the culture and day-to-day living of the inhabitants that to destroy it would be like sending them into the dark ages (not necessarily a bad thing, IMO, if the enemy was particularly hated)? Is it a hardcoded issue that will crash the game?
    Last edited by Tiberius Claudius Marcellus; 01-01-2010 at 19:28.
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  5. #5
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Highways...

    Probably hard-coded into indestructibility. Also, like natural wonders, roads are quite expansive and would be impractical to destroy. It would also involve far more effort to systematically run around the landscape trampling and hacking(As roads aren't very flammable) at the ground, than say, just ransacking a city.
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  6. #6
    Member Member Hax's Avatar
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    Default Re: Highways...

    Also, I think it mainly has to do with the roads on the strat map still being there or something.
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  7. #7

    Default Re: Highways...

    While destroying a road is more or less a logistical impossibility, I've always been frustrated by the fact that farms could not be destroyed, if there has been one facet of society that has been consistanltly devastated by "total" war it is agriculture. This was especially annoying with Carthage in Vanilla Rome, which grew so fast and had so much 'squalor' that I eventually just let the city rebel so I could put the population to the sword.

  8. #8
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Highways...

    Farms can be destroyed, it only has something a lot to do with EDB files, removing their "hinterland" title, and then changing everything farm in descr_strat and the scripts....

    Well, if you didn't want them to be bothersome, you could give negative population bonus and give trade bonus to compensate that...

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    Member Member anubis88's Avatar
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    Default Re: Highways...

    so the caravans add to the movement of armies? How much?
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