View Full Version : Road upgrades?
skycycle
05-10-2004, 04:26 AM
Yeah I know it's a pain in the ***, but i enjoy the details - will CotN have road levels? In Pharaoh we had only two levels - one was a dirt road, the other one was paved, when it had higher desirability. In Zeus, however, we had several kinds of roads, depending on the total desirability of the surrounding area. Oh, and not to mention the plazas :) So, what's the deal with roads in CotN?
Jayhawk
05-10-2004, 07:03 AM
Personally, I'd like to see paths grow by themselves in places people walk from home to work.
Aside from that, we should be able to designate paved causeways and such, to recreate the splendour of those like the road from Karnak to Luxor.
Ineti
05-10-2004, 09:02 AM
Personally, I'd like to see paths grow by themselves in places people walk from home to work.
Aside from that, we should be able to designate paved causeways and such, to recreate the splendour of those like the road from Karnak to Luxor.
I like both those ideas. One of the screenshots shows a work gang dragging a block of stone through the streets. The first time I saw that screenshot, my thought was, "Hey! You're scratching the pavement! Get that block out of here!"
Tiled walkways should be off-limits to the rabble. ;)
EmperorJay
05-10-2004, 10:18 AM
I would like to see "free roads", which just exist when people walk from the city to the floodplains, but which can not be traveled by carts and such. You could then lay down dirt roads, but those allow for slow travel only. Paved roads then allow for normal travel while plazas can be used for decoration.
Jayhawk
05-10-2004, 03:46 PM
Judging from the screenshots (most notabley screenshot 2) plazas are definitely part of things to come
Jacquou Le
05-10-2004, 11:44 PM
I have a question to game developers about road. Is there diagonal roads/paths in CotN?
If yes, this is a very great feature in CB games that we don't have in previous games as Emperor, Zeus... We actually have diagonal road in previous versions, but they're virtual look. That virtual diagonal path clearly doesn't make shorter travel time/distance for service men/women in game. Cause they have to turn left, right, left, right, left, right... too many times. I'm sure that you understand what I mean :) .
vBulletin® v3.7.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.