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Thread: use of roads (and improved road building) & priority deposits

  1. #1
    Original Serf
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    May 2012
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    Sandycove

    use of roads (and improved road building) & priority deposits

    I have actually 3 ideas.

    1: make some use for roads, as now they are just decorative element. Well, you can make grids, but thats all. Roads between storehouse and production building should shorten the time settler needs to walk. Or make roads mandatory: there must be consecutive roads between each storehouse: all storehouses must be linked by roads (as all resources are shared between storehouses). This should give some new thinking how to position your buildings to get most efficient room...

    2: Make road building easier. Now it is: click on the "build road" button -> click on the starting point -> click on the ending point (note: road cuts off, if you want to make a corner) -> click on the basic buildings button -> click on the build road again -> repeat, repeat, repeat.
    So, it should be like buffing: "build road" gives you road tool like now, and you click on the start and ending point, but the tool does not dissappear after that. After you have chosen the ending point for the road, next click would be new starting point again; until you click the "cancel action" button.

    3: This should make geologist work more reasonable: you should be able to choose the "priority deposit" for your production buildings. Like if you have 2 marble deposits side by side, and you have multiple marble masons, they use both of those deposits at the time (they both run out almost at the same time). Therefore you must just watch as your marble deposits run out at the same rate and depletes at the same time: Marble masons are out of work... Then you send out your geologist to search for new deposits... twice.
    If you could choose, that all of those marble masons would use just one of the deposits at the time (lets say the most left one), it runs out and the other one (on the right side) would still be full: marble masons don't have to stop production for a that time it takes the geologist to find new one...s. And then you have 1 depleted and 1 full mine side by side: you can search for the new mine while masons hack the heck of the other one.
    You should log in more often to send out geologist to keep all your deposits running, but you could use your geologist more efficiently then.

  2. #2
    Skilled Student Seltonejock's Avatar
    Join Date
    May 2012
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    Melbourne
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    48
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    Sandycove
    I had an idea that could implement all 3 ideas by using a research building to research all three, as shown here

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