Roads (cost, availability)

Hi,

 

I would like to mod the 1/4 move cost of roads... At the very least, change it for something less, and optimally, having the benefit upgrade with new techs.

 

Also, I'm not very clear on the InternalName = "TradeRouteTreaty" ... What is specifying in the record that this create a road? Or this is hardcoded and detected in the code that this specific treaty creates a road? 

3,795 views 6 replies
Reply #1 Top

That's all hardcoded.

Reply #2 Top

OMG

Reply #3 Top

Outposts can change the road costs, perhaps you could use this mechanism?

Reply #4 Top

A related question regarding road availablity- can any unit but heroes create roads one tile at a time? If so, what is it and can every faction access it?

I was surprised there wasn't a "trailblazer" type spell in the game, since we can turn mountains into plains.

Reply #5 Top

Roadbuilding is done via a trait that unlocks that ability. Any faction can do it with a governor hero (they have a road building trait), but you'd have to level one up until they get the trait. Mancers (Capitar) can build units with that trait.

Reply #6 Top

Ah, thank you! Is there a page in the manual that lays out the different blood bonuses? Did I just not read the Mancers tooltip well enough? It's a pleasing level of extra depth/differentiation, and I'm surprised I haven't noticed a list of the differences yet... Is the wraith blood +3 mana per kill trait (available thru unit creation) also limited to just wraiths?