Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

High cost road building through mountain

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> High cost road building through mountain Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
High cost road building through mountain - 7/1/2021 12:50:30 AM   
arvcran2

 

Posts: 2170
Joined: 12/11/2020
Status: offline
It puzzles me that having an existing pre built road does not reduce the cost of building sealed roads. I can understand rail because incline/decline must be fairly level.




Attachment (1)
Post #: 1
RE: High cost road building through mountain - 7/1/2021 9:55:08 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
I'm pretty sure it does ?

(Though it does it for rail too for IPs, even more so, to the point where the dirt road is more than free on hard terrain.)

(in reply to arvcran2)
Post #: 2
RE: High cost road building through mountain - 7/1/2021 10:22:45 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
"5.2.2.5. road ConstruCtIon Costs
The AP Costs for constructing a Road is calculated with the Road Construction Movement Type. Dirt Road construction costs 20 IP per 10AP. Sealed Road construction costs 50 IP per 10AP. Constructing a Sealed Road over a Dirt Road gives you a -40% reduction on costs."

The original cost is 4800 IP/Hex.

< Message edited by zgrssd -- 7/1/2021 10:23:25 AM >

(in reply to BlueTemplar)
Post #: 3
RE: High cost road building through mountain - 7/1/2021 10:55:23 PM   
Mercutio

 

Posts: 256
Joined: 12/26/2006
Status: offline
I still feel the cost should be reduced as you discover certain technologies. We use to do it with pick axes, then dynamite, and now boring machines and heavy equipment.

(in reply to zgrssd)
Post #: 4
RE: High cost road building through mountain - 7/1/2021 11:51:51 PM   
arvcran2

 

Posts: 2170
Joined: 12/11/2020
Status: offline

quote:

ORIGINAL: zgrssd

"5.2.2.5. road ConstruCtIon Costs
The AP Costs for constructing a Road is calculated with the Road Construction Movement Type. Dirt Road construction costs 20 IP per 10AP. Sealed Road construction costs 50 IP per 10AP. Constructing a Sealed Road over a Dirt Road gives you a -40% reduction on costs."

The original cost is 4800 IP/Hex.


Good find - I missed seeing this in the manual.

My sense is however that it still seems excessively high cost when most of the excavation work is done for the dirt road already.

(in reply to zgrssd)
Post #: 5
RE: High cost road building through mountain - 7/1/2021 11:55:02 PM   
arvcran2

 

Posts: 2170
Joined: 12/11/2020
Status: offline
quote:

ORIGINAL: BlueTemplar

I'm pretty sure it does ?

(Though it does it for rail too for IPs, even more so, to the point where the dirt road is more than free on hard terrain.)


I was thinking rail would have to blast tunnels and build more bridges to solve elevation problems.

(in reply to BlueTemplar)
Post #: 6
RE: High cost road building through mountain - 7/2/2021 12:39:42 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: Mercutio

I still feel the cost should be reduced as you discover certain technologies. We use to do it with pick axes, then dynamite, and now boring machines and heavy equipment.

What part of the metal and IP cost are Pick Axes, Dynamtie, tunnel supports, boring machines and bridge (building)?
Hint: Basically everything beyond the basic price :)

It is hard to understate the expense of a tunnel. Even in our day and age, bridges and tunnels are herculean tasks of engineering.

< Message edited by zgrssd -- 7/2/2021 12:42:05 AM >

(in reply to Mercutio)
Post #: 7
RE: High cost road building through mountain - 7/2/2021 12:45:27 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: arvcran2

quote:

ORIGINAL: BlueTemplar

I'm pretty sure it does ?

(Though it does it for rail too for IPs, even more so, to the point where the dirt road is more than free on hard terrain.)


I was thinking rail would have to blast tunnels and build more bridges to solve elevation problems.

Railways on a flat terrain as the 2nd most efficient form of transport. (The only thing that can beat it is shipping).
However in turn it absolutely can not deal with elevation changes. Curves are not exactly ideal, but they can deal with it. With a train, the only way is straight - and thus expensive.
https://www.youtube.com/watch?v=KbUsKWbOqUU

(in reply to arvcran2)
Post #: 8
RE: High cost road building through mountain - 7/2/2021 12:50:45 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
I found this little thing on the cost of tunnels:
https://ec.europa.eu/regional_policy/sources/docgener/studies/pdf/assess_unit_cost_rail/annex_13_case_study_tunneling.pdf
It puts the cost in the 20-35 Million € per Kilometer.

I found figures ouf ~1 Million € per Kilometer of road.
So yeah, liteally 20-35 times the cost. The price increase is realistic.

(in reply to zgrssd)
Post #: 9
RE: High cost road building through mountain - 7/2/2021 5:00:56 AM   
Pratapon51

 

Posts: 100
Joined: 6/28/2020
Status: offline
I think it's better not to question how a city-state can build a 1000+ km highway/railway in a single planet-season, while we're at it.

(in reply to zgrssd)
Post #: 10
RE: High cost road building through mountain - 7/2/2021 9:33:34 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Yeah, it doesn't make sense for "pre-built" dirt roads to give an extra bonus to sealed roads when the construction is instant.

(in reply to Pratapon51)
Post #: 11
RE: High cost road building through mountain - 7/2/2021 10:38:38 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: Pratapon51

I think it's better not to question how a city-state can build a 1000+ km highway/railway in a single planet-season, while we're at it.

One seasons equates to about 2 earth months in time.
Just in case the scale maters.

(in reply to Pratapon51)
Post #: 12
RE: High cost road building through mountain - 7/2/2021 11:41:28 AM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
quote:

I think it's better not to question how a city-state can build a 1000+ km highway/railway in a single planet-season, while we're at it.


Right... this might be my only quibble with the road building system.
Perhaps there should be a road-crew requirement or something like that -> 100 spare workers needed from a zone per hex of road/rail building.
Or, maybe a player could hire/fire cache of road builders that are on-call (and tracked in the SHQ inventory like recruits and colonists).

-Mark R.


< Message edited by mroyer -- 7/2/2021 11:44:10 AM >

(in reply to Pratapon51)
Post #: 13
RE: High cost road building through mountain - 7/2/2021 12:33:05 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Industrial Points are what approximates this... but yeah, it's weird that they can be stored.

(in reply to mroyer)
Post #: 14
RE: High cost road building through mountain - 7/2/2021 3:25:41 PM   
Wtface

 

Posts: 14
Joined: 4/28/2021
Status: offline
If it helps, imagine this turns construction is telling the universe what your IP did over the last couple turns.

They were produced over the past two months and spent over the past two months on... this road.

Although yes, it is a little odd to think about your IP storage tanks somewhere filling up and draining.

< Message edited by Wtface -- 7/2/2021 3:26:45 PM >

(in reply to BlueTemplar)
Post #: 15
RE: High cost road building through mountain - 7/3/2021 12:03:33 AM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
Yeah, I get that, but it does mess with intelligence and planning to discover the enemy who had no logistics for a thousand miles around suddenly has a nice paved road. That should be a rather difficult surprise advantage to gain.

Another way to curtail sudden-road-syndrome might be to simply limit road building to hexes within a certain distance of a hex with logistic points. That could be a simple way to better model the situation.

-Mark R.


< Message edited by mroyer -- 7/3/2021 12:04:44 AM >

(in reply to Wtface)
Post #: 16
RE: High cost road building through mountain - 7/3/2021 11:08:06 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
That would be quite annoying though.
Oh, I know, maybe the IP cost should increase with either each new road/rail hex on that specific road/rail, or anywhere during the round.
(Kind of still annoying though, but not too dissimilar to worker recruiting micromanagement. Could also have dedicated stratagems helping with that !)

Another indirect way to avoid this would be to be able to find out what item stocks the enemy has via recon (spying).

(in reply to mroyer)
Post #: 17
RE: High cost road building through mountain - 7/3/2021 4:35:31 PM   
Zanotirn

 

Posts: 113
Joined: 3/12/2021
Status: offline
I think it may be more realistic if the difficult terrain increase for railroads was as it is now for IP, but reduced for metal. Over mountains, marsh and so on, you would need extra metal for more track curves, bridges, tunnel reinforcement, etc., but the increase here would be nowhere near as much as for the sheer amount of labor and associated industrial products (digging equipment, explosives, bulldozers/graders etc.)

(in reply to BlueTemplar)
Post #: 18
RE: High cost road building through mountain - 7/3/2021 7:21:54 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
I believe that the overall cost of rail in difficult terrain had already been severely reduced ?

(If you make it too cheap, then this lessens the usefulness of airbridges...)

< Message edited by BlueTemplar -- 7/3/2021 7:22:54 PM >

(in reply to Zanotirn)
Post #: 19
RE: High cost road building through mountain - 7/3/2021 7:28:45 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: mroyer

Yeah, I get that, but it does mess with intelligence and planning to discover the enemy who had no logistics for a thousand miles around suddenly has a nice paved road. That should be a rather difficult surprise advantage to gain.

Another way to curtail sudden-road-syndrome might be to simply limit road building to hexes within a certain distance of a hex with logistic points. That could be a simple way to better model the situation.

-Mark R.


It takes at least another turn for Logistics to actually flow over this road. So you still get reaction time.
Plus the real limitation is the trucks and trains anyway.

However a lot of our slow roadbuilding is due to permits and socio-economic impact studies. All thingas a Shadow Empire could ignore. In reality we can do Kilometers per day.
Honestly, waiting the for concrete to harden can take 1 month, easily the longest part of the building process. And rain can cause the biggest delays (as it softens the ground).

There could be one option to limit road building - by looking at what operational supply would be from the existing road.
However that causes a question between useability and fairness. And I get the feeling usability should win out.

< Message edited by zgrssd -- 7/3/2021 7:29:50 PM >

(in reply to mroyer)
Post #: 20
RE: High cost road building through mountain - 7/3/2021 10:19:44 PM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline

quote:

It takes at least another turn for Logistics to actually flow over this road. So you still get reaction time.


You sure about that? I'll go back and double check, but as I recall when my opponent made a beautiful strategic maneuver to separate my forces into two disconnected valleys, because I was sitting on a pile of logistic points I was able to sudden-build an impossibly long road from one valley over a high mountain chain several hexes wide and into the second valley. Voila, supply was flowing and troops were eating next turn.

-Mark R.


(in reply to zgrssd)
Post #: 21
RE: High cost road building through mountain - 7/4/2021 10:15:10 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
I believe that he's referring to being able to strategically move units ?

(in reply to mroyer)
Post #: 22
RE: High cost road building through mountain - 7/8/2021 6:15:42 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: mroyer


quote:

It takes at least another turn for Logistics to actually flow over this road. So you still get reaction time.


You sure about that? I'll go back and double check, but as I recall when my opponent made a beautiful strategic maneuver to separate my forces into two disconnected valleys, because I was sitting on a pile of logistic points I was able to sudden-build an impossibly long road from one valley over a high mountain chain several hexes wide and into the second valley. Voila, supply was flowing and troops were eating next turn.

-Mark R.



So your enemy had 1 turn to disrupt that new road was well? Exactly what I am talking about!

I rarely have enough IP for 10 hexes lying around. Nevermind a road going over several mountain hexes. And that longer way should still drain logistics via the AP mechanic, so even it is not cost free.

< Message edited by zgrssd -- 7/8/2021 6:16:15 PM >

(in reply to mroyer)
Post #: 23
RE: High cost road building through mountain - 7/11/2021 2:59:21 PM   
bobarossa

 

Posts: 262
Joined: 6/11/2002
From: Columbus, Ohio USA
Status: offline
Another factor on high cost of mountains is when changing terrain, you pay the cost of the more expensive terrain when going into that terrain and moving out of it. When building across a single mountain hex you pay the mountain cost going into the hex and again building out the other side even if the destination hex is clear terrain.

(in reply to zgrssd)
Post #: 24
RE: High cost road building through mountain - 7/12/2021 9:50:00 PM   
Mercutio

 

Posts: 256
Joined: 12/26/2006
Status: offline
The other issue is many roads over steep areas have switchbacks. You cannot do that with rail nearly as effectively. In reality you need ideal terrain for rail and/or just tunnel through some areas. You can't just build a rail over any part of a mountain range. (Roads either, but much easier, although still intensive with the switchbacks)

(in reply to bobarossa)
Post #: 25
RE: High cost road building through mountain - 7/13/2021 8:53:50 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Arguably, IRL you can do a switchback *more* effectively with rail - a car isn't expected to be able to start driving in reverse !



< Message edited by BlueTemplar -- 7/13/2021 8:54:38 AM >

(in reply to Mercutio)
Post #: 26
RE: High cost road building through mountain - 7/13/2021 10:02:18 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: Mercutio

The other issue is many roads over steep areas have switchbacks. You cannot do that with rail nearly as effectively. In reality you need ideal terrain for rail and/or just tunnel through some areas. You can't just build a rail over any part of a mountain range. (Roads either, but much easier, although still intensive with the switchbacks)


People still can not understand how limited trains are in regards to cards regarding uphill travel:
https://www.youtube.com/watch?v=KbUsKWbOqUU

quote:

ORIGINAL: BlueTemplar

Arguably, IRL you can do a switchback *more* effectively with rail - a car isn't expected to be able to start driving in reverse !



If the switchback is lot as long as the longest train, it is entirely worthless for the purpose. Meaning you waste a ton of ideal driving terrain on something that is for all purposes a speed and capacity reduction.

(in reply to BlueTemplar)
Post #: 27
RE: High cost road building through mountain - 7/13/2021 9:18:03 PM   
Mercutio

 

Posts: 256
Joined: 12/26/2006
Status: offline
When I say switchback, I mean this
Switchback

(in reply to zgrssd)
Post #: 28
RE: High cost road building through mountain - 7/13/2021 10:35:44 PM   
Mercutio

 

Posts: 256
Joined: 12/26/2006
Status: offline
Ok Blue Templar, how did you get those images in? I am just a moron, but I think a lot of us would like to upload screenshots much less images.

(in reply to Mercutio)
Post #: 29
RE: High cost road building through mountain - 7/13/2021 10:53:35 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: Mercutio

Ok Blue Templar, how did you get those images in? I am just a moron, but I think a lot of us would like to upload screenshots much less images.

You upload them onto a 3rd party site and image link them from there.

The above images are actually from wikipedia.

(in reply to Mercutio)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> High cost road building through mountain Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.109