Dirt roads 320 IP per hex???? (Full Version)

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MrLongleg -> Dirt roads 320 IP per hex???? (6/7/2020 11:52:30 PM)

I am playing on regular and want to build a dirt road through a low mountain hex. It displays a price of 320 IP. According to the manual it should be 3 IP per Action Point. Low Mountain cost 40 AP to traverse - shouldn't it be 120 IP instead?




Vormithrax -> RE: Dirt roads 320 IP per hex???? (6/8/2020 12:06:25 AM)

The Road Construction section of the manual is wrong (old info that was changed/updated during beta). The in-game Road Construction menu also provides too little information. At the very least it should mention the construction cost will vary depending on the underlying terrain type.




MrLongleg -> RE: Dirt roads 320 IP per hex???? (6/8/2020 12:07:49 AM)

Damn, the 320 IP is really way too expensive in the early game...




Jdane -> RE: Dirt roads 320 IP per hex???? (6/8/2020 12:18:01 AM)

Building a road in a mountain is a very expensive task.
You're honestly better off going around, and when you'll be flush with metals and IPs, try and see if building a railway through there is in your budget.

But yeah, early game 320 IPs are way out of a player's league. Imagine how many recon battalions (aka the poor man's tanks) you could build with those points.




ProfessionalTD -> RE: Dirt roads 320 IP per hex???? (6/8/2020 5:28:22 AM)

Of course, building costs of 320IP in the early game are already hard, but on the other hand it is just another "realistic" element to get along in this world: If the enemy is entrenched in the mountains or behind a mountain ridge, it's just difficult to get there or to logistically support his troops. I, for one, think such problems are good (though difficult, of course) because of the scenario, and I welcome the immersion that this creates.




Zenra -> RE: Dirt roads 320 IP per hex???? (6/8/2020 2:53:56 PM)


quote:

ORIGINAL: ProfessionalTD

Of course, building costs of 320IP in the early game are already hard, but on the other hand it is just another "realistic" element to get along in this world: If the enemy is entrenched in the mountains or behind a mountain ridge, it's just difficult to get there or to logistically support his troops. I, for one, think such problems are good (though difficult, of course) because of the scenario, and I welcome the immersion that this creates.

I couldn't agree more.

This is an amazing game, for many reasons, including this one.




Kriegsspieler -> RE: Dirt roads 320 IP per hex???? (6/8/2020 3:17:44 PM)

It all depends on what is meant by a "dirt road," doesn't it? A two-lane track in what the OP described as "low mountains" oughtn't to cost 16x what the same road through open terrain would cost, should it? We're not ramming a four-lane superhighway through the Himalayas!

It sounds pretty extreme to me.




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