+ Reply to Thread
Page 3 of 7 FirstFirst 1 2 3 4 5 ... LastLast
Results 41 to 60 of 130

Thread: AHD DD2 Railroads and Tradegoods

  1. #41
    Kommandant Gatkramp's Avatar

    Join Date
    Jan 2008
    Realm of New Zealand
    Quote Originally Posted by Arathian View Post
    Thank goodness for these changes ^^

    Now, while we are in the subject, how about a nice "build all available" button so us poor souls playing commies won't have to pause 40 mins each time a new railroad tech is researched?
    If they have sorted the economy properly, this will hopefully not be required. But it might be useful, just in case.
    "For to be free is not merely to cast off one's chains, but to live in a way that respects and enhances the freedom of others."

    "When we are unwilling to draw clear moral lines between free societies and fear societies, when we are unwilling to call the former good and the latter evil, we will not be able to advance the cause of peace because peace cannot be disconnected from freedom."

  2. #42
    People here mentioned maintenance cost for RR... Far be it from me, but wouldn't it work if you, say, create a new resource - trains, or locomotives, or whatever? That was quite an important good that is non-existent in the game, even though there are railroads.

  3. #43
    Second Lieutenant Lodewijk's Avatar
    Crusader Kings IICommander: Conquest of the AmericasDarkest HourDivine WindHearts of Iron III
    Heir to the ThroneMarch of the EaglesSengokuSupreme Ruler: Cold WarVictoria 2
    Victoria II: A House DividedRome: Vae Victis

    Join Date
    Aug 2010
    Germania Superior
    Beside this, i'd love to see an improved fleet system (like dh or hoi) and overall THE improvements drom the pop demand mod.
    Last edited by Lodewijk; 07-10-2011 at 21:15. Reason: Typos

  4. #44
    Alternative Affairs Specialist TekcoR's Avatar
    Hearts of Iron 2: ArmageddonDarkest HourFor the MotherlandHearts of Iron IIIHOI3: Their Finest Hour
    Victoria: RevolutionsSemper FiVictoria 2Victoria II: A House Divided

    Join Date
    Jul 2003
    Omaha, NE
    Blog Entries
    Excellent news! Can't wait until it actually feels like a struggle to build a trans-continental railroad.
    Visit TekcoR Productions and get additional news and information about all characters and writings featured! While your at it, become a fan by liking the page!

    Prince Imperial - Best Character Writer of the Week (November 7th - November 14th, 2010)
    Descendants of Alexander - Weekly AAR Showcase (August 4th - August 11th, 2011)
    In den Augen Gottes - Prussia in an Alternative History Affair
    Alptraum (Nightmare) - Writer of the Week (December 4th - December 11th, 2011) & AARland Choice AwAARd 2012 (Round 1)

  5. #45
    Oooh, a Custom User Title? Gwyn ap Nud's Avatar
    Crusader Kings IIDeus VultEU3 CompleteDivine WindHearts of Iron III
    Heir to the ThroneSemper FiVictoria 2Victoria II: A House DividedVictoria II: Heart of Darkness
    Mount & Blade: Warband500k clubEuropa Universalis IV

    Join Date
    Aug 2009
    Toronto! Canada! ZOMG!
    Trains! Brilliant! It was always so strange, for me, to see the great Railroads across Canada being built in in 40s, when the first railroad across all of Canada wasn't finished until the 80s... And then, by the 70s, all of Canada from the border to the very northern tip is as heavily railroaded as England? It's just so wrong.
    I know I believe in nothing, but it is my nothing
    Cogito Ergo Sum

  6. #46
    I hope along with this railroad improvement is something to help the capi ai, cause if it's now going to cost a helluva lot more to build railroads, they better start building them semi-intelligently, no more spamming them across the pacific islands as I'm trying to build forts and naval bases.

  7. #47
    This screen I like, I've been wondering a few time, am I producing enough to meet my own needs and its very difficult to find the numbers anywhere.
    War! because football matters - Serbian AAR
    Stuck in the Middle - Central America AAR

  8. #48
    Now this is a change I like. I'd also support some kind of profitability calculator for capitalists building RR, but I think it may be a bit too late for that now. Oh well.

  9. #49
    Quote Originally Posted by Nippon View Post
    Now this is a change I like. I'd also support some kind of profitability calculator for capitalists building RR, but I think it may be a bit too late for that now. Oh well.
    at the very least I should be able to override any railroad build with a fort or a naval base; I'm really tired of fighting capi's to get my forts or naval bases in. It's to the point that I refuse to research the next level of railroad until I have all my forts/naval bases i want being built.

  10. #50
    The synthetic data on goods are excellent, finally it is possible to have a macro vision on those!

    Now the next step is to apply this approach to pop. The questions I would like to find an answer are:
    - what is the demographic trend for such and such a population? (and not only for the last day!)
    - how are my capis/soldiers/unemployed/... distributed geographically? What % of capis does such and such a region represent?
    - What is the overall stat of a customly defined pop (let's say, Jewish artisans all over the empire: average militancy, average unemployment, etc.)

    I know what I suggest is almost impossible to implement to its full extent. One can dream! But at least the spirit is to have easy access to more synthetic data on pops, at a "decision-maker" level.

  11. #51
    Good changes, and the railroad is better since it is annoying having troops cross all of africa in a mont or two right through the saharah.

  12. #52
    Quote Originally Posted by fenwayb View Post
    I hope along with this railroad improvement is something to help the capi ai, cause if it's now going to cost a helluva lot more to build railroads, they better start building them semi-intelligently, no more spamming them across the pacific islands as I'm trying to build forts and naval bases.
    This x1000. It can be near impossible to build naval bases in newly acquired territory. Since capi's will spam 5 levels of railroad.

    Also, is there a need for a transcontinental railroad? If railroads only affect troop movement & factory/RGos like I think they do, I don't see a massive need for a transcontinental railroad. Assuming that the transportation of goods doesn't change dramitically.

  13. #53
    General Hibernian's Avatar
    Crusader Kings IIEuropa Universalis 3Divine WindFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourHeir to the ThroneEuropa Universalis III: In NomineEU3 Napoleon's AmbitionNaval War: Arctic Circle
    Rome GoldSemper FiVictoria 2Victoria II: A House DividedMount & Blade: Warband

    Join Date
    Feb 2008
    Dublin, Ireland
    Excellent news with these developments, it's good to see that the Devs are listening to at least some of the community's requests.

  14. #54
    Second Lieutenant Kaiserschmarrn's Avatar
    Hearts of Iron IIIVictoria 2

    Join Date
    Sep 2008
    How about armored trains?

    A troop type that can only move on railroads! It would make a great incentive to make the railroads connect.
    "Engines of war have long since reached their limits, and I see no further hope of any improvement in the art."
    -Frontinus, 90 AD

    "You can't be a successful Dictator and design women's underclothing. One or the other. Not both."
    -Bertie Wooster

  15. #55
    Not a Snack-Cake Smoked_peasant's Avatar
    Europa Universalis: ChroniclesHearts of Iron III Collection500k clubEuropa Universalis IV: Pre-order

    Join Date
    Dec 2004
    Robo-France 2020
    Hmm, I never thought about it, but the idea that the rail network functions without workers or resources seems absolutely absurd to me, and perhaps a contributing reason for the economic wonkiness of this game.

    I wonder if this couldn't be facilitated by having them function similarly to a factory, at the least if the player could see and interact with them in the factory interface screen, or one similar to it. I could picture the things existing as psuedo-factories, with daily coal, iron, and wood inputs, having a workforce and being able to expand them from that interface if you wanted. Possibly they could interact with state factories, costing the factory money to use the rails, creating another layer of interaction to help balance the economics of this game.

    I also like the idea of life-rating being the rail level factor, or at least a contributing factor for it. With a static method determined by terrain type, all mountain provinces are unrailable until X point, as all mountains are equal. But some mountains are more equal than others, and it would allow for rails to exist at all in utterly inhospitable places like the Himalayas earlier than realistically, but prevent rails from being built when they were historically possible, say in Austria for example.

    I wonder if maybe cost couldn't be a constricting factor as well; with enough resources anything could be done, but who would pay say, a hundred thousand, or just "lots" for a level 1 railway in a barren mountain range somewhere?

  16. #56
    General Van Diemen's Avatar
    Cities in Motion 2Crusader Kings IIFor the MotherlandHearts of Iron IIIHOI3: Their Finest Hour
    Europa Universalis III: In NomineEU3 Napoleon's AmbitionEuropa Universalis: RomeSemper FiSword of the Stars II
    Victoria 2Victoria II: A House DividedVictoria II: Heart of DarknessRome: Vae VictisMount & Blade: Warband
    Pride of Nations500k clubEuropa Universalis IV: Pre-order

    Join Date
    Jun 2006
    Amsterdam, The Netherlands
    These are very good developments. I'm glad to see that PI takes note of the suggestions made by people on this forum earlier.

    The HRE Revised Mod is a Holy Roman Empire and CKII balance mod aimed to stop want to be despot emperors in their tracks

    Try the 3.4 version of the Age of Colonialism mod for Victoria II v1.4 beta 26 sept 2011

  17. #57
    Event Team Leader
    Kalelovil's Avatar
    Crusader Kings IIDarkest HourDeus VultEU3 CompleteDivine Wind
    Hearts of Iron IIIHeir to the ThroneKing Arthur IIMagickaMajesty II Collection
    March of the EaglesRome GoldSemper FiSword of the Stars IISupreme Ruler: Cold War
    The Showdown EffectVictoria 2Warlock: Master of the ArcaneV2 AHD BetaPride of Nations
    500k clubEuropa Universalis IV

    Join Date
    Apr 2008
    Auckland, New Zealand
    Quote Originally Posted by podcat View Post
    This minimum level also works as a penalty so a level 4 railroad in mountains will only effectively work like a level 1 basic railroad.
    Although I love the rest of what you are doing with railroads, I agree with an above poster that this is not how I would represent that. With the required tech(s), a railroad through the mountains shouldn't be much slower than a railroad through less hostile terrain.
    The massive costs of building tunnels and bridges for the rail line through mountainous provinces should instead be represented through much higher upfront and maintenance costs.
    Something like a base cost for plains, 1.5x that cost for hills, 3x that cost for mountains etc.

    Are railroads in the expansion going to be regarded as an investment by capitalists, and need to pay their way for capitalists to build them? Currently capitalists just seem to build them anywhere and it doesn't seem like they take into account whether the railway will benefit factory throughput or not. The terrain additions won't be able to solve this alone, I don't want to see capitalists build railroads from one almost empty and factoryless plains province to another.
    Capitalists should only really be building railroads where the benefit to factories will outweigh the cost.
    They shouldn't be building railroads, for example, from one side of Russia or America to the other. Strategic railroad building such as that should need government involvement.

    On another note, semi related to railways, in either this expansion or a patch could you change the province building interface so that either;
    multiple province buildings (railroads, ports, forts) can be built at once, or
    province buildings can be queued and cancelled.
    It is very annoying when you want to build a naval base somewhere and the capitalist ai constantly starts building the next level of railroad before you can.
    Last edited by Kalelovil; 08-10-2011 at 06:27.
    Game Developer East vs West - Event&Decision Team Leader
    Unless stated otherwise, the content of the above post is my personal opinion only.

    Victoria 2 Pop Maker Utility: http://forum.paradoxplaza.com/forum/...-Maker-Utility
    Victoria 2 Order Of Battle Maker Utility:
    Victoria 2 Savegame Analyser Utility: http://forum.paradoxplaza.com/forum/showthread.php?638277-Victoria-2-AHD-Savegame-Analyser

  18. #58
    I liked.

  19. #59
    Perhaps, instead of putting the railroads building option in the province screen with forts and naval bases, it would be better off putting it in with the factory screen, with a column of it's own either at the end or the beginning.

    If the railroads were treated under the same mechanics as the factories, then insufficient funds to keep them maintained (taken from factory profits) would allow them to downgrade or become less efficient, and likewise they could grow levels (restricted by technology still of course) through capitalist or state investment.

    Doing it this way there's then also the possibility that you could implement government subsidies for railroad maintenance just like you can subsidise factories now.

    "It's a history game. History was tedious. History did not encourage world domination." - forums user V1ribus

    List of CK2 Traits: Grey Eminence; Poet; Homosexual, Genius, Humble, Ambitious, Gregarious, Honest, Paranoid, Cynical, Proud, Slothful, Lustful
    (Yes I know humble and proud are opposites.)

  20. #60
    Field Marshal hjarg's Avatar
    Hearts of Iron 2: ArmageddonCrusader Kings IIDeus VultEuropa Universalis 3Divine Wind
    Hearts of Iron IIIHeir to the ThroneEuropa Universalis III: In NomineEU3 Napoleon's AmbitionVictoria: Revolutions
    Europa Universalis: RomeSemper FiVictoria 2Victoria II: A House DividedRome: Vae Victis
    CK2: Holy KnightEU Rome Collectors EditionHoi 2 Beta500k clubEuropa Universalis IV: Pre-order

    Join Date
    Dec 2000
    Tallinn, Estonia
    Here is another thought- don't make building railroads from level 1, then level 2, then level 3. Instead, when you own a no-railroad province and want to build railroad there, it would make better sense just to build max level railroad you have in the province.

    Speaking of economy- make a strong differentiation between colonies and motherlands. A la Age of Colonialism mod. Would make much more sense then your colonies deep in Africa jumping to Cormicks reaping machine...
    My latest AARs

    Portugal- an Empire Under the Sun: Questing for the new world and taking the old world.

    de Hautevilles- Can Anyone Stop the Norman Invasion?: A tale of Normans in Southern Italy. Completed!

+ Reply to Thread
Page 3 of 7 FirstFirst 1 2 3 4 5 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts