Road damage and construction - Mid/End game depth

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Lorty

Recruit
Mar 16, 2015
6
0
Just like in real life, roads should get damaged over time! Repairing them would be expensive, and each road segment could have a "health" status.



-Damaged roads could eventually lower the citizen happiness, increase noise pollution and change the driving paths (small cars tend to avoid heavily damaged roads if possible).

-Damaged roads would appear at a 50% "health" status. From 50% to 0%, the effects are going to be worse. You won't be able to tell if a road is healthier than 50%, though.

-To avoid people destroying a damaged road with the bulldozer and replacing it with another one, destroying a damaged road would be much more expensive than repairing it. Think 5 times more expensive. Right now, the mid/end game is rather easy in terms of economy, but with more mods/updates, we can hope to have a harder end game. In this case, repairing a road would be beneficial.

-Repairing a road would be more expensive than the current road cost we have now.

-When repairing a road, a part of the road would be unusable for a small period of time in-game. A one way road with 2 lanes would have one accessible lane only. This will, of course, create traffic issues.

-Cars that must access the unusable lane (a resident house located at a damaged road) are free to go. Buses/police cars/firetrucks/etc can also access the unusable lane.

-Roads that are frequently used are prone to get damaged quickly.

-Trucks significantly damage roads faster than normal cars.

-To avoid money or traffic issues, you could repair individual road segments at a time instead of the whole road.





Well, a simple road damage system would create a lot of things in this game, and just like in real life, road constructions are a BIG deal to big cities. They cost a lot of money and piss off citizens.
 
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