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Author Topic: Off-map road construction  (Read 752 times)

Manveru Taurënér

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Off-map road construction
« on: June 02, 2012, 02:11:41 pm »

So, I tried searching but couldn't really find anything similar, apart from the old complete development list:
"Core29, EXTERNAL CONSTRUCTIONS, (Future): World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change)."

Anyhow, since toady is going to "Replace dwarf mode generated caravans with actual caravans" moving across the map to your fortress, I was thinking that it's about time we should have some ability to connect our fortress to the world-map roads or at least our mountainhome if none are constructed. Hence some discussion as to how this would easiest be achieved might be useful? ^^

With hilldwarves also coming into play soon I thought they would be the natural option to use as labor. That way we wouldn't have to sacrifice our own valuable workers to do it or have an as complicated system for workers moving off the map to work and then back. In exchange we'd have to provide the hill-dwarves with some suitable amount of food for the workers or maybe goods/coin if the economy comes back before this.

You'd start with having constructing a road yourself up to the map edge, after which the dwarven liasion would give an option to "order the hilldwarves to construct a road". Then you'd get to choose the material, the simplest being a dirt road ofc which wouldn't need any additional materials to construct, just the labor. You could also order a paved road (or if implemented a gravel road), these requiring you to gather the necessary materials and send off in wagons, which would also provide an excellent way of getting rid of all that excess stone lying around.

Some calculation would then be made for the distance and path the road would take to connect to the nearest site/road, an estimate of the materials required if a paved road was ordered and an estimate of the time it will take to finish. This could also be influenced on the amount of hilldwarves in the area and how much you are willing to pay for the work. Having a functioning road would then unlock other civs to send actual wagons, whereas otherwise only pack animals could reach the site. Building a better road would allow larger caravans and be seen as a step towards becoming a mountainhome (the old "road value" required would also now include actual connectedness to the rest of the kingdom).

Also to tie in with the upcoming army arc features, if at war some measure of defense for the construction might be needed. Otherwise you might end up getting word from the liaison that the construction workers were killed/driven off which would alt the progress of the road construction until you could gather new workers as well as guarantee their protection.

Lets brainstorm a bit and see what we can come up with to help flesh this out shall we? ^^
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10ebbor10

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Re: Off-map road construction
« Reply #1 on: June 02, 2012, 03:12:13 pm »

Didn't dwarves normally build underground roads.

Anyway, seems like a good idea to me.

Other reasons for building a road could be a mandate by the King, and to increase immigration.

Removing wagons seems a bit severe to me, maybe add small 1 tile wagons too then.
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Manveru Taurënér

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Re: Off-map road construction
« Reply #2 on: June 02, 2012, 03:29:16 pm »

...
Removing wagons seems a bit severe to me, maybe add small 1 tile wagons too then.

It was implicit that they'd just bring pack animals then like they did the whole time wagons were bugged ^^
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Uristocrat

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Re: Off-map road construction
« Reply #3 on: June 02, 2012, 04:06:52 pm »

In theory, the game could give you some interface that let you pick the neighbor to link to and just had you haul tons of stone blocks or whatever to the map edge to build it, possibly allowing your dwarves to vanish off the edge while doing construction.

But I could totally see people making a nice underground road to the local goblins that leads them into some horrible deathtrap.  In fact, that would be the very first thing I would try.  Goblins probably aren't smart enough to wonder why the road we made them leads to the magma pits.
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

10ebbor10

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Re: Off-map road construction
« Reply #4 on: June 02, 2012, 04:09:53 pm »

...
Removing wagons seems a bit severe to me, maybe add small 1 tile wagons too then.

It was implicit that they'd just bring pack animals then like they did the whole time wagons were bugged ^^
Even then, this would be some sort of intermediate step between pack animals and wagons.

Also, if you want to build a paved route straight away, these'll come to pick up the freight. There's no sense in it that wagons can come to pick up stone for a road, but not for trade.
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Manveru Taurënér

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Re: Off-map road construction
« Reply #5 on: June 02, 2012, 04:31:05 pm »

...
Removing wagons seems a bit severe to me, maybe add small 1 tile wagons too then.

It was implicit that they'd just bring pack animals then like they did the whole time wagons were bugged ^^
Even then, this would be some sort of intermediate step between pack animals and wagons.

Also, if you want to build a paved route straight away, these'll come to pick up the freight. There's no sense in it that wagons can come to pick up stone for a road, but not for trade.

True, didn't quite think that through enough ^^

I guess it could also be required to actually make a dirt road to allow wagons before upgrading the road further, and that initial dirt road would also be much less timeconsuming to make than a paved one, just to open up the way for wagons faster :>
« Last Edit: June 02, 2012, 05:03:08 pm by Manveru Taurënér »
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