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Bug or misunderstanding with development costs

Posted: Mon Jul 04, 2005 5:12 pm
by Beorn
7.4.3 says that low levels of roads limit other developments. Development beyond the road development of a city take more labor to complete. The increase is double for developments one level greater than the level of roads, triple for developments two levels greater...

Edinburgh and Cardiff have level 4 roads and level 2 barracks. (Sufficient roads) When I hover over Barracks, I get a price to build level 3: $4, 4 labor, 4 timber, 8 textile

Glasgow has level 1 roads and level 2 barracks. (Insufficient roads) When I hover over Barracks, I get exactly the same building price: $4, 4 labor, 4 timber, 8 textile... Shouldn't that be 12 labor?

RE: Bug or misunderstanding with development costs

Posted: Mon Jul 04, 2005 7:10 pm
by Naomi
heh, that's why i never cared about the level of roads. I played Britain, enhanced roads made my populace grow faster than agricultural production could catch up.

RE: Bug or misunderstanding with development costs

Posted: Mon Jul 04, 2005 11:11 pm
by Ralegh
I agree with your undertanding, so it could be a bug.
Although I would have expected building a level 3 roads to be more expensive than building a level 2 roads...

RE: Bug or misunderstanding with development costs

Posted: Mon Jul 04, 2005 11:32 pm
by ericbabe
If that's how it's described in the manual, then it's a manual error. Developing a development higher than the province's level of roads should double the development *time*, not the labor cost.

I just checked the source code (note to self: TGame::CalcBaseDevelopmentTime(...)) and it seems to be working in this way.


Eric

RE: Bug or misunderstanding with development costs

Posted: Tue Jul 05, 2005 1:40 pm
by Beorn
Thanks! That is very helpful!