Roads would be player-built sublocations. They would require only workers
to construct. The sublocation would appear in both endpoints of the road;
to use the road, one would have to first move into the road, then move to
one of its exits.
--------------
Forest [cy29]
Routes leaving Forest:
West, to Forest [cy30], 8 days
Inner locations:
Harm's way [xy66], road, exits to cy30, 3 days, owner:
Osswid the Toll-collector [5501], with five pikemen
--------------
Harm's Way [xy66]
Routes leaving Harm's way:
East, to Forest [cy29], 3 days
West, to Forest [cy30], 3 days
Seen here:
Osswid the Toll-collector [5501], with five pikemen
--------------
Forest [cy30]
Routes leaving Forest:
East, to Forest [cy29], 8 days
Inner locations:
Harm's way [xy66], road, exits to cy29, 3 days, owner:
Osswid the Toll-collector [5501], with five pikemen
To move from cy29 to cy30 by way of the road:
move xy66
move cy30
How does Osswid collect tolls, now that there is no fee mechanism?
That's his problem; he has ADMIT, he can work it out with the travelers.
Characters inside the road would get reprots for both outer locations.
Roads would sustain regular damage and need to be repaired frequently.
I would probably scatter impassable routes between land lcoations across
the map; this would provide an incentif to build roads parallel to the
impassable route.
Hidden roads could be built for twice the investment of worker effort.
[maybe] Road could be built from inner locations to neighboring provinces,
or even inner locations of a neighboring province. So one could make an
exit from a city to the next province over, or even a direct route from
one city to another city.
Roads would likely give a 25-33% speed benefit.
-- Rich Skrenta <skrenta@shadow.com>