RimWorld

RimWorld

Roads of the Rim (Continued)
Balancing at default levels feels absurd
Now look, I understand that building a road is not going to be easy. But the resource requirements are absurd.

You need thousands and thousands of steel and bricks to make the road without using In Situ. That's seriously hundreds of caravans full of horses, full of materials. I did some testing in dev mod. 150 steel gave me less than 0.1 percent completion of 1 road leg for a stone road. I think it took around 500 steel to get 0.1% so I'm going to use that number.

That's half a million steel to complete the road. To build a road 5 tiles long would be two and a half million steel. And if not using in situ that'd be 15,000,000 stone bricks.

To put it in perspective, a medium size map is 250 tiles, which would cost 1000 stone bricks to build a 1 tile wide road across it's entire length. Even if we wanted to make our road 5 tiles wide, that's still 3000x cheaper than building a stone road. And it costs zero wood and steel.

I'm happy for the math to be a little wonky given that maybe a world map tile is longer than a generated one. Or perhaps we're building something more sturdy than regular stone tiles. But it shouldn't be this ridiculously overpriced.
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thats why you use ISR2G/AISR2G
RiKShaw 29 Jan @ 10:06pm 
Originally posted by Sir Cumcise:
thats why you use ISR2G/AISR2G

I get that that's an option. Using the upgraded variant specifically makes this feel far more balanced. But the thing you make after three research projects shouldn't be the first viable option you're given.
Winter 4 Feb @ 6:07am 
To advance road construction, you need all the required materials. For a stone road, I generally send a caravan with 600 stone blocks, 100 steel, and 80 wood. Three or four of those will finish a road section.
RiKShaw 17 Feb @ 2:12am 
Originally posted by Winter:
To advance road construction, you need all the required materials. For a stone road, I generally send a caravan with 600 stone blocks, 100 steel, and 80 wood. Three or four of those will finish a road section.

Factually, you are incorrect. I am aware that I'm currently building an Asphalt road from a 38% hills to 63% hills, but one section is currently asking me for 8000 stone. And that's when I'm 25% completed. That means it takes over 10k from fresh.

I cannot fathom you're not mistaken. I can provide proof. Perhaps you've already tweaked values or perhaps hills gives an unreasonable modifier to your progression.
Same problem, ~4000 stones for 1 tile, I wonder if it's intended at this point
ISR2G/AISR2G is mandatory
The problem isnt the amount of resources at all. The initial 1-2 levels of road are reasonable for pack mules.

The problem is that transport solutions don't scale in vanilla Rimworld. The game has space ships and mechs and power armor and transport pods....but not wagons or trucks.

Thankfully you can fix this problem with another set of mods that add vehicles: You'll need the base vehicle framework + the following 2 mods. One adding the basics and then the expansion adding Tier 3.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3014906877

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047892432

Basic vehicles haul 600kg with only 1 colonist needed. More advanced vehicles haul 2,200kg. There are vehicles suited for hauling all your colonists from place to place too.
Last edited by Ralathar44; 27 Jul @ 5:34am
Originally posted by Ralathar44:
The problem isnt the amount of resources at all. The initial 1-2 levels of road are reasonable for pack mules.

The problem is that transport solutions don't scale in vanilla Rimworld. The game has space ships and mechs and power armor and transport pods....but not wagons or trucks.

Thankfully you can fix this problem with another set of mods that add vehicles: You'll need the base vehicle framework + the following 2 mods. One adding the basics and then the expansion adding Tier 3.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3014906877

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047892432

Basic vehicles haul 600kg with only 1 colonist needed. More advanced vehicles haul 2,200kg. There are vehicles suited for hauling all your colonists from place to place too.
A great mod... for anyone not using Colony Groups. If there was another way to make groups and categorize pawns to tidy up caravan or transport pods interface, I'm in. But in a large colony, mods that help you tidy up the mess are vital.

That being said, it still doesn't fix the balancing of the mod. Having had caravans hauling over 12 metric tons, volume isn't an issue in itself. It's just the volume put into the road doesn't make sense.

As he hinted, building the road on map would cost you a fraction of what it cost on the world map. The only excuse for it would be, that a tile signifies a lot larger land than the tile you're building on, implying that the majority of a tile you have a colony on, is unused land.

But if we consider 1 tile sized lakes and all surrounding tiles being coastline/beaches, or 1 tile islands being surrounded by water when opening a colony, this disagrees. The tile we see represents pretty much the entire buildable area, yet we require a multitude of resources.

But unless somebody (not it), calculates an estimate of needed resources for the buildable roads and applies the conversion ratio onto the roads you can't build like asphalt or glitter road, we just have to live with this situation.
Last edited by HighFlyer96; 1 Aug @ 5:10am
RiKShaw 4 Aug @ 5:38am 
Originally posted by Ralathar44:
The problem isnt the amount of resources at all. The initial 1-2 levels of road are reasonable for pack mules.

Basic vehicles haul 600kg with only 1 colonist needed. More advanced vehicles haul 2,200kg. There are vehicles suited for hauling all your colonists from place to place too.

No I think the problem really is amount of resources. I'm fairly certain that a freshly generated colony map wouldn't even spawn stone equal to 10k of blocks. You can run about camping and bring back rocks but you shouldn't need to farm up 5 full trucks entirely full of stone just to build your road.

This makes even less sense when you consider the AISR2G is said to allow colonists to grab resources from the surrounding area. But I guarantee you that if you camped there you wouldn't be able to find 10k worth of bricks. Or if you did you'd be mining every piece of stone on the map which then takes significantly longer than the AISR2G takes.
Originally posted by RiKShaw:
Originally posted by Ralathar44:
The problem isnt the amount of resources at all. The initial 1-2 levels of road are reasonable for pack mules.

Basic vehicles haul 600kg with only 1 colonist needed. More advanced vehicles haul 2,200kg. There are vehicles suited for hauling all your colonists from place to place too.

No I think the problem really is amount of resources. I'm fairly certain that a freshly generated colony map wouldn't even spawn stone equal to 10k of blocks. You can run about camping and bring back rocks but you shouldn't need to farm up 5 full trucks entirely full of stone just to build your road.

This makes even less sense when you consider the AISR2G is said to allow colonists to grab resources from the surrounding area. But I guarantee you that if you camped there you wouldn't be able to find 10k worth of bricks. Or if you did you'd be mining every piece of stone on the map which then takes significantly longer than the AISR2G takes.

https://rimworldwiki.com/wiki/Stone_chunk

Even on the low end 600 chunks x 20 = 12,000. That's not even counting the mining afterwards.

That being said, that's just niche knowledge not an actual argument. Realistically the mod is balanced around what it does, not realism. Cutting the travel time of your pawns to nearby trade hubs is a huge deal.

Dirt roads and Dirt + roads already significantly cut your travel time to the point to where its often just as fast to build them as you go instead of just go somewhere if you have a few competent builders going across rough terrain. Dirt and Dirt + is the most you need for any route you don't travel often. Stone and Asphalt are only for routes you travel often. And Glitter roads are for allowing you to path through otherwise impassable terrain.

A stone + road takes what, 2,000 stone blocks? That's not too bad honestly. Fine flooring stone takes more than that lol.I think just the bedrooms of my base took 10k stone lol. And then ofc deep drilling is infinite stone for if you're on flat land.

But should you decide you want more stone on a piece of flat ground before deep drilling the quarry mod is good for that. I don't currently use it but I did at one time: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/3513840161
Last edited by Ralathar44; 4 Aug @ 10:38am
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