Roads in elemental (in light of some economic models)
Roads in Elemental have been talked about before but given the recent discussions of alternative economic models going on, it might be nice to take another look at them. Some models have caravans units carting resources from one city to another. This allows the opportunity to attach those caravans and put a squeeze on some resources if the roads are not patrolled or caravans are not guarded. This had me thinking of some potential options for roads:
-Different upgrades for roads? Different amounts of work or resources applied to road making might yeild roads of different quality (from a horse-path (or bear-path!) to a stone-paved highway. This could effect the spead that units and resources moved along the roads as well as the amount or resources any one caravan could carry (bigger carts!) and better roads would be harder to destroy.
-A kingdom could decide to spend money or resources to patrolling roads to insure all trade gets through. This could take the form of actual units set on patrolling sections of road (espeically near borders) but this might result in more micromanagement than its worth. Perhaps a kingdom could decide a certain level of protection it wanted to give its roads (abstractly pay part of its population to patrol the roads). In this case you would not see the actual units but it would allow an increase in defence (+2, +3?) to any actual units who are on the roads. Leave the safty of the road at your own peril.
-Ambushes-enemy forces could delay trade two different ways. Attach trade units that are passing by (self-explanitory), or destroy part of the road (effectively making a road block). This should be harder to accomplish if the road is patrolled but if a section of road is ruined it would be a natural place for an attach since the units would loose their defence bonuses. Different units should have different road destroying abilities (and I suppose different units should have different road-making abilities). One possible counter for this would be to place structures like forts or outposts along the road. You could say that if a road is within 4 tiles of a city or a manned outpost or fort, that section of road cannot be destoyed. This makes forts valuable but also makes then a natural target.
-magical enhancement. There could be a host of spells to help/hinder roads. Spells to make you travel faster. Curses to make you (or your enemy)travel slower. Parts of roads could be magically destroyed, protected, or repaired. Units could also be magically protected (increased defence or increased protection from magic) while traveling on the road.
-other thoughts?