To directly answer the question, road maintenance is listed as "Tile Improvement Maintenance", when you mouse over your treasury/income in the top left. You can see a circled example in the screenshot below. As for the details:
Roads cost to maintain both inside and outside your borders
Because my conclusions are contrary to previous info we had about road maintenance in neutral territory... Pics Or It Didn't Happen!
Exibit 1: Prince Difficulty, some roads in, some out.
As you can see, I have 4 roads in my territory, and one outside, costing me a total of 5 maintenance. I have no other roads anywhere else. I wish I had taken a screenshot of the previous turn. The next time I find myself in this situation, I'll take a pair of screenshots and replace this single picture. Either way, remember you can always try it yourself to be sure. YaY Science!
Exibit 2: Settler Difficulty, all roads out.
Thanks to @DMA57361's questions, I checked a different difficulty and a different number of roads outside the borders, namely all of them. On Settler difficulty, building roads only outside of my borders, I still ended up with maintenance for the roads, so clearly they do cost.
Edited to account for difficulty, now that I've completed more extensive testing.
Roads cost the same to maintain in your own territory, and in neutral territory. How much varies by difficulty:
Road Maintenance /Road/Turn
Difficulty | Your Land | Neutral
-----------|-----------|--------
Settler | 0.34g | 0.34g
Chieftain | 0.50g | 0.50g
Warlord | 0.75g | 0.75g
Prince | 1.00g | 1.00g
5-7* | 1.00g | 1.00g
Deity | 1.00g | 1.00g
Road maintenance is only ever a whole number. In case of decimal remainder, always round down. For example, on Settler, 2 roads cost 0.68, which clearly got rounded down to 0.
To find each of these, I built roads either only inside, or only outside my borders at a time. This confirmed the same results for inside and out, but got me only close numbers. Then @Oak used his powers of XML scrying, and found the exact numbers for us.
Since so many difficulties are 1g, (and the ones that are not are the easier difficulties anyway,) and for our general happiness, I hereby declare "1g" an acceptable approximation for all further calculations relating to road maintenance. Hurray!
When next I can test, I'll re-test road's in another nation's borders, to clean up the next section! Same Bat-time. Same Bat-channel.
Roads DO NOT cost to maintain inside another nation's borders
Edit: This section is suspect until I complete further testing, since one road did not cause me maintenance. My mistake for not setting up a proper control. This still may be completely true, but I need to test on different difficulties and compare with similar numbers of roads in my borders and in neutral territory.
In the game these two pictures originated from, I had no roads, and built a road inside each another civilization's borders, and a city-state's borders. I can't verify that they were costing any gold to the land's owner (Rome's income was fluctuating quite a bit), but I can say for sure they were costing me nothing. This is likely what bwarner saw that caused the error.
There may be other effects that change which roads cost to maintain, but these seem to be the major ones. Anyone found anything not explained by these.
PS As with any screenshot heavy post, I do my best to crop/scale the images to reasonable sizes without losing the important parts, such as the circled text. They still end up crowding the page, for which I'm sorry.
This page has a number of interesting tidbits that aren't easily discoverable, including the one you mentioned above about Greece. Nothing else about civ leader specific abilities though.
You can skip the intro movie by
hitting Escape; however, the game
loads data in the background while the
movie is playing, and therefore the
movie won't actually stop until
background loading is complete.
To access predefined maps, such as the
Mesopotamia map that was part of some
special editions, choose Mods and then
Single Player. You can now select
among all installed maps by clicking
on the map button.
To show the movement range of a
selected unit and the path it would
take when ordered to move, either
press "M" or hold down the right mouse
button while moving the mouse cursor
over the map.
The maximum radius within which a city
can allocate workers is three hexagons
in any direction.
Marble speeds production of all
wonders by 25% in the city that works
the quarry.
Greece has the special ability that
moving units through the territory of
city states never degrades influence
with them.
Railroads not only give the usual gold
& movement bonuses for roads, but also
+50% production for cities connected to the capital. Harbors act as
railroad connections as soon as the
technology is available. The exact
movement bonuses for roads & railroads
are unknown.
Units count towards a supply limit
defined by your cities and population,
shown on the military overview. The
exact effect of reaching that limit is
unknown.
Units have a maintenance cost (aka
upkeep) in gold which depends on your
total number of units, and is
summarized in the economic overview.
The actual formula for unit
maintenance is as yet unknown, and may
or may not be related to the unit
supply limit.
If you have no gold left and are
running a deficit in excess of 5 GP
per turn, units will begin to be
forcibly disbanded to save on
maintenance costs.
Razing a city takes one turn per
population point, and begins only
after you end your turn. So if you
choose to raze a conquered city, you
can still enter the city screen and
cancel the razing. The city will then
be annexed -- you cannot turn it into
a puppet state anymore.
Pacts of Cooperation make the AI
friendlier and more receptive to other
deals. Pacts of Secrecy against
another player do the same but with
the added condition that neither
player must cooperate with the target
player.
Being allied with a city state grants
you an automatic view of all tiles
they can see. There is no other form
of map trading; the only way to
explore a major civilization's
territory is to sign Open Borders and
scout it with your units.
The manual once mentions that hotkeys
are documented in the readme file, but
they are actually listed in the manual
itself on page 207. You should still
have a look at the readme file ("Read
Me .pdf" in your Civ5
installation folder) as it has some
other useful information, such as the
location of the editable Civ5
initialization file.
Looking for the real-time clock?
Remember this is a Steam game -- if
you have the misleadingly named "Steam
Community In-Game" enabled in your
Steam settings, you can simply hit
Shift+Tab and get a big fat clock in
the top-left corner, along with other
Steam UI.
Best Answer
It is only +1, there must have been some balancing that occurred after the manual was created and they haven't updated it yet.