Are patrol routes possible?

Ieldra

Chieftain
Joined
Mar 17, 2014
Messages
56
...because it is annoying to have to make your ship sail around an island settlement again and again to check for possible threats and having to control it by hand every turn throughout two ages.

I couldn't believe Civ V doesn't have such a standard feature, but I found nothing in the help section.
 
No, you have to do it manualy. :mad: :wallbash:
 
This gets at the long standing complaint that waypoints are a missing feature.

Did any of the previous Civ games have this? For OP situation, I would just build one or two more ships.
 
@beetle:
When I was England I just put down a few stationary ships, but then I had the UA, Great Lighthouse and Exploration for +4 movement and +2 sight. I might have to do that again, but it will be more expensive in ship maintenance.

I don't recall if any of the previous Civ games had patrol routes or waypoints, but it is a standard feature of strategy games that makes it possible to avoid a lot of tediousness and lets you focus your attention on the interesting events.
 
On the other hand, you can make the boat circle an island with just a few clicks. I am more annoyed about not being able to move men across a piece of land easily. When one ending place is the same as another for another turn, they both have to be re-set.
 
Yes, I hate that too. "Nope, sorry not going to move. Because there is another unit on my destination, 80 tiles away."
 
Civ 5 has some serious basic problems with movement needing to be programmed EVERY SINGLE STEP, no patrol/way points, land units taking "shortcuts" on the ocean.
 
I don't disagree with the complaints, and I understand lots of other games have way points and/or patrolling. But I don't remember Civ 3 or 4 having such a feature, nor do I recall much complaints about the absence of such a feature. Did stacks of doom make way points unnecessary?
 
No patrol, but I remember it was much easier sending unit a ways away without having to monitor every turn.
 
Stacks made strategic movement much easier. Waypoints made building an army to move strategically much easier. And yeah, a unit standing in the path of a waypoint will be circumnavigated.

About a third of my CiV games go unfinished because conquest reaches a critical mass of units that become a chore.

Possibly the worst offender is a conga line of ships where the AI moves the one at the back first. Every. Last. One. Needs news orders, every turn.
 
I play on large maps and most of my games are 16-20 hours going into the 1900s so i don't feel it is significantly longer or more busy.

1UPT requires placing each unit where they need to be rather than mindless stack movement. # of optimal units for offence/defence is also significantly less in Civ5.

I jumped into C4 last night and had a chuckle when 1 of my stack of doom have about as many units as my entire empire in my current Civ5 game.

As for patrol routes, I think the issue is for a TBS, you run into tile clashing issues. You can do that in an RTS no problem, but it's more challenging with TBS, which is why it hasn't been implemented in any of the prior games either.
 
You could place units along the trade routes so that you can watch the trade route. Keeping the line of sight along the trade route can help you see if barbarians are nearby. You could also attack with the units or place on the trade unit to prevent plunder.
 
It would be a piece of cake to code a patrol system. Your own military units can coexist with your trade units, so just make it so a unit can be assigned as an escort. Then have if so a plundered route with an escort places the trade unit in the nearest friendly city and the escort unit in contact with the plunderer, who fights the escort and doesn't get any money.
 
I know im very late to this discussion...like 2 years late^^....but for anyone who like me looks for waypoints and partols:

Yes they were in the game. I think civ3 or maybe even civ2. You could set patrols i am very sure. I think even waypoints. There is absolutely no reason why it shouldnt be in the game besides one...masking the bad game desing by occupying players with boring and mindless tasks like constantly micro managing easy and repetitive tasks.
 
Agree with the above. One should also be able to give units orders like "search for pirate ships/barbarians", similar to how they auto scout, and not just one area.
 
Top Bottom