About Roads

DJ_Tanner

Emperor
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Apr 19, 2013
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So I don't know if anyone saw anything or knows anything more about it but I was wondering about roads.

From what I could see road maintenance is now gone allowing you to checker the countryside with roads with no abandon. That makes sense to me with the new trader builds roads mechanic. As traders walk the path the road is naturally formed, done and done. However, does this also mean that we will see the loss of roads when a trade route has not been used for X number of years?

It is something I think would be a cool mechanic and would love to see. Not sure if anything has been said about the subject or could be gleamed from the youtube extravaganza.
 
I certainly hope we can build roads in every tile eventually (starting in the mid-game when we get the military engineers). It'd help greatly with the traffic jams that 1upt causes, not to mention being realistic as well (only remote tundra etc has no road access to every 'tile' irl).
 
Though consider that enemy units can use roads in your territory now, so it may behoove you to strategically place them rather than carpet every tile with roads.
 
Though consider that enemy units can use roads in your territory now, so it may behoove you to strategically place them rather than carpet every tile with roads.
I haven't seen this info before; was it in one of the new videos? If true, I wonder if it also applies to railroads (in Civ II you could use enemy railroads to capture entire continents in one turn... While fun, it was a bit too exploit-y for my taste! :lol:)?

In any case, it merely means that the outskirts of the empire should have a 'bare zone' where no roads are allowed, save for selected, well-defended points (to bring more troops to the frontline).
 
I haven't seen this info before; was it in one of the new videos? If true, I wonder if it also applies to railroads (in Civ II you could use enemy railroads to capture entire continents in one turn... While fun, it was a bit too exploit-y for my taste! :lol:)?

In any case, it merely means that the outskirts of the empire should have a 'bare zone' where no roads are allowed, save for selected, well-defended points (to bring more troops to the frontline).

It's been documented in the various videos that have come out recently.

In Civ II that was more due to the fact that railroads provided infinite move, which hasn't been the case more recently ;) As of note I don't think I've seen railroads anywhere in VI yet.
 
I would like to see Civ VI use a inner-city/civ highway/road street system like in the SimCity series. Show little people and vehicles travelling along. Mass transit systems which includes street cars/buses,freight & passenger trains.
 
There is nothing that I have seen that would suggest that roads decay over time.

Instead there are upgrades to roads over time. Traders create Ancient Roads, and then they are upgraded (though it's not yet clear how) to stone roads with Military Engineering, and then there are further upgrades at Industrialization and Combustion.
 
We heard there are military engineers but I didn't get to see one actually used. If they work like builders where you only get N number of "road charges" then it could be very hard to put roads in every tile. I never had an issue in Civ V with traffic jams though. 1 road from city to city was always enough for me.
 
The tooltip doesn't mention anything about limited use (whereas the Builder tooltip does).

civ6_military_engineer_tooltip1.jpg
 
It would be weird to have builders build stuff instantly and use charges, and to have engineers working over time with no charges being spent. (Even worse if the engineers worked instantly without spending charges.) I hope it's a case of the techs and UI being 'in flux' before release, and that they will end up using charges in the final game.
 
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