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Plot's Roads and Movement 1.02

PlotinusRedux

Warlord
Joined
Jul 11, 2013
Messages
196
PlotinusRedux submitted a new resource:

Plot's Roads and Movement - Improved roads and movement scaled to unit era

Plot's Roads and Movement v1.00

Changes
  • Builders construct roads.
  • Builders cost does not increase.
  • Roads are more effective.
  • Units movement scales with unit era.
Purpose

The 1 UPT rule combined with nerfs to movement and roads compared to previous
Civ versions makes wars and even basic movement interminably slow and painful.

The road nerfs in particular remove an important tactical element of the
game--sending workers with your army to build...

Read more about this resource...
 
doesn't seem to work roads seem the same movement?
I've tested it repeatedly, the roads definitely get the improved movement. A few ideas:

(1) Can your builders create roads? If not, the mod isn't enabled;
(2) Ancient era roads are still the same movement, except they now have bridges, so you shouldn't notice a difference until the classical era;
(3) Roads outside your cultural borders don't automatically upgrade with era--so if you have a road between 2 cities from the ancient era, the part outside your cultural borders will still be ancient when you hit the classical era. You can send your builders to those parts to upgrade them--if you mouse-over a tile, it will tell you what era road it contains;
(4) It's possible another mod is overwriting this mod's road changes--Civ 6 Improvements also makes road changes, I think--though with the high load order I'm using, it *should* be compatible.
 
Your mod is excellent. It was much needed. Works flawlessly on my Mac. Would love to give a recommendation but there doesn't seem to be a place for that.
 
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