Road and Rail Discussion

qadams

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With all the different videos and playthroughs, and with some of them apparently showing older builds, I'm confused :confused: ... could someone provide a short list of playthroughs that use the most recent builds? I'd like to see the game as up-to-date as possible.
 
I believe the most recent build that we've seen was the one that the devs played last week during the Firaxis livestream, the one where Ed B, accidentally revealed all the leader names. You can watch it here:


Link to video.
 
With all the different videos and playthroughs, and with some of them apparently showing older builds, I'm confused :confused: ... could someone provide a short list of playthroughs that use the most recent builds? I'd like to see the game as up-to-date as possible.

I think the leader-leak video is the newest build. It was about two days old on the 18th of august. So probably from the 16th.
 
Can you tell me why does this trade route (see pic) ends so abruptly?

EDIT: Barbs killed the trade unit...

Question2:
Does the unfinished trade route stay there forever? And functions as road?
 

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Please someone correct me if I'm wrong. Roads appear to function different in Civ 6 than Civ 5.

In Civ 5, if a road was build upon a hex it would reduce the movement cost for entering into the tile to 0.5.

In Civ 6, a road appears to reduce the cost of terrain that would otherwise be more than 1 (forest, hill) to 1, and does not appear to reduce the cost of entering into flat terrain.
 
In Civ 6, there' sat least 3-4 types of road-esque improvements

Ancient Roads - Remove the penalty cost between moving into other type of terrain (so you only pay 1 movement cost to move from Hill to a Forest if there's roads there)

Medieval Roads - Add bridges, so removes penalty cost from moving between River tiles

Modern Roads* - Add the speed bonus,

Railroads - I assume also add a speed bonus.
 
In Civ 6, a road appears to reduce the cost of terrain that would otherwise be more than 1 (forest, hill) to 1, and does not appear to reduce the cost of entering into flat terrain.

Correct. Civ6 roads, at least the ancient ones that we've seen, simply remove the terrain penalty. So they do work differently than in civ5. This change is probably designed to work with the new movement system in civ6 where units need the full movement point equal or greater than the terrain cost in order to move to that tile.
 
Please someone correct me if I'm wrong. Roads appear to function different in Civ 6 than Civ 5.

In Civ 5, if a road was build upon a hex it would reduce the movement cost for entering into the tile to 0.5.

In Civ 6, a road appears to reduce the cost of terrain that would otherwise be more than 1 (forest, hill) to 1, and does not appear to reduce the cost of entering into flat terrain.

I think it depends on the road. ie. medieval roads give greater movement that the roads at the beginning of the game (can't remember what they call them now) the idea is that as we became more advanced our roads became better. It makes it a bit more varied than just - no road, roads, railroads.
 
Are there any other videos of this most recent build?

At Gamescon they had some of the presenters playing but it was depressing watching them play. They played for three hours and built only military, they looked at an AI settled city and asked each other "Did we settle that?" - though it wasn't the most recent build.

I'm in need of some Civ 6 content!
 
Does anyone know, when you unlock medieval or modern roads, if you can remove the roads created by traders?
This is my singular pet peeve with Civ 6. Although I understand that ancient roads work differently now so I get it. But still.
I hate roads in Civ 5 (and the same looks in 6) going over hills. It makes the roads ugly. Also, where roundabouts etc happen when travelling to a different city. The AI chooses to make the roads in the most efficient way, which is almost always ugly. I much prefer spending 1 extra gold and turn and build the roads going around mountains etc.

But as said, if ancient roads only remove terrain penalty, and don't add bonus speed on flat land, then my complaint is null and void. Just personal preference.
 
They mention it later on I think, his caravan got taken by Barbs or something.

Later in the video (@1:04:37), a trade route belonging to the city-state Preslav connects the road from Aachen when it is traveling to Heidelburg and constructing that road. The turn before is at @1:03:27.
 
In Civ 6, there' sat least 3-4 types of road-esque improvements

Ancient Roads - Remove the penalty cost between moving into other type of terrain (so you only pay 1 movement cost to move from Hill to a Forest if there's roads there)

Medieval Roads - Add bridges, so removes penalty cost from moving between River tiles

Modern Roads* - Add the speed bonus,

Railroads - I assume also add a speed bonus.

(actually Industrial roads..then railroads)

I'm hoping there's actually a modern roads/highways that improves railroads
 
The progression appears to go:

Ancient Roads
Medieval Roads (Military Engineering)
Industrial Roads (Industrialization)
Railroads (Steam Power)
Modern Roads (Combustion)

However Railroads come so close to Industrial Roads (it's the very next tech) -- and uses a different icon than all the other "route" upgrades -- that I have to wonder if there isn't something different going on there.
 
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