Road Building in Civ 6

Current road system is fine- I just hope they go back to Civ V's movement system so you don't have so much wasted movement points when you run up against a marsh, forest, or hill.
 
I'm rather ambivalent about roads in general, but I think 1UPT is a system that makes movement unnecessarily tedious so I generally support anything that makes movement easier. I prefer 8 Ages of Pace mod for roads as a result, but I haven't had any issues with freezing.

But as to actually building roads, military engineers are pretty rubbish. They don't even really function well for their intended purpose given two charges.
 
When you build a road between two of your own cities does it still use up that 'Trade' slot, because in the early game that can be very damaging in terms of gold?
 
When you build a road between two of your own cities does it still use up that 'Trade' slot, because in the early game that can be very damaging in terms of gold?
I'm not sure I understand your question. Trade caravan uses one trade route slot while it's active, regardless of whether it's building road or not.
 
The only thing i dont like about the trader roads is their routing logic, it can be bloody terrible sometimes. :cry: In my Rome game i have a section of my empire with 4 !! roads running parallel with each other. They need to bias towards existing routes rather than absolute minimum distance. Of course if the route doesn't run through the city you dont get the trading post, so it is infuriating when you plop a city as Rome and the road goes next to the city, not through it, or rather than go through cities in a line it will just bypass them and make its own road. Unless you plop your cities in perfectly square grids it can be a nightmare to get it to work properly.

Although as Rome it is Bloody annoying it also affects other CIvs as well with foreign trade. You know sometimes when you trying to trade with a city that is <than 15 tiles from your nearest trade post but it is not available !??. Likely because the routing logic doesn't go through your Trade Post city, thus being out of range. The Trade Post system is great but the road routing logic just shoots itself in a foot time and time again.

You wanna see Road spaghetti,.....Play as Rome on a map with growing room.... Forward settle like a madman and then back-settle :mischief:...... and behold. the ugliest road system you have ever seen. :crazyeye:
I was kinda OCD in regards to roads in Civ5, Making sure only 3 roads entered or exited a city at anyone time(with gap either side).....minimising t-intersections and when you can hide them in tile improvements where possible etc, even when it costs an extra tiles to make sure it looked nice.... I miss this.....Civ6 roads are the devil :cry:

The trick with Rome is to either settle your first expand in Timbuktu or send your first trade route to a far flung city state and then settle cities along the road that gets created.
 
I find the new road-system in civ6 to be a real lackluster. Building roads used to be a very important aspect with huge impact on gameplay. Lots of tactical and strategic choice are now lost. But i guess they found out that most players really didn't care and just automated their workers anyway.
 
When you build a road between two of your own cities does it still use up that 'Trade' slot, because in the early game that can be very damaging in terms of gold?

I used to think that too but I changed my mind on that. Internal routes are better than external routes due to the extra cogs and food. I usually have every city run a route to my capital.
Build com hub, encampment, ind zone and harbor and watch cities grow. When a city builds a critical wonder give it more traders. I don’t go abroad till e-commerce.
 
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