Roads do not do anything?

keen_6

Chieftain
Joined
Aug 3, 2008
Messages
10
It appears my units still only move 2 tiles in spite moving on a road. What is up with that ?
 
Road evolve over time. Ancient roads don't give extra movement but remove movement penalties from difficult terrain.
Once you get to a new era, your roads will update automatically. Bridges will help you over rivers without losing a full turn and you will also lose less movement points for moving tiles.
 
What era?

Roads are useful. But does anyone think Modern/Atomic/Information era roads should give more movement? It still takes a long time to move from one part of the continent to the other. I miss the railroads of Civ2 days. :) Or magtubes of SMAC.
 
Roads are useful. But does anyone think Modern/Atomic/Information era roads should give more movement? It still takes a long time to move from one part of the continent to the other. I miss the railroads of Civ2 days. :) Or magtubes of SMAC.
Yes, I think later era roads (actually: Starting already from classical or medieval) need to get a bump up, movement is simply too slow in this game, even with roads.
 
Does ancient roads do anything? It seems to me that classic roads gives no penalty but ancient one does nil. Roads needs to be buffed! Also it's absurd that military engineers cost one charge to build one road tile!
 
Does ancient roads do anything? It seems to me that classic roads gives no penalty but ancient one does nil. Roads needs to be buffed! Also it's absurd that military engineers cost one charge to build one road tile!
Ancient Roads eliminate the movement cost for the tiles that they are on. So a tile with hills and rainforest is only 1 movement like a flat grassland tile. Of course, no bridges, so their is still the wait for crossing rivers.
 
I was excited about Trade Routes building roads until I played and realized that roads barely function until later in the game. Really dislike the Civ 6 implementation. "In Civ 6 your roads will be built automatically by Traders, removing the hassle. But also they won't do very much so you'll have all the added hassle of lugging units turn after turn through your territory. And we now round down movement, making it even slower."

Buff please.
 
Does ancient roads do anything? It seems to me that classic roads gives no penalty but ancient one does nil. Roads needs to be buffed! Also it's absurd that military engineers cost one charge to build one road tile!
Ancient roads do set all terrains to 1 point, if I'm not mistaken. I think Classical roads add bridges over rivers but otherwise are the same.

And yeah, Military Engineers road-building ability is just a big joke.
 
Yeah I would really appreciate a buff. The last roads reduce by 2 the movement cost. That means that a unit with 2 movements will be able to move not more than 4 tiles. That's very slow. Late game roads should allow 2 movements units to travel at least 8 tiles.
 
For later routes, it would be good to have resource dependence
Classical-1 move normally, 0.6 w horses
Industrial (railroads)-0.8 move normally, 0.6 if horses, 0.4 move if coal
Modern (highways)-as above but 0.2 move w oil
 
To me industrial roads are the biggest disappointment.

Since they reduce movement cost to 0.75, they only benefit cavarly that has 4 movement points. All other units still move 2 or 3 tiles. In fact, this just adds micomanagement since you need to skip turn each time your are left with 0.5 movement.

Then you get big boost at modern age with 0.5 cost, having slow units jump to moving 4 tiles.

What they should have done is giving 0.66 cost at industrial, so that slow units can move 3 tiles.
 
To me industrial roads are the biggest disappointment.

Since they reduce movement cost to 0.75, they only benefit cavarly that has 4 movement points. All other units still move 2 or 3 tiles. In fact, this just adds micomanagement since you need to skip turn each time your are left with 0.5 movement.

What they should have done is giving 0.66 cost at industrial, so that slow units can move 3 tiles.

While in Industrial Era the 2 MP units only have 2 tiles on the road and have to skip the fraction; the 3 MP units do get to move 4 tiles on them. (3 -> 2.25 -> 1.5 -> 0.75 -> 0)
A cost of .66 would also introduce micro for all units : The 2 MP units would have 0.02 MP left; the 4 MP units would have 0.04 MP left.
 
Couple points:
-roads don't auto-upgrade, but if you get to a new era, your trader will essentially lay down the new road. So if you have an old path to a city, you might have a classic road between 2 cities, but an industrial road where your new trader path goes. I will say, I like that idea, so that if you want the new roads, you need to send a new route.
-Also, roads suck. but they don't suck. My game I decided to eagle warrior rush Pedro, but he was across the jungle. No problem - I got an early trader out and sent him to craft the path through the jungle. Basically doubled the speed my units could walk through that path.
-But yeah, they definitely need a buff in later era. Industrial era should definitely be up to .5 per movement, and then modern era should be up to .25, so that a land unit would be up to 8 moves. I mean, late in the game embarked units are getting like 6 or 7 tiles in the ocean, you think they should be able to go just as fast on land.
 
Actually, roads do upgrade over eras, but only in home territory.

But if road is in the free land, it will not be upgraded. At least until active trader passes through it.
 
You can make far better use of Industrial and Modern roads if you have the 1 extra movement in home territory policy. Suddenly the reduced movement cost applies to many more units.

Still, roads should be better, or better yet, railroads should be added. Make a new system for those where you manually place them, but there are limitations like maintenance so railroads don't completely replace roads as in previous Civs.
 
Don't forget about airport, you can move around land units anywhere between airports (it cost one move point if I remember correctly)
 
Another related feature they should add is to not ask you to end each units turn if they cannot move anyways. That fraction of a move comes in handy to let you shoot, but otherwise please don't make me have to skip the end of each units turn unless there is a shot to be had.
 
Another related feature they should add is to not ask you to end each units turn if they cannot move anyways. That fraction of a move comes in handy to let you shoot, but otherwise please don't make me have to skip the end of each units turn unless there is a shot to be had.
But they can still gain a promotion or be upgraded.
 
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