Suggestion: Pillage roads in own territory

manatap

Chieftain
Joined
Jan 31, 2009
Messages
6
Players should be allowed to pillage roads in territory they own. When invaded by a Raider Civ, pillaging roads to limit enemy movement should be a strategic option. Since the player is allowed to pillage all other improvements, there's not reason not to allow pillage of roads.
 
Players should be allowed to pillage roads in territory they own. When invaded by a Raider Civ, pillaging roads to limit enemy movement should be a strategic option. Since the player is allowed to pillage all other improvements, there's not reason not to allow pillage of roads.

you already can pillage your own stuff.
 
I think he might mean pillaging your own roads *without* blowing up the improvements on the tile.
 
Or possibly he means pillaging your own roads.

It's not currently possible.
 
This is one of the many mysteries I have been asking about since the first version of FFH.

Why can you destroy all your other improvements in your territory EXCEPT roads?

I've never received an answer.

It would be helpful in being able to impede the progress of invading civs, barbs, etc. especially those with Commando.

Also, it is annoying how workers from civs I have open borders agreements with will come in and build unwanted roads allover the place. I'd like to be able to go delete those roads, but cannot.
 
It used to be possible to pillage roads in your own territory in BtS. Iirc the 3.17 patch removed that ability, and I was very sad. The only reason I can think of for the change is that people were accidentally pillaging their own roads and someone decided to prevent it to save them from themselves.

I'd love for this option to return in FfH2. (As manatap said: ) Against foes with the Raider trait (especially considering the ease of access to multiple movement points) limited road placement can be very helpful in limiting how far into your territory the enemy can travel in a single turn. Elves, the Infernals, and to some extent Dwarves have a reduced need for roads, since they have some alternatives to speeding their own travel. I find that for them I sometimes rely on rivers to do my resource connecting and leave gaps in my road network wherever possible, in order to make travel in my territory more difficult for enemies.

Newly conquered territory, however, is generally full of roads in places where I wouldn't want them. It's not always practical to run around and pillage them while the enemy still holds the territory; it would be much safer to be able to conquer a city and then run around and trim the road network as I see fit once the surrounding area is under my control.
 
My pious and holy Kuriotates spread their influence over the Broken Sepulcher that used to belong to the Sheiam, who had it connected with a road.

Now, I get a negative diplomacy modifier from other good civs. I could reserach Honor and adopt the Overcouncil and have the problem solved but a possibility for the other easier way out of this would be appreciated.

Also, like others have said, it is frustrating not to have the choise of disabling key roads that are used by enemy commandos.
 
The thing is, with the inclusion of Raiders trait I think not being able to pillage your own road is fitting. I mean how would you even do it? Put some leaves on the road? Pull out the stones from the pavement? (most roads are flattened earth)

If you got raider neighbors, plan your road system.

Though I agree it would add a strategic defense against Raiders, I'm not sure we should include it.
 
The thing is, with the inclusion of Raiders trait I think not being able to pillage your own road is fitting. I mean how would you even do it? Put some leaves on the road? Pull out the stones from the pavement? (most roads are flattened earth)
Presumably the same way Orcish Barbarians pillage them? ;)
 
how to pillage roads? Burn bridges, create pit/traps in the roads, booby traps, etc.

You should be able to pillage them.
 
My pious and holy Kuriotates spread their influence over the Broken Sepulcher that used to belong to the Sheiam, who had it connected with a road.

Now, I get a negative diplomacy modifier from other good civs. I could reserach Honor and adopt the Overcouncil and have the problem solved but a possibility for the other easier way out of this would be appreciated.

Also, like others have said, it is frustrating not to have the choise of disabling key roads that are used by enemy commandos.

Easy. Just trade the Death mana to someone else. Then it's their problem.
 
Raiders should not give Commando promo to mounted units. This would fix half of the problem. Mounted units cal already get up to 5 movement. Allowing them to move 15 spaces in a single turn when a road is present is rediculous. Mounted units should not be able to get the Commando promo at all. It makes sense for a 1 movement melee unit (or even a 2 movement recon unit) to get Commando. It does not make much sense to have a commando cavalry.
 
I don't think anyone uses Mounted units anyway except as Tasunke, so why nerf them further? Raiders is not remotely a problem especially since losing its XP bonus.
 
Removing Commando from mounted units would mean that well-upgraded foot units (of a Raider civ) could be moving faster in enemy territory than mounted units, which wouldn't make much sense.
 
Mounted commandos are killers. If the roads in owned territory can be pillaged, then there is a counter. If not, they are overpowered. Not cavalry in general, just a commando Cavalry.

By the way, hippus commando cavalry is greatly overpowered, effectivelly running accross(N-S or E-W) your civilizations whole territorry in one turn...

In addition, commandos are supposed to be able to move faster than any other unit in enemy territory...
 
Hardly overpowered. A Hippus player can't practically go Horseback Riding before other players go Bronze Working because if they do, they're shooting their economy in the foot. Same goes for Hunters and Hunting, but even more so.

There is a brief window of opportunity for mounted units at Stirrups where they can fight well before the appearance of Iron Champions. Horsemen at Bronze and Horse Archers at Iron are relegated to cottage pillaging (not many of those anymore if the player is smart) or kamikazing into outlying poorly defended cities while the main bulk of the armies are occupied elsewhere.
 
Hardly overpowered. A Hippus player can't practically go Horseback Riding before other players go Bronze Working because if they do, they're shooting their economy in the foot. Same goes for Hunters and Hunting, but even more so.

There is a brief window of opportunity for mounted units at Stirrups where they can fight well before the appearance of Iron Champions. Horsemen at Bronze and Horse Archers at Iron are relegated to cottage pillaging (not many of those anymore if the player is smart) or kamikazing into outlying poorly defended cities while the main bulk of the armies are occupied elsewhere.

well, the AI doesn't know how to use commando horsemen, but... 10 movement in enemy territory is pretty ridiculous, esp if you cant cut your own roads.
 
Back
Top Bottom