I assume based off of your suggestion that roads can be used as a distraction or to avoid danger, you are suggesting also that the player can choose the path a road follows, as opposed to the current system where it automatically does it. If you are suggesting that, I totally agree, although I think there should be an option to just do the automatic shortest distance method, so that if you are connecting interior, unlikely to be attacked cities you don't have to do anything.
Your understanding is correct… If I don’t misunderstood you. Currently in the beta, using shortest distance to automatic connecting interior cities will mostly works. But how about your border cities? Where is the other end?
Regardless, gamers should be allowed to control how roads are connected. Roads are also important to strategic issues of warfare, diplomacy and trade. Even my OP focus mainly on caravan, complete control of the location of roads are needed.
As for your other ideas, I agree with them all except the workers. Personally, I hate worker units. Whether they are "automated" or not I feel like they just add unessisary micro. I don't know, I just don't see the point.
If there will be a “Waypoint” mechanism to move units in EWOM, I believe most of the Worker mico issue is resolved. Worker, just like other units, need to obey whatever diplomatic/border mechanism EWOM will have. Automatically ‘drawing’ a road to connects to your unfriendly neighbour is a cheap way to hasten your next assault to them. But when worker unit is available, you probably need to send troops defending them when workers are building that road.
And a couple things to add to you Great Wall idea. I think you should have the option to build gates into the wall, that would allow for easier access to the road, at the cost of creating a somewhat weaker point in the wall. And it would also be nice to have roads with a wall only on one side. I'm sure there will be situations where one side of the road is pretty much secure from attack, so it would be a waste of resources/money/time/etc to have a wall on that side.
This is definitely a great insight. I have removed the initial “Walled Road” concept and update the OP with
a way better concept. Here it goes:
Man-made wallsWalls are built between cloth map tiles, just like the river in Beta. And up to 4 walls can be built by workers on 1 map tile. Most
Non-flying units CANNOT traverse to the other side of the wall. There are infinite configurations possible with other on-tile structures like cities, forts, archer towers, mage towers, etc because walls will automatically connected to these structures. For example, the Chinese Great wall can be easily simulated by a long row of map tiles made from a “wall+road+wall” configuration.
WorkersWhen workers are building roads/walls/forts etc, a stream of caravan will supply the material needed e.g. stone. This represents the difficulties of building structure in remote/enemy location.