Roads, Fortress and the Great wall on the Strategic Map
Admittedly some of these ideas has been mentioned by other forumers here. Here is some of my wants about roads...
Roads should have its own progression of development. Gamer should be able to make strategic decision on the design of road networks, especially as caravan is an important way to transport resources (and hopefully equipment during unit upgrade)
Tracks
Tracks are automatically generated due to heavy foot traffic, may it be generated from repeated caravan traffic, or a huge army has just passes by. There is no way to remove those tracks manually (short of casting some illusion spells), but they disappear if not used. Negligible speed improvement, no upkeep needed.
Tracks appears between cities as trade/caravan travels between them, using a shortest path. After gamer build a road to fine-tune their route, the tracks will eventually disappear.
Roads
Caravan travelling along a road will never leave it unless it is manually instructed by gamer. This means gamer has a complete control of their trade routes by road construction. Caravan will never take the shortest route to its destination when proper road is available, (e.g. to avoid anticipated danger). Some speed improvement, upkeep needed to maintain it. Costs $ to build.
Gamer can build road anywhere. This can be used as an distraction strategy if wanted.
Bridge: similar to roads.
Forts
Forts provide defensive bonus; larger more expensive fortress provides higher bonus. All caravan stops immediately at a fort. When they resume traveling next turn, any unused movement point last turn is carried over , plus they got some extra speed bonus this turn. Thereby, gamer can better protect caravans if they garrison troops in forts. High upkeep. Expensive to build.
Man-made walls
Walls 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.
Siege warfare on the Strategic map
Units with ranged weapon garrisoned on the Fort/tower automatically attacks nearby enemy without melee retaliation. Normal foot soldiers cannot assault Fort/man-made wall unless siege equipments are researched & equipped (e.g. siege ladders, rams). Siege weapons like Catapult, Giants`stone throwing can destroy a wall section and then allows normal entry.
Workers
I like Workers unit. I don’t like “Automated” workers unit (a la Civ4) as they never do want I want & too much micro. EWOM should incorporate a “Way Point” system, this will reduce any need to have them automated. Gamer draw a path on the map, the unit follows while performing one of the actions available; in this case, workers building roads & all other infrastructure outside city on the cloth map.
When 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.
Workers are usually not killed. They surrenders and be captured by enemy instead. They can keep building fort after being captured, even if their new owner do not have the technology to build a fort.