PocusFr PocusFr

[1.01] Insta building the long road

[1.01] Insta building the long road

I find that quite a potential exploit... That roads are instantly created between 2 cities. Case in point, a new settlement separated by no less than 27 tiles of wilderness and monsters lairs is now connected to my capital. That will prove quite handy to send through this highway my hero party for some good whack-a-ogre game...

 

I would suggest that the road is built one tile per turn from the new settlement and the other one toward each other.

31,638 views 29 replies
Reply #26 Top

How can roads be "just right" when they fail so frequently? i think complaints of micromanagement are oft-times misplaced. This is a management genre afterall. It is one thing to have dozens of busy works to do each turn. It's quite a different thing to have adequate decision and control. i think roads can be done proper with less micro-management than some people fear. 

For myself, keeping in mind some player aversion to worker units, i'd compromise for progressively built roads (not instant) for which the path of the road is laid out by the player. And be able to build roads upon whim.. but for cost. i ought be able to build a road dead-ending to a dangerous forest if i wish. At this point roads have limited tactical purpose with about zero player influence. i think this is bad.

Reply #27 Top

I think that roads should be a production job, and at the start of the game, they will only go to other cities that are fairly close by.  Trading would double the distance a city looks for another city to connect to with roads, and add a production job for 'Roads to nearby outposts' while Economic would add jobs for 'Connect roads between outposts' and 'Build roads to faraway cities.'

If an outpost or city is destroyed then any roads that connect to it should fall into disrepair.

Reply #28 Top

While I agree that manuall road building is a pain right now (the toggle idea would end that) I definatly prefer my own roads to instant ines.

The worst thing about the instant roads is when at turn 35-40 (epic) 6/8 capitals are allready connected by one AI that power researched roads. Within 3-4 turns (without horses or a stable network) everyone can reach you so that questing/hunting 5-10 tiles off-road with my sov is allready an invitation to declare war on me.

Reply #29 Top

That's why when I go questing I usually always have a pioneer laying roads behind my sov.  It means that when I need to head back I waste little time getting back to a city.

It would be nice if there was a unit trait which applied the Scout bonuses to a whole army so they could move at normal speed over rough terrain.