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Workers And Building Roads Exactly Where We Want Them To Go ???

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5 years ago
Sep 2, 2020, 8:49:30 AM

One thing I disliked in Civ 6 was the removal of workers buidling roads and being left with trade routes deciding which tiles should have a roads or not. Yes later Your could get engineers that could build roads but still I did not like that at all. It's not like roads for other things than pure trade routes was invented in the 20th century. Also the whole worker charges vs workers acctually building stuff over turns was a big dislike for me (not much I like in civ 6 to be honest). To me it seemed like they chose that design route to make the game faster paced for Multiplayer. ruining it for me as a mainly single player. So that workers didn't need as many orders that took time to give. Just send him to a tile and build and that was it, after a few charges worker was gone. Only time it took was to acctually build the worker, but that does not need managing each turn. Just cue a worker to be built. Another reason I disliked it as it takes time from other things i'd rather build in my city. I prefered to be able to build them like in Civ 5 and then no more time spent on that in any build cue, but instead time spent on managing them. Give them orders what to build and such. That feels more like city or empire management to meand I like that.

I'm fine with Humankind not needing workers to build extensions/quarters and farms and such, but I would like to be able to chose where I want my roads to go exactly. Roads is not only used for trade routes. Roads is also important for defending and empire or attack another. Move units fast across the land. Just look at The Roman history and the advantage and important roads had along with it's military. I could take a more modern example with autobahn and all that, but I rather not. The Romans should be enough to make my point.

One might want to build a road to edge of one of ones territories even if that territory does not lead to another of ones cities in that direction. It's not like all roads in countries are only internal, but also to connect to other countries. It could be that I personally rather have a road lead to a hill within my borders as that can be used as a defensive high point that i want to be able to improve units to fast. Also I'm not sure if enemies invading can make use of my roads or not ??? In any case the trade route might decide that going via that hill is not what ir will do and I feel like I can't make my own choices. Maybe I don't want to build an extension in that tile as it's bad for that but would still be excellent for a road etc.


I don't know. It could be that I'm in a minority, or even alone, in acctually enjoying taking care of my workers and giving orders and building roads. Maybe the majority rather not have to worry about that and just wants it done automatically and not have much control over where exactly roads are to be laid ??? I like personal choices and personal control of things the way one wants to do it. Not have it done for me in a way I don't want to.

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5 years ago
Sep 2, 2020, 2:46:35 PM

Yeah, I hated that automatic-road-construction feature in Civ6 as well. 


Furthermore, Roads should give a relevant movement bonus (3x movement or more). That creates chokepoints and strategic depth.  


Construction of Roads and Railway and the place where they are built should be at the discretion of the player. With or without a worker unit does not matter for me. 

Updated 5 years ago.
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5 years ago
Sep 2, 2020, 7:06:01 PM

Being able to dictate where roads go and how they travel through the regions is something I'm for having, if only because it gives me more options on how to baeutify the empire.

Updated 5 years ago.
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5 years ago
Sep 2, 2020, 7:59:49 PM

I think there should be proper projects in city tab and player should have power to properly setup traderoute not automatically.


There can be treaty which can decide from where foreign trade route will enter your civ.


I said this because if we have bonuses or increase speed of trade by building road or rail.

Road and rail in civ 6 is just show peice and only ment for military fast movenent.

Updated 5 years ago.
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5 years ago
Sep 3, 2020, 6:39:44 AM

@Bronibor @Changlini @Abhi2410 All good inputs. Thank You for the support !!! I do think even those automatically created roads that was in OpenDev did give some kind of movement bonus. Not 100% sure, but maybe they removed terrain penalty or something. However yes, roads should have an importance of course and be chosen on which tiles to run by the player (not just be automaticilally chosen with no little to no control, to have to build an extension just to get a road in a tile for example would not be a good way to go about it), as well as contribute to Your empires overall prettiness like Changlini mentioned. :)

Updated 5 years ago.
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5 years ago
Sep 4, 2020, 2:10:41 PM

I'm actually against this concept.


Amplitude has so far done a good job of creating a 4X game without any civilian units (workers/work boats/military engineers), and this is one of the things that makes it unique from CIV. Not having civilian units decreases the workload of players and is definately beneficial to the game.


In Scenario 1 roads removed terrain penalties, and it is a good bet that later versions of roads, including railroads, will have a movement bonus. Given the fast movements of units on the world map (4 for foot, 6 for cavalry), the only necessary roads are direct connections to other cities/outposts.


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5 years ago
Sep 4, 2020, 3:46:19 PM

I think having road connected to castle extension is convenient as well, so you can build a castle to strategic location. Maybe yo hamlet too? Adding those extra road could maybe need the city to build a project

Automatic or not it depends of how good they are but I was fine with the roads from EL

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5 years ago
Sep 4, 2020, 6:24:41 PM
Aye_Avast wrote:

I'm actually against this concept.


Amplitude has so far done a good job of creating a 4X game without any civilian units (workers/work boats/military engineers), and this is one of the things that makes it unique from CIV. Not having civilian units decreases the workload of players and is definately beneficial to the game.


In Scenario 1 roads removed terrain penalties, and it is a good bet that later versions of roads, including railroads, will have a movement bonus. Given the fast movements of units on the world map (4 for foot, 6 for cavalry), the only necessary roads are direct connections to other cities/outposts.


There is no compelling reason to have roads built by separate workers units. Roads could be created as city project or otherwise. I just want to place the roads where I want and see them have a significant impact on troop movement and trade

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5 years ago
Sep 4, 2020, 7:09:45 PM
Bronibor wrote:
There is no compelling reason to have roads built by separate workers units. Roads could be created as city project or otherwise. I just want to place the roads where I want and see them have a significant impact on troop movement and trade

Yes, that is my main reason for wanting it. To have the personal control, not have road tiles automatically chosen for me. If it's by an acctual worker or not is not the main reason, but freedom of choice is important. Human brain have other ways of adapting and thinking than some code have. Very often in Civ 5 I chose to maybe make a road 1 tile longer just to take that route over a hill tile, or forest tile where if I'm attacked I can put my unit in quickly and enjoy that terrain bonus, better vision, defence etc. In Humankind where terrain will be even more important that would be even more userful to be able to do. Maybe I want to have fast access to a hill or mountain tile that is a good spot for defence but it is not directly on the path to another city, nor is it a good tile to build any extension on, even be at the very border to my neighbour, but still no road will then be built to that if it's all automatically chosen by the code and not by me as a person. In real life roads are often built to various locations that are not just cities or forts. It can be to an outlook spot or something else.

Not to mention that Humankind will be all about having Your units in armies all stacked together until combat starts. Meaning You can't place as many individual units on various tiles or You will suffer constantly raising costs of going over Your Generals limit. You might only have a few limited stacks of units (armies) to move around. So then it's even more important to be able to move Your armies fast before the enemy occupies the best tiles and enage in combat from there and chose the best deployment tiles.

Why I wrote "workers" is beacuse that is the easy way to go about it. Build a worker once, not the worker charge system (that is bad, disliked that whole change with civ 6), then have the worker being directed to build the road wherever. I don't want to take up the cue in my cities each time I want to build a road on some tile, as that would compete with other things in the cue all the time. If it's anything like Civ 6 it will take forever for each thing You build in Your city, so the less I need to cue up something in the city build the better. 

I want hands on control. If this can be done without a physical worker unit then fine, but again I want to chose my own road tiles. Remove one if I want and add another if that suits me better firther down the line.

I can see no compelling reason to have things chosen for me without my own prefered choice being part of the process. To compare. It's like with fixed menues on food places. Rarely, if ever is, the ready made dish with all the ingredients in my taste. I like to remove say maybe onion (it's not enough to just take it out after it's cooked, as the whole dish taste of onion if it's cooked with it) and maybe add something else. As everyone have their own favorite flavour. That was just me making an example, not literally.

However again personal freedom of choice is always the better option for me, as we all have various opinions on all kinds of things and what we want. The more choices the better. If I'm the leader of the empire why should I not be able to dictate on which specific tiles I want roads ??? That makes no sense.

Updated 5 years ago.
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5 years ago
Sep 4, 2020, 10:33:23 PM

I think, it can be both. Roads weren't always constructed by the state or government apparatus si it makes sense that roads would be made without player intervention, but state or government apparatus did build roads and maintain them so it would be cool even if you don't spend resources on roads you'd still have some minor highways and the like

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5 years ago
Sep 9, 2020, 2:58:25 PM

A bit late to the dicussion here, but let me say that as far as I know road connections to "freely placed" extensions like Harbors, Castles, and Hamlets are indeed planned, so you will have some control.

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5 years ago
Sep 9, 2020, 9:08:53 PM
The-Cat-o-Nine-Tales wrote:

A bit late to the dicussion here, but let me say that as far as I know road connections to "freely placed" extensions like Harbors, Castles, and Hamlets are indeed planned, so you will have some control.

@The-Cat-o-Nine-Tales Thank You for Your reply !!! *thumbs up*
That is at least indeed some control. Mayber not 100% control of building a road at just any tile I want, but still better than no control at all. A middle of the road compromise/solution that I think I can live with. I guess we will have to see how it acctually works in a full live game. Hopefully really well. :)

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5 years ago
Sep 10, 2020, 5:10:20 AM
Zaubberer wrote:

By the way: there is a thread where we discuss the benefits of railways.

@Zaubberer Thank You for the link !!! :)

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