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Civ 6 How To Build Roads

Woobyluv

Woobyluv

Chieftain

Joined
Oct 27, 2016
Messages
17
  • #one

While I like the idea that the Trader is used to brand roads between cities, I discover that the coverage of roads in my territory to exist terrible. I'thousand really non liking that I can't easily build roads inside my territory. Military machine Engineers only accept 2 charges and road building consumes 1 accuse? Asinine! I actually don't like Builders or Military Engineers having such express charges. I can sympathise not wanting to have the bloat of extra units on the map but, there has to exist a better mode to handle this.

Dida

Dida

YHWH

Joined
Sep 11, 2003
Messages
iii,426
  • #2

Using military engineer for roads is awful. If you lot demand to build a stretch of road over 10 tiles, y'all must manually select to build 5 engineers, motion them into identify and manually order them to build road 10 times. This is ridiculous! Military engineer works okay for things like fort. I imagine people don't spam forts much.

I recollect Firaxis should have gone a pace further and completely virtualize builders and MEs. At this signal they work only like the Public Piece of work concept from Call to Power, except you have to manually build and move them. This is really not fun anymore.

  • #3

Information technology is also lacking because sometimes you don't want the road to go to a city, which makes the unabridged organization useless.

  • #4

I really like the new route system. Roads go built between trading partners to assist trade which is like real life. If you lot want a road to nowhere you'll need to invest in order to build information technology. It's easy enough to send a trader towards a neighbor'southward city to build an invasion route if you need one.

cIV had the atrocious road and rail spam on every single tile, ciV was amend in that you had to pay for roads just was still a hurting to build out. Now with civ 6 roads are more organic and logical.

Having builders and military machine engineers have express charges forces you to make choices, previously you lot just had idle workers who you gear up to exercise things just to keep them decorated. Combined with government cards that can improve builders you have multiple layers of strategy. Its a much ameliorate system.

Dida

Dida

YHWH

Joined
Sep 11, 2003
Letters
iii,426
  • #v

I do like how roads are built organically thru trade routes. I merely don't want to bargain with builders and MEs. They are more of a hassle now. So annoying to having to go on edifice/moving/ordering military machine engineers to build roads.

  • #6

I do like how roads are built organically thru trade routes. I just don't want to bargain with builders and MEs. They are more of a hassle now. And so annoying to having to keep building/moving/ordering military engineers to build roads.

Where are y'all needing to build all these roads to that don't get towards a metropolis?

In three games then far (Male monarch, Emperorx2) I've never congenital a road with an engineer, couple of forts for a boost and a few airstrips to help biplanes but that'south it.

  • #seven

I've personally enjoyed the road system. I but mostly utilise my offset trader to connect a dainty network of roads in my empire, it takes a little while, just I hateful, it took your workers a little while to create roads in Five also. And then after I have a skillful set of roads I can go external a few times.

Traders are great units anyway, and you get the option to build one at an early civic, so its not that big of a hassle to build 1 relatively early and connect upward the place you want connected the most.

Kingreaper

Chieftain

Joined
May 21, 2012
Letters
31
  • #8

I like the road arrangement, but I feel like a mil engineer accuse should be good for more than one tile. It takes ii tiles to bridge a river, three to become over a hill, a charge should be enough for that.

Nathair

Nathair

Chieftain

Joined
October 26, 2014
Messages
41
  • #nine

a mil engineer charge should be good for more one tile. It takes ii tiles to span a river, three to get over a hill, a charge should be enough for that.

At least.

  • #10

Where are you lot needing to build all these roads to that don't become towards a city?

Effectually terrain obstacles to minimize 1upt, leading around to an enemy'south position...

Similar I said, I similar the "organic" system, just that shouldn't be (effectively) the only organization.

Magil

Magil

Monarch

Joined
Sep 26, 2010
Letters
1,618
  • #11

Given that military engineers require an armory, are fairly expensive production-wise, and take a high maintenance toll (4g per plow!), I feel they shouldn't utilise charges to build roads. With 2 charges, y'all experience like Firaxis went out of their mode to make them equally terrible equally possible, merely really worth building for the Eurekas right at present.

  • #12

Given that armed forces engineers require an arsenal, are fairly expensive production-wise, and have a high maintenance cost (4g per turn!), I experience they shouldn't use charges to build roads. With 2 charges, you lot experience like Firaxis went out of their way to make them as terrible every bit possible, merely really worth building for the Eurekas right now.

I've constitute they can be somewhat useful placing down airstrips and nuclear silos late game.

But yeah, their road and fort building ability seems moderately useless.

kampori

Warlord

Joined
Aug 25, 2016
Messages
287
Location
UAE
  • #13

I've but e'er used MEs to build silos on the edge of my borders. With only two charges they aren't worth doing anything else.

  • #xiv

The simply thing i dont like about the trader roads is their routing logic, it can be bloody terrible sometimes. :cry: In my Rome game i have a department of my empire with 4 !! roads running parallel with each other. They need to bias towards existing routes rather than absolute minimum distance. Of course if the route doesn't run through the city you dont go the trading mail service, and then it is infuriating when you lot plop a metropolis as Rome and the road goes next to the city, non through information technology, or rather than go through cities in a line it will just bypass them and brand its ain road. Unless you plop your cities in perfectly square grids it tin can exist a nightmare to become it to work properly.

Although as Rome it is Bloody annoying it also affects other CIvs as well with foreign trade. You know sometimes when you trying to trade with a urban center that is <than fifteen tiles from your nearest trade post merely it is not available !??. Likely considering the routing logic doesn't get through your Trade Post city, thus being out of range. The Merchandise Post system is great but the road routing logic only shoots itself in a foot time and time once more.

You wanna encounter Road spaghetti,.....Play equally Rome on a map with growing room.... Forward settle like a madman and then back-settle :mischief:...... and behold. the ugliest road system yous accept ever seen. :crazyeye:
I was kinda OCD in regards to roads in Civ5, Making sure just iii roads entered or exited a city at anyone time(with gap either side).....minimising t-intersections and when you can hide them in tile improvements where possible etc, fifty-fifty when it costs an extra tiles to make sure it looked nice.... I miss this.....Civ6 roads are the devil :cry:

  • #15

I also like the road organization itself, including the road net crossing your realm.

Mil. engineers, though, are tedious and too limited. I would like, if...
a) their "road charge" would be at least 5 tiles and
b) their use would be something like: "Build a road from where you stand now to THIS (click on a map tile in a v tile radius highlighted in green) identify!"

Furthermore, I would like to come across a change in how traders select their target.
The list as it is now is fine (providing that Firaxis adds a sorting functionality).
Additionally, I want to be able to select my trading target city directly on the map. Sometimes, I simply don't intendance about the trading yields; sometimes, I just want to get this road congenital!

This functionality is already present when relocating traders and swell persons. Why non expand it to trade-route-targeting? (Oh, and spy placement, when we are at it ...)

Terminal edited:

TomBeard

TomBeard

Chieftain

Joined
Oct 25, 2016
Letters
23
Location
CT
  • #16

How bout a tweak ME uses 1/3 charge for a road. Yet become a fort or 2. Or up to 6 road tiles.

  • #17

How tour a tweak ME uses 1/3 charge for a road. Still get a fort or two. Or up to vi road tiles.

In principle: A possible solution!
The problem here is to keep rails of it. You desire to brandish whole numbers as charges. So peradventure increment the engineer's charges to 6 and let the fort cost 3 of them?
The downside of this approach is, that it doesn't fit to the established ruleset. Yous want consistency in a game. (Consistency is important.)

Every bit proposed above: Consume one accuse per route edifice gild, simply permit this charge built roads up to(!) five tiles. If less than 5 tiles are choosen, the unused tiles are wasted.

bladex

bladex

Emperor

Joined
Oct 29, 2010
Letters
one,358
  • #18

simply utilize a trader each time don't fifty-fifty carp with them useless engineers

skyclad

Prince

Joined
Nov 2, 2006
Letters
488
  • #19

Yeah only use engineers for eurekas.
Early roads are horsehocky Anyway so not worth building. Late game when you get good roads i have traders going back and forth all over my continent so dont need more than roads at that point.
I think a "build in a line upwardly to v tiles per charge" would be a lot better.

  • #xx

The idea is - you build roads with Traders, Military Engineers are really for... armed forces purpose - to build roads in areas you tin can't send your traders to due to state of war.
It'southward really fun, I like the new system a lot.

Source: https://forums.civfanatics.com/threads/road-building-in-civ-6.603780/

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