We really want to avoid having to build “workers” or some other construction unit to build out of city improvements. But at the same time, we’d like it to be more interesting than simply clicking “build road to city X”.
What do you think?
I would like to see an ability to lay out roads that are not tied from town to town.
Could be used to ease travel rate of troops to the front line but the reverse is true as well.
Even if it is as simple as build Road1: 5 squares east unless it hits an object. then 8 suquars NE etc etc.
Agreed. There may be strategic reasons for wanting a road somewhere, or not have a road somewhere, so I'd like to control road placement. Whether it's built by a worker unit or 'city population' isn't important to me (although I like the idea of being able to capture enemy worker units -- it's a good strategy and opens up many possibilities).
I like the idea of drit trails/roads growing organically and giving minimal bonuses. After there was a certain amount of traffic, maybe an advisor pops up and says for "x gold per tile" you can upgrade the road between point A and point B for roads that give better movement bonuses. These roads should be laid down on the path the player chooses.
No need for workers although the road should take a number of turns to build based on the distance.
This subject came up a long time ago and I had a similar idea. Keep it automated but still have something on the map that can be interrupted by military actions. Make it similar to your caravans, when a road is built spawn a little worker unit and have it start building the road. The military option is also a good idea though.
Either way please let us plan our roads and not limit them from only city to city.
I see the locals are sensitive. Fair enough, no offense was meant.
In this case, yes it does need to be like every Civ-Style TBS game. Connecting your cities with roads is one of the most basic strategies and it provides a profound sense of security and satisfaction. Being able to rapidly deploy units to deal with threats is a mandatory part of any strategy game.
Please understand I'm not trying to say Elemental should just copy Civ or stick to the "tried and true". But the S in TBS should stand for Strategy, not Sandbox.
I like this too. A road should grow based on how much it is used, giving it more bonuses making it easier to travel on (travel farther on more advanced roads)
However, to create them, I think roads should be able to be drawn on the map, like if we were using paint (or click and drag). To be able to craft roads around mountain ranges, rivers, and such if we wish (it would provide a lot of strategy). Unfortunately, it might be hard to integrate this in a TBS. If this were an RTS I could see it being done a lot easier. But its the only idea I like so far, nothing else even comes close to capturing my attention. Everything else I've read has been done to death. We do NOT need workers/worker units in this game, that much I can agree with.
You mean like those adventurer parties randomly wandering around your realm stirring up trouble, right? You don't have control over everything. You do have control over quite a lot, though.
Pretty well every version of organic roads suggested has had two classes of roads: the ones that are built on their own (by whatever mechanic that happens), and the ones that you build explicitly. So yes, you can manually build roads. But some mining town won't stay cut off just because you forget to build a road there, the traders are going to back and forth (because they want to sell all that mined ore in bigger towns) and the traffic will make a trail without your intervention.
Effectively it better models real life. There's roads that are there because the rulers decided to build them, and trails through fields or forests that are there because that's just a route people take frequently enough to carve them out.
Why not just do both? Have autoroads work very slowly while manually constructed ones will be fast due to player involvement. Losts of unanswered questions here. The problem is we still do not have any idea of what our roads should be like.
I still say road traffic levels should be indicators of enemy presence if the enemy military is using one of your roads. Extra speed over initial stealth, a tradeoff.
I think making a unit specifically for building (ie the engineer) would be strange because the unit recruitment in Elemental will be very free, you can recruit 4-1000 people. I don't want to have to be that picky about how many engineers I recruit. To keep it simple, allow any unit to act as an engineer, building roads, forts and whatever. This way if you just want a quick road built you could just recruit some weaponless, armourless peasants to do the job, or send off part of a city garrison. Easy.
Options. Give me a few different ways to build a road. I guess the problem with this is even though you have options you will be almost required to use a certain way at times in the game, ie units to build in the early days because money is tight and magic weak, and I see that Stardock is trying to get away from "workers" because some people feel unhappy about having to move units to build roads. Personally I see no problem, in fact in Civ IV worker management, not just movement but recruitment, makes the game more strategic.
Paying maintenance on roads? My god how dull! As stated before "I don't want to play SimRoads". People complain that "worker" units are boring and tedious, but they want to include road maintenance? Cinders and Ashes!
there already seems to be enough to do in this game. I desire for this game to not get as detailed and complicated as space empires V. One button to build between cities is ok
Those are likely different people. Besides, you're not playing SimRoad. There's no traffic management, no mass transit, etc.
And what's wrong with upkeep on roads? There's upkeep on lots of other things, and a good paved road is a LOT more expensive to maintain then a town hall is. It just cripples senseless road spam, you're not going to cover every single tile with paved roads (or railroads in Civ speak) if it actually costs something to do so. You'll put them where it makes tactical or economic sense to do so, which adds gameplay decisions. In Civ railroads wind up everywhere because it's free and the workers have nothing better to do anyway.
The upkeep idea was paired up with the idea of multiple road tiers, so you only pay if you want better roads that confer bonuses of some kind. A dirt trail beaten down by traders doesn't cost anything, but it's also not as good as paved road.
I am glad for that.
This is how I see it. Game turns are what? Months? I build a road who's sole purpose is to allow quick movement to a fort in the most god-forsaken spot, nobody wants to go there. I don't actually move any troops there. I don't pay maintenance and what, this road disintegrates? Poof!
Ok, so trees and shrubs may overgrow my road, except its in dead lands that have not been made healthy via magic. And exactly how fast are my roads getting overgrown to the point that the road is totally unusable? Who makes these shoddy roads? Union labor! Elemental needs a good injection of the free market system to increase competition between road building companies because the company I use now has had a monopoly for too long!
Stop the insanity! Vote #1 for simple roads...
Whatever you do, don't let us pave the entire map. Civ4 always has a tendency to turn into World of Roadcraft when I play, and I end up with roads on every tile I can reach safely. If the whole world is covered in roads, you may as well not have roads at all.
I haven't read where roads, after upgrade, even can "disintegrate". Le's not jump the gun on that point just yet.
I remain completely persuaded by the organic road concept. The objections to it are terrible ideas.
"I should have control over everything." Have fun micromanaging which foot your armies lead with when they start marching.
"Military units can build roads." All the trouble of using a worker, plus you tie up your soldiers doing worker stuff.
"Basic roads can be organic, but advanced roads should be built." Reducing organic roads to being primarily a cosmetic representation of trade, with "real" roads having road problems that organic roads are an attempt to avoid.
"The Romans built roads." The Romans had wooden spoons too, but nobody's proposing gameplay about it.
"I need to control roads because they're tactically important." There will be other ways to move fast. Haste spells, gate spells, magic carpets, forestwalking, plain old cavalry.
"There should be many manually-controlled graduations of road capability." Great, now roads are a major expenditure and building and customizing them is a large part of playing the game. What is this, Elemental: Railroad Tycoon?
"Manual roads will be optional, so they should definitely go in." If manual roads go in, they'll have a design influence over everything associated with roads. Magical travel options may be neglected, as may ways to build an army for mobility. Movement speeds and trade revenues will be balanced with the knowledge that there are manual roads, making organic roads less important than they ought to be. If roads have a cost in labor, resources, money, etc., that cost will be figured into the system for those things (e.g., towns should produce X gold, but if roads are in, towns should produce X+Y gold so that the player can spend Y on manual roads). Optional or not, manual roads should be excluded.
One wrinkle I want to add to organic roads: the road network should use existing roads where possible. A new connection shouldn't develop a road in a straight line from A to B if there's an existing road it could tie into instead.
I do think roads are a liability sometimes. Generally, in games with roads the enemy can use the roads you build, and the reinforcement corridor from your capital to the front lines is also a highway for invasion if the enemy can get to it. Roads also let the enemy know where your points of interest are -- follow road, discover city.
But these liabilities are good. As roads flourish in the endgame, they'll be a modest nudge toward conclusive engagements. There won't be hidden capitals that you have to hunt all over the map to find. And on the defensive, rather than security by obscurity, you'll have to confront the enemy to win, whether it's with magic, diplomacy, or your army. A common complaint in games like this is that the endgame bogs down. In addition to their other advantages, organic roads will help focus the endgame.
Paying road upkeep? What's my budget report going to look like at the end of the turn?
Road upkeep, 50 goldSchool lunches, 29 goldNew shoes for dancing girls, 10 goldLate fee for "Runaway Bride," 47 gold
Will there be a system for selecting which roads I want to prioritize for upkeep? Can I pay half upkeep with my roads in low-maintenance mode? Will there be a spell that magically maintains my roads?
Hell no. Organic roads.
i believe that the organic road idea breathes life and uniqeness into the world. it gives each game individuality when you take off the iron gauntlet and let people rule themselves to a certian extent. i would love to see a road be built on its own and then down the road some enterprising AI entity put an inn on that road somewhere to only be destroyed by a giant or something because it was to close to his home in the mountains. this sort of thing would really make each game come to life on its own.
I, for one, would like to have control over everything that makes sense to have control over and that actually matters. As the supreme ruler of a nation, I should damn well be able to choose where to put my roads if I so choose, and having that ability matters. Dictating which food my troops start marching with is irrelevant and a stupid analogy, as roads, if restricted to reasonable numbers, can be a major strategic aspect.
Not being able to build a road somewhere that I'd really like to because the AI automation disagrees with me would be extremely frustrating, and frustration in a game is even worse than boredom. Watching the AI not place roads in places I want them and knowing that there isn't really anything I can do about it would be like watching Microsoft Word's autoformatting foil everything I try to do!
I like organic roads, I think it's a great idea that will remove a lot of the dull aspects of road building and make the world feel much more alive. However, I'd like to see it incorporate manual control - the ability to redirect the course of trade (and thus road development), and the ability to decree the construction of a road to wherever I want for an appropriate price.
Having the game just make roads for you is not a meaningful choice either btw.
As Raven said roads should be tactical choices. In Civ4 enemys can't use your roads but if they did you would probably try and incorperate them into defensive terrain. Oh look a meaningful choice!
Either way I would like road building to be painless and fun. Not a horride click fest nor a automated system I have no control over.
Whether the process is meaningful or not is dependant on the design, making your own roads could also be poorly implemented such that the choice is not meaningful (ala civ with road spam).
I don't think anyone is too worried about the early games. Roads should be few and of poor quality. The question then is at what point and at what cost do roads begin to take on greater importance?
I can't stand pointless micro, so whatever they decide to do, I hope that building roads takes very little time, because ultimately, roads are very unimportant compared to the rest of the game. Note that that doesn't make them completely unimportant, just that there should be other things going on which you would rather spend your time on than dorking around with roads.
Civ 4 is the absolute WORST possible example to use if you're trying to say roads should be tactical choices. Roads are only a choice in Civ in the early game. Past the early game every town has to be connected to the other towns to get resources effectively, and later in the game all you have is a giant carpet of road/rail spam.
It's the exact opposite of tactical choice. In fact it typically gets to the point where workers are on automation and doing the road spam for you. Honestly if we get anything like how Civ handles roads, I'll consider it a disappointment. They created a great example of what not to do.
pigeonpigeon: You're addressing my response to the idea that the player should have control over roads on principle ("I should control everything") as though it's intended to be a response to the ideas that roads should be tactical choices ("they're tactically important") and that optional manual roads won't have negative effects ("they should definitely go in").
Aractain: You'd have indirect control over roads through city placement and trade. You'd also have other ways to do what you want roads to do militarily (move your armies faster). Meaningful choice-oriented game design is not about giving the player every possible choice and making them all meaningful, but about providing a selection of well-realized choices that serve the game's focus. You want meaningful choices about roads; I want meaningful choices about cities, armies, and magic.
Civ4 was an example of how NOT to do roads. Its horibly micro intensive (unless you trust the automated mode...) and they are a requirement rather than something you decide is good trade off.
It was just a very basic example of the fact you can make roads dangerous as well as useful. I.e. a reason you might want control over where a road goes.
I had a couple thoughts....
Roads should give advantages in terms of economic trade, easy of movement, etc. Better and more roads should infer larger advantages. This should apply to both the player and to surrounding connected players (maybe unless they're at war). I think there should be a way for enemies to take control of roads and negate their benefits though. For instance, if an enemy is positioned on a road, the economic / trade benefits gained via that road are lost. It might be fun to run around with highly mobile troops antagonizing people.
Also, I think that some troop types (seige equip comes to mind) should require, or nearly require, certain "levels" of road to move. There should be varying movement penalties with trying to move these types of objects over undeveloped terrain.
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