I road everything except Windmills and Farms and non-improvements inless its to connect cities or non-attatched roads/rails. For rails I only rail to connect cities and to improve mines and lumbermill production.
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Road frenzy
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Roads, roads, everywhere. Then turn them into railways.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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I build roads on everything that isn't a forest or a hill because its easy and for war bonuses. Not only can you have better pillage defense, but also your troop movement becomes slightly more efficient. Once I start running out of things to do I build roads on all the hills and forests for no reason in particular, except when it comes time to lumbermill my workers will move in and start building that turn.~I like eggs.~
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This may have changed post 1.52 patch, but in 1.09 with all windmill improvement techs, the windmill tiles with rail were all producing one more shield than the non-railed ones.
Originally posted by Diadem
Roads do not add production or commerce
Railroads do not add commerce, and add +1 production only to mines and lumbermills.
But I still build roads all over. Makes severing your trade network harder, makes defending against invaders a lot easier, and it keeps invading units busy with pillaging, buying you some time.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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None finer than Groucho!Originally posted by johnmcd
Nice sig Hamwise.
"Outside of a dog, a book is man's best friend. Inside of a dog it's too dark to read."
Brilliant.
Looks like a solid victory for the road frenzy camp here."Politics is the art of looking for trouble, finding it, misdiagnosing it, and then misapplying the wrong remedies."
Groucho Marx
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(shrug) Not really. I mean, eventually, sure, why not. But extra, unneeded roads are a very low priority, and I don't usually seem to have a lot of extra workers running around until the VERY late game. Heck, in one game, I built almost no roads at all for a very long time, because my cities were all costal or river and I didn't need them for trade.
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I make sure to have a road connecting all my cities and every tile that is improved.
After that, I try to get second routs to cities or road the shortest path between cities.
This is for military movement primarily.
When my workers have nothing else to do, they make roads in other places.Early to rise, Early to bed.
Makes you healthy and socially dead.
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Sooner or later roads will be everywhere in my empire. I never know which tile will become an important place to get to or leave in a military situation. In early times, I will often avoid road building in every developed space, just to keep worker turns applied to useful development. ("Build that next cottage NOW, I tell you!") The two-move property of workers allows you to get away with that. However, they are all marked in my mind as something to have workers do later. Even though there are no other benefits from a road, mobility is always a benefit in and of itself.If you aren't confused,
You don't understand.
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If you put roads right around your cities, you can attack from the city, and still be able to move the unit back into the safety of the city during the same turn. Otherwise, if you defeat the enemy's last unit, your unit is left hanging outside of the city - if it's not mounted.
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Unit movement is why. Defense, including (as mentioned by Sandwich) counterattacking incoming invaders.
Obviously, roads on every tile early on are not as much a priority as improving bonus tiles. Connect up the resources, connect the cities... roads everywhere can wait a bit.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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