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Een vertaalprobleem melden
6 tiles, but it's more because anything but flat plains usually cost a lot of movement, so using roads to get through forests and the like is a good way to speed things up. I can understand people wanting to make things faster, but I feel like the point was that they gave us tools to speed things up specifically for making those strategic and logistic choices when we want armies to cover ground quickly.
You could move on a road for 3 points per tile, or 2 if you had advanced logistics researched, now it's 5 points?
Default move cost in AoW3 was 4, now it's 6. You get the idea.
I feel like that had to happen, though. In AoW3, you didn't have forced march(outside of specific spells) or teleportation gates. In planetfall they introduced the Orbital Relay, but you couldn't build roads freely. Best you could do was build outposts on sectors that weren't in cities. Now we have both automatic roads in provinces like planetfall, AND manually-made roads where you need them, AND a teleportation system that is basically just better than PF's Orbital Relay, AND forced march for everyone. That's a lot of mobility tools.
Too many mobility tools begins to trivialize movement in general, and that's bad in a strategy game, because positioning and travel logistics should matter. I'd assume that slowing stuff down was to balance all the choices we have now, and make rapid map traversal something you have to plan out and pay for.
I don't think you're expected to use it all the time. It's also something that your build can impact. If you have the first materium empire trait, you can bring up outposts quickly, and I've used that to rush to a position, and set up an outpost there, then wait inside my outpost to recover. Barbarian culture gets special mechanics specifically for recovering from forced march in their outpost, which their scouts can put up ahead of an army, so I expect that's even how they're intended to invade. Rush a scout in, get an outpost started, rush the army in, use the rite to fix them up, and off you go.
For what it's worth, I don't think being faster would have been a problem, but that's also because I play on larger maps. Some of the default map sizes are really small, and I'd expect that's a factor to being slower as well.
My proof:
Attacking without grievance is punished.
Ai hides in its capital.
Limited to 3vs3 fights.
And travel taking forever.
Forced waiting at sieges.
The cynic in me wants to believe they did it to drag out game time.
Just like those 50 hours game where 48 of those hours is traveling on large empty fields.
But it is more likely they are still obsessed with making age of wonders about the armies instead of the magic system.
Trying to be more like heroes of might and magic instead of master of magic.
Or worse.
Trying to compete with warhammer total war 3.
It probably also has something to do with how maps are generated now, being, I believe, smaller than previous games.
I.e. slower map movement to make the smaller maps function the same as larger maps with faster speed.
It makes the game a bit more arduous to play, but it does benefit the economic depth of the game, that you actually have to put your mind and resources into preparing infrastructure for travel.
Point of the post is to speed up some other units (not every one, just some of them) to provide more diverse strategies to play.
It's not just the army movement speed that sets the pace of the game. It's also resource rates, construction times, pop growth speeds, tech rates, ect. If you speed up armies, you desync it with everything else.