Wizards and Warlords

Wizards and Warlords

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JODEGAFUN Jan 25, 2021 @ 1:49am
How to build roads?
I have played now this game for a longer time, had allready all possible research done. Still i have no clue how to build roads between two settlements i found.
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Showing 1-8 of 8 comments
Valravn Games  [developer] Jan 25, 2021 @ 1:59am 
Order mastery: Veins of Civilization spell (Lvl 6) - it can connect settlements (and other sites). Paving the Way (Lvl 3) can connect your Wizard Tower to another site.

More ways to do road construction is one of my 'bad conscience' tasks, as it is a common request and has been pending for a long time. I take consolation from New Border Graphics having been a similar 'bad conscience' task, and that one is done now. (Road Graphics also need to be made moddable and the default one nicer).
JODEGAFUN Jan 25, 2021 @ 2:08am 
A ok, it is a spell then, have search to build it direct, no wonder that i found nothing
dbvel Jun 25, 2021 @ 11:49pm 
Originally posted by Valravn Games:
Order mastery: Veins of Civilization spell (Lvl 6) - it can connect settlements (and other sites). Paving the Way (Lvl 3) can connect your Wizard Tower to another site.

More ways to do road construction is one of my 'bad conscience' tasks, as it is a common request and has been pending for a long time. I take consolation from New Border Graphics having been a similar 'bad conscience' task, and that one is done now. (Road Graphics also need to be made moddable and the default one nicer).


why not the "obvious" choice: workers being able to build roads, hex by hex?
zgrssd Jun 26, 2021 @ 3:15am 
Originally posted by dbvel:
Originally posted by Valravn Games:
Order mastery: Veins of Civilization spell (Lvl 6) - it can connect settlements (and other sites). Paving the Way (Lvl 3) can connect your Wizard Tower to another site.

More ways to do road construction is one of my 'bad conscience' tasks, as it is a common request and has been pending for a long time. I take consolation from New Border Graphics having been a similar 'bad conscience' task, and that one is done now. (Road Graphics also need to be made moddable and the default one nicer).


why not the "obvious" choice: workers being able to build roads, hex by hex?
Agreed.

If you are mostly worried about the UI, you can leapfrog it.
The project "Road Network" would build a road to the wizard tower or the nearest place that already has a finished road Network".
So even a place 5 provinces from the tower could easily get a road - going one province at a time.
Valravn Games  [developer] Jun 26, 2021 @ 5:39am 
Originally posted by dbvel:
why not the "obvious" choice: workers being able to build roads, hex by hex?

I have somewhat of an aversion to the 'road spam' which is common in the 4X genre - that is, where roads end up connecting every hex to every adjacent hex. This is the primary reason that a 'connect hex A to B' project/action hasn't been added yet.

I realize there is a rather wide gap between 'roads only from two spells' to 'roads everywhere', There are many ways to keep road spam down: Roads can be limited to connecting sites, they can be given an upkeep cost, the construction cost/time can be used as a limiting factor, and a number of other limiting mechanics.

My plan is to add a Construction Project where you choose two sites, and a road is built between them. The resource cost and time to complete will be based on the distance and terrain. Workers will need to be assigned. The road will grow from one or both ends (probably depending on worker assignment).

Ideally I'd like to require some kind of military presence during the project - to avoid disruption by marauders and/or local ("non-army") threats. But it's possible this will be a later refinement.

As for upkeep - I'm not quite sure, but I like the idea that roads can have multiple levels and can fall into disrepair if not maintained. But again, likely a later refinement to avoid scope creeping the task further into the future.

I made a tentative start on the task at one point, as it seemed a relatively quick task which is highly requested. However it turned out to take more than expected and other tasks/bugs had to take priority, so Road Construction Projects ended up in the 'shelved work' category for the time being.

I'd like to resume work on it in the not too distant future, but I'm catching up on a number of fronts, so I'm hesitant to commit or promise anything regarding roads. A number of other tasks are yet again ahead of it in the queue.

But posts such as these do make a difference in bumping the priority of resuming the task, so it's great that you're taking the time to make them. Player feedback is important in guiding how I spend my time, so even if this feature does not appear in a patch in the very immediate future, I hope you don't consider the feedback a wasted effort. Because your voices do make a difference in how many patches away this feature is.
dbvel Jun 26, 2021 @ 8:18pm 
Originally posted by Valravn Games:
Originally posted by dbvel:
why not the "obvious" choice: workers being able to build roads, hex by hex?

I have somewhat of an aversion to the 'road spam' which is common in the 4X genre - that is, where roads end up connecting every hex to every adjacent hex. This is the primary reason that a 'connect hex A to B' project/action hasn't been added yet.

I realize there is a rather wide gap between 'roads only from two spells' to 'roads everywhere', There are many ways to keep road spam down: Roads can be limited to connecting sites, they can be given an upkeep cost, the construction cost/time can be used as a limiting factor, and a number of other limiting mechanics.

My plan is to add a Construction Project where you choose two sites, and a road is built between them. The resource cost and time to complete will be based on the distance and terrain. Workers will need to be assigned. The road will grow from one or both ends (probably depending on worker assignment).

Ideally I'd like to require some kind of military presence during the project - to avoid disruption by marauders and/or local ("non-army") threats. But it's possible this will be a later refinement.

As for upkeep - I'm not quite sure, but I like the idea that roads can have multiple levels and can fall into disrepair if not maintained. But again, likely a later refinement to avoid scope creeping the task further into the future.

I made a tentative start on the task at one point, as it seemed a relatively quick task which is highly requested. However it turned out to take more than expected and other tasks/bugs had to take priority, so Road Construction Projects ended up in the 'shelved work' category for the time being.

I'd like to resume work on it in the not too distant future, but I'm catching up on a number of fronts, so I'm hesitant to commit or promise anything regarding roads. A number of other tasks are yet again ahead of it in the queue.

But posts such as these do make a difference in bumping the priority of resuming the task, so it's great that you're taking the time to make them. Player feedback is important in guiding how I spend my time, so even if this feature does not appear in a patch in the very immediate future, I hope you don't consider the feedback a wasted effort. Because your voices do make a difference in how many patches away this feature is.


The only thing I wouldn't like there would be an upkeep to roads made of dirt.

I'd like to add that currently I felt that from mid-game on I didn't have "time" to build small roads, because I always had "more distant" priorities. Cities close to each other would grow but would still remain unconnected and that doesn't make much sense, I think.

Btw, Nether Gate was a great addition.
zgrssd Jun 27, 2021 @ 3:37am 
Originally posted by Valravn Games:
Originally posted by dbvel:
why not the "obvious" choice: workers being able to build roads, hex by hex?

I have somewhat of an aversion to the 'road spam' which is common in the 4X genre - that is, where roads end up connecting every hex to every adjacent hex. This is the primary reason that a 'connect hex A to B' project/action hasn't been added yet.

I realize there is a rather wide gap between 'roads only from two spells' to 'roads everywhere', There are many ways to keep road spam down: Roads can be limited to connecting sites, they can be given an upkeep cost, the construction cost/time can be used as a limiting factor, and a number of other limiting mechanics.

My plan is to add a Construction Project where you choose two sites, and a road is built between them. The resource cost and time to complete will be based on the distance and terrain. Workers will need to be assigned. The road will grow from one or both ends (probably depending on worker assignment).

Ideally I'd like to require some kind of military presence during the project - to avoid disruption by marauders and/or local ("non-army") threats. But it's possible this will be a later refinement.

As for upkeep - I'm not quite sure, but I like the idea that roads can have multiple levels and can fall into disrepair if not maintained. But again, likely a later refinement to avoid scope creeping the task further into the future.

I made a tentative start on the task at one point, as it seemed a relatively quick task which is highly requested. However it turned out to take more than expected and other tasks/bugs had to take priority, so Road Construction Projects ended up in the 'shelved work' category for the time being.

I'd like to resume work on it in the not too distant future, but I'm catching up on a number of fronts, so I'm hesitant to commit or promise anything regarding roads. A number of other tasks are yet again ahead of it in the queue.

But posts such as these do make a difference in bumping the priority of resuming the task, so it's great that you're taking the time to make them. Player feedback is important in guiding how I spend my time, so even if this feature does not appear in a patch in the very immediate future, I hope you don't consider the feedback a wasted effort. Because your voices do make a difference in how many patches away this feature is.
Add a project "Road Maintenance post".
Building that projecet creates roads to the nearest other "Road Maintenance post".
Cost depends on distance to nearest "Road Maintenance post".
Can only build them in fortress, city, or Wizard tower.

That should kill just about the whole flock of birds.
dveatch Jun 28, 2021 @ 5:20pm 
An Enchant Road spell would be nice, doubles the movement speed on a section of road, 5x5 hex swath or between 2 settlements.
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Date Posted: Jan 25, 2021 @ 1:49am
Posts: 8