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Re: roads
Posted: Sun Jan 07, 2018 2:31 pm
by makazuwr32
yes and i actually like this idea.
Re: roads
Posted: Mon Jan 08, 2018 2:01 am
by General Brave
I could possibly make it the images except the sideways one.
Re: roads
Posted: Mon Jan 08, 2018 4:28 am
by godOfKings
Thanks for supporting me guys, tell me ayush why is it that in real life the roads r more frequently seen inside the borders and not on no man's land? In a real war, first u would build walls around Ur border then roads that lead Ur capital to the border, without good defenses the roads will only lead Ur enemies to reach Ur capital quickly, this where u need to b strategic to properly utilize roads
Re: roads
Posted: Mon Jan 08, 2018 4:44 am
by General Brave
I will fully support the Road Project, my workers wait at your command.
Re: roads
Posted: Mon Jan 08, 2018 5:18 am
by Ayush Tiwari
godOfKings wrote:Thanks for supporting me guys, tell me ayush why is it that in real life the roads r more frequently seen inside the borders and not on no man's land? In a real war, first u would build walls around Ur border then roads that lead Ur capital to the border, without good defenses the roads will only lead Ur enemies to reach Ur capital quickly, this where u need to b strategic to properly utilize roads
Ok.I will not include any more'but'.
Re: roads
Posted: Mon Jan 08, 2018 9:31 am
by godOfKings
The best idea is building two towers, a gate in the middle, and roads leading to the gates from behind as seen in real life examples
U dont build roads all around Ur defenses and use them like a tar trap to slow invading enemies, for that there is a different structure called moat, these two would b like opposite structures
Re: roads
Posted: Mon Jan 08, 2018 12:10 pm
by Ayush Tiwari
Can we take a third road mushy road,which we build at the place,where we want to slow down the enemy.Will be useful for some campaign maps also,where we have to defend.
Re: roads
Posted: Mon Jan 08, 2018 12:41 pm
by makazuwr32
Re: roads
Posted: Mon Jan 08, 2018 6:59 pm
by godOfKings
Exactly, roads and moats r like reverse structures of each other, but that doesn't mean enemies cannot take advantage of the roads, where horse gains 1 speed from roads, it will lose 1 speed to moats, but if it crosses Ur defense it can take advantage of roads to conquer Ur towns
Re: roads
Posted: Mon Jan 08, 2018 11:10 pm
by General Brave
And you are able to fill in the enemy moat with workers.
Re: roads
Posted: Tue Jan 09, 2018 11:21 am
by godOfKings
In reality, is it that practical? So many archers behind the walls shoot arrows at enemies around the moat, and they don't have time to fill it up with earth, I thought most of the time, they simply put a shield on top of their heads, swim to the wall on the other side, a bunch of them carry a ladder which they place on wall and climb on top, or they tie a rope on ballista ammo, fire it on the wall, and climb the rope to the top of wall
So with that thought, I wanted to keep it simpler, any flesh and blood type unit can walk on moat, but they lose 1 speed, so many extra things like boats floating on moats, moats being filled by workers and catapults, etc all felt quite unnecessary to me,
Re: roads
Posted: Tue Jan 09, 2018 11:28 am
by godOfKings
And I thought instead of bridge, it is possible to build this road on top of moat to allow Ur sieges and wagons to travel on top of moats, but the enemies will b able to use this road tile to enter Ur border, in which case gates would b built to stop enemy wagons from entering Ur territory and the enemy would use battering rams to break it open, and the siege would finally feel like a realistic historical siege instead of using unrealistic wagons to sneak into enemy territory
Re: roads
Posted: Tue Jan 09, 2018 11:34 am
by godOfKings
And thanks to the road tile, catapults and trebuchets would finally have 2 speed instead of 1, and they would b able to cross the gate without needing a wagon
Re: roads
Posted: Tue Jan 09, 2018 11:55 am
by godOfKings
And with this, here is my final idea,
Workers ( and may be labourers ) can build roads and moats and they cost 2 turns
Both are indestructible.
Any ground unit can move on roads, units that have wheels, like cannons chariots wagons etc, cannot move on moats
Any unit standing on road gains 1 speed, any standing on moats lose 1 speed (regardless whether u built it or ur enemy did)
Nothing can b built on road tile, only road can b built on moat tile
None of these apply to omnithopter
Re: roads
Posted: Tue Jan 09, 2018 11:57 am
by godOfKings
May b only workers can destroy roads and moats, any worker can do it as these should b neutral
Re: roads
Posted: Thu Jan 11, 2018 2:59 pm
by samuelch
We can use this for city road.
Re: roads
Posted: Fri Jan 12, 2018 1:18 am
by General Brave
It looks like it's made from clay, it has nice patterns.
Re: roads
Posted: Fri Jan 12, 2018 7:42 am
by makazuwr32
and as for me it looks like it made from paving slabs
Re: roads
Posted: Sun Feb 25, 2018 6:58 am
by samuelch
My road is inspired by European roads like this
https://imgur.com/gallery/IrIIeqV
Re: roads
Posted: Sat Mar 10, 2018 10:01 pm
by General Brave
So do we all agreed we want Road?
Re: roads
Posted: Sun Mar 11, 2018 3:48 am
by Ayush Tiwari
We still need road image,of stone,the above one doesn't look to be stoned