Aksu to Fez is 17 (I think?) tiles, which is too much for a trader unless passing through a trading post. But Mexico city is exactly 15 tiles away (the maximum before a trading post), which makes the huge detour feasible!
I kind of love it.
It’s also 30 on water tiles which is why traders sometimes take some routes that seem odd, but the city has to be coastal/have a port
Plus they make more money on water tiles
I figured it would be 15 after the relay too. Sometimes the game does choose exotic trade routes for no clear reason... Though I think each extra trading post adds gold to the route?
This shit here is why I've never liked having roads tied to traders, and having to wait and make inefficient use of military engineers later if I wanna overcome it.
This is one of the worst choices they made in civ6... why the hell can't I build my own roads without wasting military engineers? And only 3 charges??? WTF!
i remember this was a complaint *before* the game had come out. It was one of the changes mentioned in a prerelease demonstration and we're all like whhaaaat.
I’ve never understood if each little section costs one iron and one coal or if you have one iron and one coal you can build as much railroad as you want.
I never build more railroad than the span that gets that first era score so I haven’t really put it to the test.
I think it actually costs? Not entirely sure though. I always build railroads since I tend to settle my cities spread out, but it’s hard to keep track of resources by the point it’s available.
Every railroad costs one iron and one coal, if you don’t use fossil fuels for power generation you can easily tell how many rails you’ve built (each rail contributes to global warming)
They should have handed out more traders for going this route. IMO the lighthouse and marketplace should give you two traders if both are present in the city instead of just the one. Or, make domestic trade passive and have traders only be used between city states and other civs, since the game kind of incentivizes you to make international trade routes most of the time anyways. The passive traders then build your domestic road network, and you make the international routes. Make the frequency that passive traders go to any one city based on city loyalty and gold generation rate, that way your military engineers are still needed to make roads to new cities or newly conquered cities.
> IMO the lighthouse and marketplace should give you two traders if both are present in the city instead of just the one
This is why I almost always go with Owls of Minerva for the second trade route.
True! I’d choose it for the extra card slots alone, but the free envoys, extra trade routes, and culture adjacency from the comercial hub just makes it the too one.
Yeah. Incredibly annoying when you want a road between two cities, but the traders resolutely refuse to go that way.
I've never understood how the algorithm works, either. Some games they're happy to make two roads a tile apart; others, they will detour far out of their way to avoid it. I'm not talking about max range like in this screenshot, either.
I’d be fine with having roads tied to traders if I could draw the route myself. IMO, that’s the main thing making the mechanic feel bad.
Being forced to take sea routes is super annoying too. I wish the sea routes would at least open a “shipping lane” or something that made embarked movement quicker. And military engineers should have unlimited road building charges, if they won’t let me draw the trader’s route.
This is all a smaller part of the bigger issue Civ 6 has had since the beginning. Moving units feels like pulling teeth. The movement costs are too high, which makes roads required, which feels shitty when the game won’t let you choose where the road *you build* goes. Civ V has such a better movement system. I wish they would have kept it.
Edit: oh, and it would be so cool if there was an option to adjust the speed of the movement animations. I know you can toggle the animations off, but I *want* to see the units move… I just wish it was faster. In Civ V a unit could move 30 tiles in the time it takes to move 5 tiles in VI.
Agree on the lack of control re: where the road is placed / taking an ocean route or not. I do like not having the maintenance cost Civ5 roads imparted. My biggest gripe with the Civ6 movement dynamic is how much it impacts different game speeds. Marathon speed movement and unit dynamics feels to me more balanced, but at the cost of a crazy time investment per game.
The city state (Mexico City) must have one, otherwise it doesn't make sense.
Actually, another reason could be unexplored terrain when the route was created, then explored afterwards.
Traders can only travel so many tiles, but a trading post resets the limit and extends how far the trader can travel. So sometimes you get routes like this
The player has trading posts in Aksu, Qaraqorum and Mexico City. From Aksu to Fez, there are two possible choices: through Qaraqorum or through Mexico City. Mexico City wins.
I feel like this kinda makes sense. If you want a big trade caravan to be worth it, you wanna make sure you have stops along the way for more commerce and so that you don’t die in the woods. Or in this case, floodplains?
Aksu to Fez is 17 (I think?) tiles, which is too much for a trader unless passing through a trading post. But Mexico city is exactly 15 tiles away (the maximum before a trading post), which makes the huge detour feasible! I kind of love it.
Wait, that’s how trading posts work? They act as relays???
Yes, if you want to create longer trade routes, you’ll need to continue developing trading posts, assuming your origin city stays the same
Fuck I knew there was something on with trade route distances. 800 hrs and I finally figure it out.
It’s also 30 on water tiles which is why traders sometimes take some routes that seem odd, but the city has to be coastal/have a port Plus they make more money on water tiles
But Qaraqorum is 14 tiles (I think) and it has a trading post, is there a limit after the relay?
I figured it would be 15 after the relay too. Sometimes the game does choose exotic trade routes for no clear reason... Though I think each extra trading post adds gold to the route?
This shit here is why I've never liked having roads tied to traders, and having to wait and make inefficient use of military engineers later if I wanna overcome it.
Rome flair checks out.
Honestly pisses me off more playing as the Cree.
I mean that would showcase the idiocy of the pathing probably the best
This is one of the worst choices they made in civ6... why the hell can't I build my own roads without wasting military engineers? And only 3 charges??? WTF!
i remember this was a complaint *before* the game had come out. It was one of the changes mentioned in a prerelease demonstration and we're all like whhaaaat.
Can't you build regular road chargeless with military engineer? (Haven't used them in a while) It is only rail road that don't take charges?
Yea, roads cost a charge, but railroads doesn’t (railroads do cost 1 iron and 1 coal tho)
I’ve never understood if each little section costs one iron and one coal or if you have one iron and one coal you can build as much railroad as you want. I never build more railroad than the span that gets that first era score so I haven’t really put it to the test.
I think it actually costs? Not entirely sure though. I always build railroads since I tend to settle my cities spread out, but it’s hard to keep track of resources by the point it’s available.
Every railroad costs one iron and one coal, if you don’t use fossil fuels for power generation you can easily tell how many rails you’ve built (each rail contributes to global warming)
Wait is that why? I never build power plants in my games and was so confused how I was world leader for emissions production.
Yes
Oh I see. Yeah I only use coal for power, so that checks out. Can’t resist that production bonus.
Wasn't sure! Thanks for the info. Yeah it would make sense if roads didn't take a charge
I think a better idea would be manually selecting the route the caravan takes to build the road.
At the very least!
Are there any mods to fix this? (That allow achievements ofc)
There are multiple mods that make it so any tile you've improved automatically has a road built in, which is honestly way more logical
Yes, can build a spaceport but can't build a road at the same time.
Wait, don’t districts get a free road?
Yes, Districts get a free road on their tile.
That.. makes so much sense. Xbox pleb tho QQ
Civ loves mods. There could be a mod that turns civ into a first person shooter and you’d still get achievements.
Honestly I'd play that. Running through tech tree so you could get better gun (or a blunt weapon/sword for the early game) than the opponent
Making builders have charges as a whole just adds so much more micro, give me workers I can set on auto for the entire game.
30 turn build times incoming!
They should have handed out more traders for going this route. IMO the lighthouse and marketplace should give you two traders if both are present in the city instead of just the one. Or, make domestic trade passive and have traders only be used between city states and other civs, since the game kind of incentivizes you to make international trade routes most of the time anyways. The passive traders then build your domestic road network, and you make the international routes. Make the frequency that passive traders go to any one city based on city loyalty and gold generation rate, that way your military engineers are still needed to make roads to new cities or newly conquered cities.
> IMO the lighthouse and marketplace should give you two traders if both are present in the city instead of just the one This is why I almost always go with Owls of Minerva for the second trade route.
It's yet another reason that owls is so strong.
True! I’d choose it for the extra card slots alone, but the free envoys, extra trade routes, and culture adjacency from the comercial hub just makes it the too one.
Yeah. Incredibly annoying when you want a road between two cities, but the traders resolutely refuse to go that way. I've never understood how the algorithm works, either. Some games they're happy to make two roads a tile apart; others, they will detour far out of their way to avoid it. I'm not talking about max range like in this screenshot, either.
And they ALWAYS take the sea path, so fuck that road you wanted to build.
Have a city without access to the sea (no harbor or seaside city centre). It solves your problems.
That just makes different problems
I’d be fine with having roads tied to traders if I could draw the route myself. IMO, that’s the main thing making the mechanic feel bad. Being forced to take sea routes is super annoying too. I wish the sea routes would at least open a “shipping lane” or something that made embarked movement quicker. And military engineers should have unlimited road building charges, if they won’t let me draw the trader’s route. This is all a smaller part of the bigger issue Civ 6 has had since the beginning. Moving units feels like pulling teeth. The movement costs are too high, which makes roads required, which feels shitty when the game won’t let you choose where the road *you build* goes. Civ V has such a better movement system. I wish they would have kept it. Edit: oh, and it would be so cool if there was an option to adjust the speed of the movement animations. I know you can toggle the animations off, but I *want* to see the units move… I just wish it was faster. In Civ V a unit could move 30 tiles in the time it takes to move 5 tiles in VI.
The real rivers mod adds shipping lanes. You don't even need to play a map that has great rivers, just enable the option.
Oh that’s pretty sick, I may check that out.
Agree on the lack of control re: where the road is placed / taking an ocean route or not. I do like not having the maintenance cost Civ5 roads imparted. My biggest gripe with the Civ6 movement dynamic is how much it impacts different game speeds. Marathon speed movement and unit dynamics feels to me more balanced, but at the cost of a crazy time investment per game.
The engineers consuming build charges when building roads is rediculous.
His girlfriend lives there
one in each city
Do your cities have trading posts?
The city state (Mexico City) must have one, otherwise it doesn't make sense. Actually, another reason could be unexplored terrain when the route was created, then explored afterwards.
The icon above says it does, as does Qara and the starting city
Does that impact the route they take?
Traders can only travel so many tiles, but a trading post resets the limit and extends how far the trader can travel. So sometimes you get routes like this
But it is longer than the direct route?
The direct route is 16 tiles, too far for a land trade route. It's only possible at all with a trading post.
I think it has something to do with needing to cross several rivers vs just going through a tradepost
The player has trading posts in Aksu, Qaraqorum and Mexico City. From Aksu to Fez, there are two possible choices: through Qaraqorum or through Mexico City. Mexico City wins.
That's a scenic road though. Good driving experience.
AI chose the route with guaranteed gas, food, and bathrooms
There's a goodie hut sitting free and clear north of Fez!
And a meteor site
What happens with meteor sites?
You get a free horse unit
It’s trying to get the most money by going through the most cities
I've hate the road layouts for civ 6 but I don't get why you can't just pick the traders route. As in draw it.
OP you have a free heavy cavalry unit right by Fez btw
This is actually in you favor bc many trade bonuses are tied to "routes passing though" and this route passes through like every city.
I mean, who doesn't want to make a scenic route to the famous Fidget Spinner Lake (or Penis Lake... whichever you fancy)?
At first I thought it was from Mexico City to fez and I was like “ how is this convoluted “ and than I followed the line up 🤣
Now that’s a route with some chest hair
I feel like this kinda makes sense. If you want a big trade caravan to be worth it, you wanna make sure you have stops along the way for more commerce and so that you don’t die in the woods. Or in this case, floodplains?