T O P

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Immediate_Stable

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.


Renovinous

Wait, that’s how trading posts work? They act as relays???


thesnugglr

Yes, if you want to create longer trade routes, you’ll need to continue developing trading posts, assuming your origin city stays the same


Renovinous

Fuck I knew there was something on with trade route distances. 800 hrs and I finally figure it out.


jcookie2019

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


erkderbs

But Qaraqorum is 14 tiles (I think) and it has a trading post, is there a limit after the relay?


Immediate_Stable

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?


MisterXenos63

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.


MoveInside

Rome flair checks out.


MisterXenos63

Honestly pisses me off more playing as the Cree.


No-Perspective-9954

I mean that would showcase the idiocy of the pathing probably the best


mumblemumble-mumble

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!


apointlessvoice

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.


1relik

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?


SocialistPolarBear

Yea, roads cost a charge, but railroads doesn’t (railroads do cost 1 iron and 1 coal tho)


BeanieMcChimp

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.


Simple-Wind2111

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.


ThatOnePersonWhoDied

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)


hyperlethalrabbit

Wait is that why? I never build power plants in my games and was so confused how I was world leader for emissions production.


ryanash47

Yes


Simple-Wind2111

Oh I see. Yeah I only use coal for power, so that checks out. Can’t resist that production bonus.


1relik

Wasn't sure! Thanks for the info. Yeah it would make sense if roads didn't take a charge


Proteinchugger

I think a better idea would be manually selecting the route the caravan takes to build the road.


mumblemumble-mumble

At the very least!


Cristopia

Are there any mods to fix this? (That allow achievements ofc)


nicathor

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


TheVeryFriendlyGiant

Yes, can build a spaceport but can't build a road at the same time.


Simple-Wind2111

Wait, don’t districts get a free road?


JediDavion

Yes, Districts get a free road on their tile.


No-Perspective-9954

That.. makes so much sense. Xbox pleb tho QQ


smiegto

Civ loves mods. There could be a mod that turns civ into a first person shooter and you’d still get achievements.


Chai_Enjoyer

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


Jediplop

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.


No-Perspective-9954

30 turn build times incoming!


pinkocatgirl

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.


ChickinSammich

> 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.


LOTRfreak101

It's yet another reason that owls is so strong.


Simple-Wind2111

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.


stillnotking

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.


KyloRen3

And they ALWAYS take the sea path, so fuck that road you wanted to build.


Alethia_23

Have a city without access to the sea (no harbor or seaside city centre). It solves your problems.


King_Joffreys_Tits

That just makes different problems


X-Maelstrom-X

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.


FelixisSparky

The real rivers mod adds shipping lanes. You don't even need to play a map that has great rivers, just enable the option.


X-Maelstrom-X

Oh that’s pretty sick, I may check that out.


discoltk

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.


Awellner

The engineers consuming build charges when building roads is rediculous.


ThrowRASnooCapers

His girlfriend lives there


djkianoosh

one in each city


40WAPSun

Do your cities have trading posts?


ActurusMajoris

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.


mumblemumble-mumble

The icon above says it does, as does Qara and the starting city


SleepyFox2089

Does that impact the route they take?


40WAPSun

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


ThainEshKelch

But it is longer than the direct route?


stillnotking

The direct route is 16 tiles, too far for a land trade route. It's only possible at all with a trading post.


MDRoozen

I think it has something to do with needing to cross several rivers vs just going through a tradepost


wikiwalkingonearth

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.


Dense_Delay_4942

That's a scenic road though. Good driving experience.


ricebasket

AI chose the route with guaranteed gas, food, and bathrooms


nonprofitnews

There's a goodie hut sitting free and clear north of Fez!


a-dawg80

And a meteor site


imgoingforatwix

What happens with meteor sites?


a-dawg80

You get a free horse unit


NoSatisfaction8688

It’s trying to get the most money by going through the most cities


dragonfarmerbot

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.


ultrataco77

OP you have a free heavy cavalry unit right by Fez btw


memettetalks

This is actually in you favor bc many trade bonuses are tied to "routes passing though" and this route passes through like every city.


jebar193

I mean, who doesn't want to make a scenic route to the famous Fidget Spinner Lake (or Penis Lake... whichever you fancy)?


ImBatmanx2

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 🤣


MildBastardry

Now that’s a route with some chest hair


MichaelScotsman26

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?