Plot's Roads and Movement
Plot's Roads and Movement
About this mod Machine translation
Plot's Roads and Movement
Plot of Roads and Movements v1.01
change
- Builders build roads.
- Builder's costs will not increase.
- Roads are more efficient.
- Modern and later units receive a 50% land movement bonus, and a 100% sea and air movement bonus.
Purpose
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The 1 UPT rules combined with movement and road nerfs make war and even basic movement endlessly slow and painful compared to previous versions of Civilization.
Nerfs on roads in particular remove an important tactical element of the game - sending workers from your army to build roads. Historically, Rome built its road network primarily to enhance the movement of its legions - but vanilla classical roads don't* have 1 movement point brick.
So, first this mod adds roads. Since military engineers arrived late, construction workers now build roads. Since this means buying more builders, the builder's "cost" no longer scales with the quantity purchased.
Late game units usually have the same movement points as their older counterparts. The tank blitz stopped on the hillside. Endgame naval units can't even use pathetic roads, crawling around the map like they're still using oars and sails. End-game bombers that were supposed to be able to span continents could barely cover the distance between a few cities.
So, secondly, the movement points of Modern and Late Era units are reduced by 50% for land units and 100% for air and sea units.
Bonuses are applied based on the age of technology or citizens required to produce each unit, so should be compatible with mods that add new units.
road impact
code:
Ancient 1/2 movement cost, Support Bridge Classic 1/2 movement cost Industrial 1/4 movement cost Modern 1/8 movement cost
Unit movement changes
code:
Change unit movement old new ------------------- --- ---UNIT_ANTIAIR_GUN 2 3UNIT_ARTILLERY 2 3UNIT_AT_CREW 2 3UNIT_INFANTRY 2 3UNIT_MACHINE_GUN 2 3UNIT_MOBILE_SAM 2 3UNIT_MODERN_AT 2 3UNIT_OBSERVATION_BALLOON 2 3UNIT_ROCKET_ARTILLERY 2 3UNIT_MECHANIZED_INFANTRY 3 5UNIT_AIRCRAFT_CARRIER 3 6UNIT_BIPLANE 3 6UNIT_GERMAN_UBOAT 3 6UNIT_HELICOPTER 4 6UNIT_MODERN_ARMOR 4 6UNIT_NATURALIST 4 6UNIT_SUBMARINE 3 6UNIT_TANK 4 6UNIT_DESTROYER 4 8 UNIT_FIGHTER 4 8UNIT_MISSILE_CRUISER 4 8UNIT_NUCLEAR_SUBMARINE 4 8UNIT_BATTLESHIP 5 10UNIT_JET_FIGHTER 5 10UNIT_AMERICAN_P51 6 12UNIT_BOMBER 10 20UNIT_JET_BOMBER 15 30
Plot's Roads and Movement v1.01
Changes
- Builders construct roads.
- Builders cost does not increase.
- Roads are more effective.
- Modern and later units get 50% movement bonus for land, 100% movement bonus for sea and air.
Purpose
-------
The 1 UPT rule combined with nerfs to movement and roads compared to previous Civ versions makes wars and even basic movement interminably slow and painful.
The road nerfs in particular remove an important tactical element of the game--sending workers with your army to build roads as they go. Historically, Rome built its road network primarily to enhance the movement of its legions--but the vanilla classical roads do *nothing* on 1 movement point tiles.
So, first this mod buffs roads. Since military engineers come fairly late, builders now construct roads. Since this means buying a lot more builders, builders' costs' no longer scale with the number bought.
Late game units are generally stuck with the same movement points as their ancient versions. A tank blitzkrieg is brought to a halt by a hill. End-game naval units, which can't even use the pathetic roads, crawl across the map like they're still using oars and sails. And end game bombers that should be able to strike across continents can barely cover the distance between a few cities.
So, secondly, the movement points of modern and later era units are buffed by 50% for land units and 100% for air and sea units.
The bonus is applied based on the era of the tech or civic required to produce each unit, so should be compatible with mods that add new units.
Road Effects
Code:
Ancient 1/2 movement cost, supports bridges
C …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.