All about Roads

See also: Roads

## Roads (PAGE IN PROGRESS)

* Can be built with hammers or stone
* All city hexes automatically have a road
* Decreases movement cost of all units
* Decreases city maintenance costs
* Decreases trade good cost
* Decreases culture cost for border expansion

### **Cost**

* Each 4 clear hexes cost 2 Hammers OR 1 stone each (this includes your starting hex).
* The next 3 clear/desert hexes would cost 2 more hammers OR 1 stone (4 hammers OR 2 stone total), the following 4 would could another 2 hammers OR 2 stone (6 hammers OR 3 stone total), etc.
* If you build onto a forest or hill hex it will immediately increases the cost by 2 hammers (1 stone) and the next two road hexes you build that turn will remain the new cost (if the are clear/desert)

### **Border Growth**

he culture expansion is based on the geography - so it tends to grow over flat open terrain and roads

Culture spread is effected by geographic barriers. Which of course also makes roads even more important - if you built a road onto that hill your borders would probably spread there next turn. And of course you can always just claim it with a military unit. Your city produces culture like other yield resources but it stores it until it has enough to "buy" a hex with culture. The cost is based on movement distance from the city (so roads make it cheaper, rough terrain makes it more expensive) and it always buys the cheapest hex it can.

If you click the culture overlay button it gives you some info. A city produces culture and stores it until it has enough to "buy" one or more neighboring hexes in between turns. The cost of the neighboring hex and amount stored are shown on the overlay. It will automatically buy as many as it can with its stored culture, starting with the cheapest one. The cost is determined by the movement cost it would take to move from the hex to the city so terrain and roads affect it. Enemy hexes can be bought with culture but they'll cost extra. How much extra gradually increases as the enemy player produces culture near the hex. The small culture number on your hexes in the overlay is how much you're currently adding to the culture cost for an enemy player to steal that hex. (edited)

**Border Growth Cost over different terrain (rounds to nearest whole number)**

### **Trade**

Trade goods travel specific amount of "moves" each turn, depending on whether they move by land or water. The table below shows the cost to move over different types of terrain.

**Trade Movement Cost over different terrain**
**3** Moves
 Water Trade
**15** Moves

The total gold price a player pays for a resource has two components: the amount that goes to the seller and the transport cost. The transport cost is overhead that is based on the shortest trade route between the closest two cities of the buyer and seller.

Cost to buy resource of the market = Sale Price + Transport Cost

See Trade | Hexarchy Wiki | Fandom for details on how Sale Price and Transport Cost is calculated.

Building roads can dramatically reduce transport costs, and building harbors creates inexpensive trade routes over water.

### **Unit Maintenance and Movement**

Units have a specific amount of "moves" each turn. The table below shows the cost to move over different types of terrain.

#### Unit Maintenance

Unit Gold Maintenance Cost = {Unit moveable's path cost to nearest friendly city}/{unit's total movement} Max 7