We've discussed the economy aspects of roads already but didn't really do that for the movement effect.
This covers three different things.
1. Arcanus road movement speed.
Moving for 0.5 was way too powerful so it was nerfed to 1 and I don't really think there is another option (other than roads having no effect on movement at all).
2. Myrran road movement speed.
This was changed to 0.5 form 0 which helps but if 0.5 was too powerful on Arcanus, why is it not on Myrror?
So maybe this should be 1 too. Enchant road is no longer a thing and it doesn't really make sense why roads on Myrror need to be faster. Is the 0.5 cost contributing to Myrran gameplay? I guess it helps Dwarves in expansion which would be difficult with their slow movement? Cannons especially.
3. Combat movement speed.
This is the main reason for making this post.
I accepted combat roads being 0.5 so far and justified it with "you get more gold but it's harder to defend your cities". That's true - if you're using ranged units to defend and the enemy uses melee forces - the most common scenario. However it's not true at all otherwise. In fact if the garrison is melee units, roads help THEM defend the city. This is especially relevant for Klackons and Gnolls who can't build ranged units. This might be a good feature as it helps melee garrisons which are otherwise inferior but we've never discussed it and it has quite a big impact on the game so we should.
This covers three different things.
1. Arcanus road movement speed.
Moving for 0.5 was way too powerful so it was nerfed to 1 and I don't really think there is another option (other than roads having no effect on movement at all).
2. Myrran road movement speed.
This was changed to 0.5 form 0 which helps but if 0.5 was too powerful on Arcanus, why is it not on Myrror?
So maybe this should be 1 too. Enchant road is no longer a thing and it doesn't really make sense why roads on Myrror need to be faster. Is the 0.5 cost contributing to Myrran gameplay? I guess it helps Dwarves in expansion which would be difficult with their slow movement? Cannons especially.
3. Combat movement speed.
This is the main reason for making this post.
I accepted combat roads being 0.5 so far and justified it with "you get more gold but it's harder to defend your cities". That's true - if you're using ranged units to defend and the enemy uses melee forces - the most common scenario. However it's not true at all otherwise. In fact if the garrison is melee units, roads help THEM defend the city. This is especially relevant for Klackons and Gnolls who can't build ranged units. This might be a good feature as it helps melee garrisons which are otherwise inferior but we've never discussed it and it has quite a big impact on the game so we should.