There's no need for roads. If you think they "look cool" just design a scenario or random map with road textures/decals/models between player bases As far as terrain-varying movement speed goes, yes we do have that, but we've hardly used it and it doesn't work that great with typical A* pathfinding in practice. The insight is that roads would likely require a separate pathfinder for following predefined paths, otherwise it may be just as fast to cut off a wide bend of the road by walking across terrain, which goes against the supposed aesthetic benefit and utility of nice, orderly roads. Philip's new pathfinder will be uniform tile costs, I think, as some of the optimizations depend on that, so it will no longer be possible. If anyone wants to write such a pathfinder for roads, units on buildings, etc., feel free, we have no definite plans to use it, but it would be nice to have the option