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Reduce free "spaghetti" roads for AI

 
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Reduce free "spaghetti" roads for AI - 12/19/2021 4:57:30 PM   
mattpilot

 

Posts: 65
Joined: 3/8/2018
Status: offline
I understand the AI needs free roads so they can cope with the supply part of the game. I'm cool with that. But in a recent war i pushed them across a mountain range and every turn they drew a new road across 5-6 mountain tiles.

What i dont like about it, is that it basically creates a spaghetti road network, but more importantly, it reduces the importance of capturing road tiles to cut supply.


My Suggestion:

Before creating free roads for the AI, check if there is another valid road (even if occupied by enemy) within X (4-5?) tiles of intended build path. If so, don't build the road (or build it sufficiently far away).
Post #: 1
RE: Reduce free "spaghetti" roads for AI - 12/19/2021 6:05:40 PM   
Cassini

 

Posts: 26
Joined: 11/30/2021
Status: offline
Another way to solve this problem would be for the program to limit AI production of roads through mountain hexes to 1 a round (MAYBE 2 a round). This would be a constraint to slow the 'push' through mountains by AI major powers.

(in reply to mattpilot)
Post #: 2
RE: Reduce free "spaghetti" roads for AI - 12/20/2021 2:55:40 AM   
Elver

 

Posts: 114
Joined: 6/25/2020
Status: offline
I'd love to see something like the latter. It'd really be nice if majors were more impacted by that kind of geography than they are now.

(in reply to Cassini)
Post #: 3
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