Reduce free "spaghetti" roads for AI

Moderator: Vic

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mattpilot
Posts: 106
Joined: Thu Mar 08, 2018 1:17 pm

Reduce free "spaghetti" roads for AI

Post by mattpilot »

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).
Cassini
Posts: 109
Joined: Tue Nov 30, 2021 6:03 am

RE: Reduce free "spaghetti" roads for AI

Post by Cassini »

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.
Elver
Posts: 365
Joined: Wed Jun 24, 2020 11:02 pm

RE: Reduce free "spaghetti" roads for AI

Post by Elver »

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.
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