A Different way of doing Roads.

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mattpilot
Posts: 103
Joined: Thu Mar 08, 2018 1:17 pm

A Different way of doing Roads.

Post by mattpilot »

Had a little idea while playing a different wargame and i thought ... what if the Roads already exist and can't be built by the player, only upgraded.

All major points (scav sites) are connected by a 'main road', and each hex feature is connected to that main road (or a more suitable nearby road from another hex feature), forming a 'network' of sorts - but everything is connected. If a hex is built upon, it connects to the road network via the 'cheapest' way.

While roads are built for 'strategic' reasons in real life, the roads we typically have are because its the best/cheapest way to get Commerce from A to B. So in that sense i would let the 'free market' dictate where roads are placed, but the government has the option of upgrading it. But whatever reasoning one uses, the idea behind it is to get rid of spaghetti roads and increasing the strategic value of roads during combat.

Railroads should remain within the players control and be built freely - they do require end-points afterall to function.

I think a toggle-option would be nice for this :-)
fibol
Posts: 78
Joined: Fri May 12, 2023 3:42 pm

Re: A Different way of doing Roads.

Post by fibol »

We would still need the option to built dirt roads, as there is a hard limit to where you can supply units so large parts of the planet would simply become inaccesible. Bu the idea of more remnant roads from before the collapse spanning more of the planet and being the 'main' arteries with new builts being more tactical ad-hoc small-scale nature is interesting.
mattpilot
Posts: 103
Joined: Thu Mar 08, 2018 1:17 pm

Re: A Different way of doing Roads.

Post by mattpilot »

fibol wrote: Thu Sep 21, 2023 5:05 pm We would still need the option to built dirt roads, as there is a hard limit to where you can supply units so large parts of the planet would simply become inaccesible. Bu the idea of more remnant roads from before the collapse spanning more of the planet and being the 'main' arteries with new builts being more tactical ad-hoc small-scale nature is interesting.
Not really needed. First way to think about it is, that its a 'sahara desert' -> just an area where mankind hasn't ventured yet.

But there would still be way to build a road -> You simply create a construction on a hex in that nomansland (trucks?), and it would then be connected with dirt roads to the nearest/cheapest/mosteconomical road network.


All i'm propsing with my idea is to take spaghetti roads out of the hands of the player/AI, and let the "invisible market" dictate where roads should be placed.
solops
Posts: 1059
Joined: Thu Jan 31, 2002 10:00 am
Location: Central Texas

Re: A Different way of doing Roads.

Post by solops »

I prefer what we have.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Adrynlyn
Posts: 4
Joined: Thu Dec 01, 2022 8:24 pm

Re: A Different way of doing Roads.

Post by Adrynlyn »

I think Placing and adjusting roads to improve or enhance supply is part of the fun of the game.
eddieballgame
Posts: 901
Joined: Wed Jun 29, 2011 2:50 am

Re: A Different way of doing Roads.

Post by eddieballgame »

Not a terrible idea & planets with large populations could be expected to have some roads; maybe a future option.
Personally...I am, totally, fine the way it is now.
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kutaycosar
Posts: 89
Joined: Sun Dec 11, 2022 1:28 am
Location: Turkey

Re: A Different way of doing Roads.

Post by kutaycosar »

Can't we build roads anymore :o but i was enjoying it.
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