AI logistics

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JohnRa
Posts: 25
Joined: Mon May 09, 2022 6:40 pm

AI logistics

Post by JohnRa »

I've followed the ever so often discussions about the "cheating AI", but I finally came to think that something needs to be modified. Since getting started with IP on Tech level 3 has become so difficult the AI not having to pay for a road network weighs in quite heavy. In my actual game there are some mountainous areas I considered to be good natural defenses. I have, however, to realize that this is not the case at all:
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Enemy to the east. All those cities I did actually take from the enemy and tried to push him across the mountains. That worked for two or three turns, but he's just building roads everywhere and reinforcements.

Likewise the AI has become quite good in cutting supply lines - which is good -, but is not vulnerable to that whatsoever, since there are just roads everywhere without any of the drawbacks.

I noticed another thing, too. On the other side of the map, there were some minors I vassalized. They got invaded and I got control over that territory. They have zero metal production, zero energy production and zero rare metal production. Which makes it - without buying - impossible to get anything going there. To build something that produces energy I need metals or rare metals and to run a mine or recycling factory I'd need energy.
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JagdFlanker
Posts: 744
Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Re: AI logistics

Post by JagdFlanker »

Perhaps if the AI had a hex limit for how much road it can build per turn, depending on terrain type - it could build 6 (or whatever) hexes of road on clear terrain per turn, but only 1 hex per turn on mountainous terrain

however it should be able to build unlimited rail over top existing roads
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