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Reduce free "spaghetti" roads for AI

Posted: Sun Dec 19, 2021 2:57 pm
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).

RE: Reduce free "spaghetti" roads for AI

Posted: Sun Dec 19, 2021 4:05 pm
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.

RE: Reduce free "spaghetti" roads for AI

Posted: Mon Dec 20, 2021 12:55 am
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.