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A Different way of doing Roads.

Posted: Thu Sep 21, 2023 4:43 pm
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 :-)

Re: A Different way of doing Roads.

Posted: Thu Sep 21, 2023 5:05 pm
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.

Re: A Different way of doing Roads.

Posted: Thu Sep 21, 2023 7:05 pm
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.

Re: A Different way of doing Roads.

Posted: Thu Oct 12, 2023 3:31 pm
by solops
I prefer what we have.

Re: A Different way of doing Roads.

Posted: Thu Oct 19, 2023 8:18 pm
by Adrynlyn
I think Placing and adjusting roads to improve or enhance supply is part of the fun of the game.

Re: A Different way of doing Roads.

Posted: Thu Oct 19, 2023 10:27 pm
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.

Re: A Different way of doing Roads.

Posted: Tue Oct 24, 2023 6:16 pm
by kutaycosar
Can't we build roads anymore :o but i was enjoying it.