Thread: Roads...
View Single Post
  #4  
Old June 2nd, 2004, 05:02 PM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: Roads...

easy answer:
no way, the developers wouldn't code this into the game - too much hassle, to few gain.

long answer:
Unless you're using a castel spamming strategy, it wouldn't make much of a difference. But it would (most likely) require major code changes, so likelyhood for such a change is very low.

Better solution would be that the map designers
a) have an eye not to 'break' their map by spamming special terrain all over the map seemingly at random.
b) keep in mind that a terrain type 'counts' for movement purposes in every direction, not just to the north where they have drawn the mountains.

An especially bad example is the cradle map .. it features choke points and interesting map-making ideas galore .. but you can't tell from looking at the map where you may move, except that most likely it's only 1 province in any direction because there's so much swamp, mountain, waste and whatever on the map.

There's another drawback to this "terrain spamming": Anything that isn't plain/grass has way lower population and supply values. While having fewer pops partly compensates for the high number of provinces per nation, the low supply values make even moderate sized armies starve, what hits especially the AIs hard. But even some player with nations that have no access to nature magic might get into some trouble here.

more, and back to topic later ..

[ June 02, 2004, 16:04: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote