Main routes are routes needed to connect cities to the capital. Shortcuts are all other routes between cities (for movement and redundancy). Strategic routes are the rest.
All route types are given a value based on how much movement gain they give, gold from city connection (for main routes) and...
The total overhaul I made to the road logic was maybe one ore two years ago. Before that it didn't work, but not in the way you describe.
The AI will build roads near enemy borders for logistics reasons, maybe that's what you've experienced.
As the person who wrote the AI road logic I think maybe you just don't understand what the purpose of the roads is. There is a road planner modmod for VP you can check out if you wanna see what the AI is planning roads for which also lets you control how roads are planned.
>Changed AI fort valuation so they don't build forts in places that aren't useful
Could also be rephrased as "penalize AI evaluation of any defensive building in plots that are not adjacent to enemy borders". Ilteroi wanted to do this because he thought it was ugly when the AI built forts...
I guess I made a mistake in trusting the existing "we need this amount of scouts" code when I did the unit production changes. Should maybe just hard cap it at 2 scouts at all times.
I take no responsibility for any missing/incorrect features in my hotfixed 4UC. I made it to be able to implement and test the future features that will be in the full 4UC integration :)
No, my game just full freezes for like a minute before it processes player 0's turn.
I always just use IGE+ to give my starting warrior 15 XP and move it to the settler plot.
I just use the VP added in-game ones (ctrl+shift+P/O).
Edit: ctrl+shift+P is progress to next player, O is autoplay, L is autoplay with only the vision of the current player.
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