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Vic said that he could think about free roads - but limitation about not using Logistic Point will have to stay. Personally I think that Majors should at least fake it more (with building truck stations and rail stations - even if they dont need it - so it would serve as resource sink).
Problem is the logistics are too complex for the A.I. to handle and still be a challenge. Though I do think something should change, both for majors and minors, in terms of supply.
But I can't think of what that could/should be.
Thank you for the reply. I suspected it would be something like that.
I think the biggest problem with the AI as it is now, is that a new player's knowledge of the game will be based on their own experiences playing it. That knowledge will wrongfully assume the AI is operating under the same restrictions as the player.
Here is example in addition to the one I gave in my initial post. My starting position had mountains (5-6 hexes worth) acting as a barrier between me and the Major Empire in question. There was one pass through, a narrow area 3 hexes wide of tundra. I'd already had experiences with IP costs building roads into mountain hexes, as my only metal mine was on one.
I remember being so excited seeing the pass through the mountains. Not at the pass itself, but at the game's logistic model *making* the pass important. That got me excited for the game, and the strategic possibilities it would provide. I was looking forward to hundreds of hours of playing a game where the terrain had more importance than just individual hexes.
I defended the pass, built up my forces and eventually the AI declared war on me. I won at the pass, only to be dismayed at the AI snaking roads toward my territory through the mountains. Areas I hadn't defended because I assumed the AI would be bound by the same limitations I had.
I know nothing about programming a good gaming AI. One possible solution might be an in-between solution to what you have now. Instead of modeling the supply flow to each unit individually, group them together on a macro level.
You could model an area's "logistics tail" back to the nearest city. It would be based on three characteristics: Length (Hexes), Flow (Road type), and Width (Transport Hub level). A supply depot on the road would decrease the Length.
(Width * Flow) / Length =Logistics Points
These three would form a generic pool of logistics points for an area, with each unit requiring a number of points for full supply. All the units in an area would draw from the pool. Once the pool is empty, AI units would experience a generic supply malus in combat based on how badly the pool is overdrawn.
On the AI side of things, the AI would now need to build good roads and upgrade Transport Hubs in cities to be able to supply large armies. But hopefully in terms of CPU cycle cost, it would be cheaper than modeling everything individually.