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But, you can select the building where you want it to start. Then path it through other buildings, or just go to the last one and click. The entire path will receive orders to build the road.
One other thing to consider is when you remove a mine that is empty later (or any building really), that new AI road that is built after is not improved.
As well as:
Once you've unlocked Faster or Fastest Roads, any new AI-built roads should automatically be of the highest unlocked tier, because after all, we've already unlocked that knowledge, so why shouldn't we be able to immediately build it like that too?
We are playing as an AI after all, and it would be highly inefficient to first build the old tier technology, despite already having researched a higher tier tech, and then to have to manually upgrade the newly built structures.
No AI worth its salt would act that inefficiently!
That's why I mentioned a paintbrush or some similar option to color what you want to upgrade in a selective manner.
I would also like to see some indication of what resources you are getting back from the roads. You should get some back no matter what difficulty.
You smelt steel, it's not a far reach you could take the scrap steel and recover some of it by melting it down. The carbon not so much, but I would accept just getting steel back and the carbon was a loss in the smelting of the steel.
Roads are kind of meh right now, an option to actually build a road instead of it doing it automatically would be nice, like the hyperloops.
The option to scrap a road between to points would be nice too, like a remove road/loop.
I really don't like this mechanic. Removing a building doesn't imply I want or need to remove the road. Especially if the mine was in a straight line on a particularly busy area, it can have a ripple effect. I wish they'd allow the road to remain when a building is removed.
I agree. I've just been leaving depleted mines around for this reason.