That's a good point - the trigger doesn't have to be a unit moving though. The point I'd like to emphasise is that if an L1 road arises organically in response to the player's playstyle, the map will look more 'real' and be more satisfying than a series of roads to nowhere based on what seemed like a good strategy in turn 50 - or blanket road coverage, civ-style. I have no doubt there's a good trigger that could be found for this. I think the characteristics of a good trigger wou
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This is looking great, and there are some fantastic suggestions coming out of the community. Heres my HK$0.02: Roads : Several levels of road. Automatic roads that are triggered by some sensible criterion are too good and too simple an idea to pass up because they aren't really random; they are an organic response to the player's play-style in practice. This pays a huge dividend in terms of immersion, fun and emergent storytelling. I agree with other posters that
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