From what I've observed, the Middle East appears to have more than it's share of path-finding problems. In looking at the RTW map in it's entirety, perhaps it's just my imagination, but there seems to be a lot more twisting and winding of roads through mountains and rough terrain than anywhere elseI've never cataloged it, but just like Carthage seems to get buried under a slew of path-finding problems in the Western Med, Seleucia mirrors that problem in the Eastern Med. They rarely ever target the nearest rebel town of Palmyra (in the east), or Halicarnassus (in the west). Getting into the Lycia province is the most puzzling, as it's just a stone's throw across the river
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Although it involves considerably more tinkering, increasing movement rates might be a good follow-up to map alterations in aiding path-finding problems...movement costs may matter indirectly as finding the fastest path through difficult but not impassable terrain is an obstacle also, just not as much of one as impassable terrain - so roads and difficult terrain may have an effect there
That's just evilI'm thinking a better solution may be the exact opposite and give the unwanted direction a close by region with very high unrest instead. So instead of a dozen armies crawling over the desert towards a very distant settlement the AI just has one army constantly retaking the same close by settlement.
Although it's a topic for a different thread, the Persian Royal Road was as advanced as anything the Romans built. I had some links somewhere covering the topic, and it makes for some fascinating reading (and caused me to give the Parthians the "Paved Road-building" capability).as the Persian Royal Road (in terms of RTW regions) went Babylon-Hatra-Cappadocia so Hatra as a crossroads region seems appropriate.
In any case, fabulous work![]()
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