Spielerando

Dragging a road over existing tiles charges me for tiles I already have

Dragging a line of tiles looks simple until it bends, runs backwards or crosses what is already built. This entry gives your AI a placement calculator that lists the tiles once each and charges only for what really changes.

Why this works

A drag is a path, and a path has a corner where two straight pieces meet. Listing the corner twice, charging for what already stands there, or ignoring the value of what gets replaced are the usual mistakes, and each looks right on a straight test road.

When not to use it

Skip it when building is free or the cost is a flat fee per drag. Then the tile list is enough and no calculation is needed.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 38 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Dragging a road over existing tiles charges me for tiles I already have" (read_entry strategy-dragging-a-road-charges-too-much) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP