I guess, but that's about as snaky as you can get in a 400-star game, without actively trying to get negative cohesion, and the old system was less forgiving.You're not as snaky as you think you are.
Here are some places you filled where you could've been more snaky by not filling. Those plus going down a corridor where snaking is not even possible more than covers up for your vulnerable tendrils.I guess, but that's about as snaky as you can get in a 400-star game, without actively trying to get negative cohesion, and the old system was less forgiving.
It's probably better to be more forgiving, given the empire sprawl you get for simply building an outpost. I've never really liked the "we're going to punish you if you snake, but if you fill in the gaps you also take a penalty" thing.
Good point, even if half of those were gates, wormholes and SR-rich systems, basically the places I snaked to in the first place... But, I guess I ended up with a less snaky empire in the end than I expected.Here are some places you filled where you could've been more snaky by not filling. Those plus going down a corridor where snaking is not even possible more than covers up for your vulnerable tendrils.
AI can sometimes wait and take just that last chokepoint, making your investment in the snake pointless if you get too ambitious, so it at least it can do some counter-snaking...What really tanks cohesion is skipping systems. I think that's primarily what the system is supposed to prevent and maybe that's OK. I don't know. It certainly gives the player an advantage since the AI in my experience doesn't have a clue on "how to snake", but compared to the various other problems the AI has maybe this is an acceptable player advantage ^^;