After going through rivers and bridges with Oceania, my new terrain riftval I designed in the rivers to field location setups so the heightmap import would produce the river bottoms. While I'm building out the macro terrain around the field place holder squares you see in my screen shots. If I end up with a suitable feature that can be leveraged, I rough that line in and leave it for when I start laying down feilds and GV spawns which is also the clean up stage for all the rivers. Because I created a 1:1 8pixel=1mile blue print file before opening the terrain editor, I had an inkling of suitable locations for adhoc features that might present themselves during the macro building stage. The most fun building a terrain are the few adhoc's and the creativity process they impose, the rest is pretty formulaic.
I try to have a 95% finished concept design in the blue print file so any invention of new concepts like when I incorporated the bridges in the last terrain with Hitech's help or, the possibility of the results from the updated path tool is accounted for as the normal testing a terrain requires during the production process. And then whether it's the terrain editor or L3DT, it's all on my ability to pull something original out of my whatsis. Ultimately the polygon size is going to dictate everything.
If the roads can be laid down as static elements not tied to the resupply system, with the shorter distances I'm placing feilds now, I'm thinking about a road system to connect feilds. Symbolically for those with spawns but, there will be a number of feilds with no spawns and BowlMA on the tips of all the islands are the three no GV spawn feilds. Players will drive wirbles and troop M3's the 19 miles cross country. A basic road system would enhance that with a purpose and possible targets.
I guess the real question is how Hitech will require the path's to be used overall and if they are the reintroduction of the automated supply system.