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Suggestion: Make it so that cart pushers are able to detect a destination only reachable by passing across gardens as valid.

Open Zeg4 opened this issue 1 year ago • 4 comments

As title says. Currently, cart pushers ignore destinations that are not connected by roads proper, regardless of whether or not they can optionally use gardens as shortcuts. I think it could be situationally useful to have destinations only accessible via garden paths - even if just one tile of garden - count as valid for cart pushers only. Since only cart pushers would be affected, this would not replace the need of roads in any meaningful way, and could allow for the strategic use of gardens as partial roadblocks on instances where roadblocks themselves do not work for whatever reason.

For example, this layout:

image

I replaced a single road tile with a garden. It does not affect labor seeker walkers very much, but it does brick the cart pushers for 2 marble quarries who would normally go to that warehouse (or any other), being barred from the whole city. On the viceversa, if that garden tile was a roadblock instead, you get the opposite: cart pushers are unaffected, but the labor seeker walkers get bricked and stuck on it unless you let them pass across it with special orders.

I understand that tweaking gardens or walkers can be a delicate thing to change, so I only ask if this is possible as long as no other thing could be too compromised from such a change. I would appreciate it regardless, as this would be useful for micromanaging those walkers you need for them to walk just a tile or two off from their current path and fix a nagging issue with them.

Zeg4 avatar Sep 20 '23 02:09 Zeg4

Due to the game engine, it's only possible to do this for all destination walkers, not just cartpushers.

So I can't find a feasible way of doing this.

I do agree that the lack of consistency makes this confusing though. Maybe we should just think about ditching allowing destination walkers to move over gardens instead?

crudelios avatar Sep 20 '23 08:09 crudelios

I think it would also work to apply it for all destination walkers, right? It would mainly affect market buyers and entertainers from performing schools, and I believe neither of them matter much on this regard. I mentioned cart pushers only since I thought it was actually harder to apply it to more walkers, not easier.

If you go for the latter, make it a toggle option if possible, as it would straight up break my maps if I do not have this.

Zeg4 avatar Sep 20 '23 08:09 Zeg4

It's actually easier because the pathfinding is common for all of them.

I'm not sure how to do it. In a perfect world things would be consistent, i.e. gardens count towards a road network and can be travelled if setting is on/they don't count as road networks and cannot be travelled if setting is off.

However, current/original game behavior is: they don't count as road networks, yet they can be travelled. Crazy.

crudelios avatar Sep 28 '23 17:09 crudelios

Hmm. Can garden behavior be adjusted so that it mimics roadblocks for destination walkers only? Buildings accesible only via crossing a roadblock are still detected by destination walkers as valid and go towards them while also not being roads per se. They behave as neither roads nor gardens, being something inbetween instead.

I am not sure how that would actually behave ingame at its full scope, so it is more of a brainstormed idea than an actual suggestion, one that would require observing it to see if it is both possible and useful to be worth the hassle.

Zeg4 avatar Sep 28 '23 17:09 Zeg4