cage2x
Pleb
posted 07-21-11 14:49
ET (US)
2 / 4
Well most of the time it is, that they have run out of food; However there is a full stock of food in the city.
With the Bazaar should I set them to get all?; or say have one get Game Meat/beer and another get grain/pottery?
Thanks?
GovernorSimulus
Pleb
posted 07-27-11 20:50
ET (US)
4 / 4
Hi cage2x, I think I have encountered a similar problem, let me try to explain it. Your block is based around a 23x6 loop road, which is around the limit for when a walker from a building will "complete the circuit" on most or all walks (which I think is a 54 tile loop). In my experience if a walker starts from the middle of the loop (as your bazaar seller would) they are less likely to "complete the circuit" than if the building they are from is near one of the ends of the loop, either near the left or right ends in your case. What I think happens is they reach their 27 tile maximum patrol distance before they pass their building on the road opposite from where they started (the point directly above the bazaar, two 2x2 houses to the left of the devolving house, assuming the patrol started going to the left of the bazaar). Then, having not yet reached the point in the loop where the shortest route back to their building is to keep going the same direction in the loop, they turn back on their heals and only complete 1/2 of the loop.
On the other hand if a walker starts from one of the ends of the loop and reaches the "return point" wile on one of the shorter edges of the loop, they are more likely to have "passed" their building on the "opposite" road (if they started off on the left shorter edge of the loop, then the "pass point" will be on the right shorter edge) within the 27-tile maximum patrol range, and so their shortest trip home is "right round the block" and not reached by "turning on their heals." I find this is the case even on loops which are the same length/width size, just different locations for service buildings (toward the ends and away from the middle of the loop).