There is walker movement that I call diagonal, but I am not sure this is a very descriptive term. Let me try to explain before I ask my question.
From any given road square, another road may connect from squares in the NE, NW, SW, or SE. A road to the N, E, S, or W would not connect graphically to that road, except through one of the aforementioned directions. When roads 'bend' or 'turn' (for example in loops, housing blocks, or a road following a natural feature), you will often see a walker 'cut the corner', or skip over that corner or connecting road and go in the cardinal direction. This is one of the reasons we do not rely on certain coverage for the very outside corners of our housing blocks.
It is this 'cutting the corner' direction, or cardinal direction walking that I am asking about. I call it here diagonal, but would be happy to change my term to the accepted one once educated. I like to call the 'normal' road directions (NE, NW, SW, SE) 'lateral', but that is heavily influenced by Nero Would's spreadsheets, and might not be convention here.
Walkers move diagonally when cutting the corner, but they also do so when they don't follow roads (ships, caravans, cart pushers, hunters, soldiers, etc.)
How does this diagonal movement speed per square compare to the speed of regular road walking?
Let me try to ask the same question a few other ways, in case my question is not yet clear:
- If 3 cart pushers were to leave a storage yard at the exact same time, one following a road NE, NE, NE, NE, another not following a road going N, N, E, E, and the last not following a road going E, E, N, N, would all three of them arrive at the same square at the same time?
- Do walkers move diagonally at the same rate as laterally, or is their time/square multiplied by the hypotenuse of the square?
- Were the walkers in question road walkers and walked up one and over one instead of diagonal, would it take them exactly twice as long to reach the same goal, or less than twice as long to go up and over as opposed to diagonal?
- Do they move like units in Civilization 1-4 or other tile turn based games, or more like mobs in Minecraft, when going diagonally?
My questions presuppose that roads do not 'speed' the walker, or in other words, that going off road does not slow down the walker, which appears to be a reasonable assumption when watching ships' and caravans' lateral speeds compared to road walkers, but I thought it best to state my assumption in case it is inaccurate.
From any given road square, another road may connect from squares in the NE, NW, SW, or SE. A road to the N, E, S, or W would not connect graphically to that road, except through one of the aforementioned directions. When roads 'bend' or 'turn' (for example in loops, housing blocks, or a road following a natural feature), you will often see a walker 'cut the corner', or skip over that corner or connecting road and go in the cardinal direction. This is one of the reasons we do not rely on certain coverage for the very outside corners of our housing blocks.
It is this 'cutting the corner' direction, or cardinal direction walking that I am asking about. I call it here diagonal, but would be happy to change my term to the accepted one once educated. I like to call the 'normal' road directions (NE, NW, SW, SE) 'lateral', but that is heavily influenced by Nero Would's spreadsheets, and might not be convention here.
Walkers move diagonally when cutting the corner, but they also do so when they don't follow roads (ships, caravans, cart pushers, hunters, soldiers, etc.)
How does this diagonal movement speed per square compare to the speed of regular road walking?
Let me try to ask the same question a few other ways, in case my question is not yet clear:
- If 3 cart pushers were to leave a storage yard at the exact same time, one following a road NE, NE, NE, NE, another not following a road going N, N, E, E, and the last not following a road going E, E, N, N, would all three of them arrive at the same square at the same time?
- Do walkers move diagonally at the same rate as laterally, or is their time/square multiplied by the hypotenuse of the square?
- Were the walkers in question road walkers and walked up one and over one instead of diagonal, would it take them exactly twice as long to reach the same goal, or less than twice as long to go up and over as opposed to diagonal?
- Do they move like units in Civilization 1-4 or other tile turn based games, or more like mobs in Minecraft, when going diagonally?
My questions presuppose that roads do not 'speed' the walker, or in other words, that going off road does not slow down the walker, which appears to be a reasonable assumption when watching ships' and caravans' lateral speeds compared to road walkers, but I thought it best to state my assumption in case it is inaccurate.