Route finding between workplace and resource shouldn't use paths, forester takes long road to tree

23 votes

I'm aware that paths are generally necessary to reduce route finding complexity. However, in the case of beavers traveling between workplace and a resource (tree/crop/metal etc.), paths cannot be followed entirely since those resources are by definition not connected to a path.

Currently, it seems the game calculates the shortest distance from the resource to a path and lets the beaver travel the path plus that shortest route off-path. This can lead to everything from subtly suboptimal to completely ridiculous routes. In the screenshot, the forester will not take the blue or yellow route but travel the whole path labyrinth (red) to get to the target tile and replant the tree.

I suggest that if a beaver is already at his workplace (which by definition is properly connected to a path and covers a very restricted area), the route calculation to a resource should disregard paths entirely. This would ensure sane routes. I can't imagine it would hurt performance all that much.

Under consideration Bug Suggested by: Qodvux Upvoted: 31 Mar Comments: 24

Comments: 24
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