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Hi folks,

I'm wondering, how I can control the route that workers like water carriers take after leaving their house (apart from placing road blockers of course)?

Also, if a building is adjacent to more than one road, how can I control which of the roads the worker is entering when leaving the house?

Any help is appreciated and thank you a lot in advance :)

All best,
Wachtelbrei
This question / problem has been solved by macAilpinimage
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Wachtelbrei: Hi folks,

I'm wondering, how I can control the route that workers like water carriers take after leaving their house (apart from placing road blockers of course)?

Also, if a building is adjacent to more than one road, how can I control which of the roads the worker is entering when leaving the house?

Any help is appreciated and thank you a lot in advance :)

All best,
Wachtelbrei
roadblocks is the only way. this is why a lot of players end up with a sqaure / rectangle formation of housing blocks.

if you mod base game files you could probably add blockers that only block certain unit types like in emperor. but gl with that if you try it
Thank you for your response! Good to know :)

Regarding my second question, is there a way to control or at least a rule on where a worker comes out of a building, if the building is adjacent to more than one road? :)
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Wachtelbrei: Thank you for your response! Good to know :)

Regarding my second question, is there a way to control or at least a rule on where a worker comes out of a building, if the building is adjacent to more than one road? :)
Road Blocks. I will place a larger building--- like an medical building--- adjacent to one square into my housing block and two along a road that leads out of the housing square. The walker from the building will not exit into road blocks. So it stays within the housing square.
However, a walker will ignore a road block (walk through it) if it is past the halfway point to get back to its home base. You can use this fact to your advantage for a path through an industrial area that requires an unusually long route for the maintenance walker.
Thanks a lot! Good tip actually!

So when I'm not able to put road blockers along the building on the unwanted road spots, then it's not possible to control a worker's exit point, right? For instance, rotating a building doesn't have any effect?

All best,
Wachtelbrei
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Wachtelbrei: Thanks a lot! Good tip actually!

So when I'm not able to put road blockers along the building on the unwanted road spots, then it's not possible to control a worker's exit point, right? For instance, rotating a building doesn't have any effect?

All best,
Wachtelbrei
Buildings for residential blocks are 1x1; 2x2, etc. Some larger structures like arenas and temples are rectangular. So rotating can change the profile.
You could control the exit point on a building by placing a road block on all adjacent roadways except for the one spot you want your walker to take. If you need the adjacent roadway open for other walkers, then you would be taking a chance on which direction the walker will take.
I've attached an image of a standard block.

Image doesn't seem to be loading.
Post edited October 18, 2018 by macAilpin
Thanks mate!
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Wachtelbrei: Hi folks,

I'm wondering, how I can control the route that workers like water carriers take after leaving their house (apart from placing road blockers of course)?

Also, if a building is adjacent to more than one road, how can I control which of the roads the worker is entering when leaving the house?

Any help is appreciated and thank you a lot in advance :)

All best,
Wachtelbrei
Unfortunately you can't control the exact route of your walkers. However, they all follow a simple rule when exiting their building.

I'll use a 2x2 building as an example, but the same rule applies to any size building.

First, make sure your view is oriented to the north. You can do this by clicking the icon in between the rotate view arrows.

Now imagine your 2x2 building as a clock. The corner facing north would be 12, the corner facing east would be 3, and so on.

The two tiles along the edge of the building between 12 and 3 will be 1 and 2. Between 3 and 6 they will be 4 and 5, and so on.

This means that there are eight available exit points around your building: 1, 2, 4, 5, 7, 8, 10 and 11.

Your walkers will ALWAYS exit their building at the first available point that has an unblocked road adjacent to it, in numerical order.

When a walker exits their building onto a road, they will randomly decide which direction to turn.

Eventually your walkers will stop and head back to the building. As soon as they have reached their maximum distance (which varies by walker), they will go back to the same exit point of their building by the shortest route, even if that means continuing in the same direction, BUT they will ignore all roadblocks in order to get there.

This is why loops work so well. If the walker is far enough around the loop when it reaches its maximum range, the shortest distance back to its building will be to continue in the direction it's going.

There are two slight exceptions: the Fountain and the Infirmary.

Your Water Carriers and Healers will exit their building according to the clock face rules above. However, they will attempt to return to their building at point 12, that is, the tile directly to the north of their building, no matter what their exit point is.