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 :)
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.