Having taken up the challenge of Brugle to discover the truth beneath the strange (unexpected) behaviour of Dock Cart Pushers in my Rostja (explained in Strange behaviour of Dock CPs delivering to SYs)...
[I will refer to a 'Cart Pusher' as 'CP' (to remain grammatically correct, for the plural I will add an 's' (although i hope most would get that!!))]
[When i refer to the tile a CP will 'enter' a Storage Yard this is the tile where the transaction of goods will occur. For example when a Dock CP goes to a Storage Yard, it is the tile that he will stop on where you see the goods disappearing from the Storage Yard and appearing on his Cart. (This is not to be confused with the tile where a CP from a Storage Yard is spawned or returns to.)]
[All diagrams are oriented with North diagonally up-left.]
[unless mentioned specifically when i refer to a CP it will be from either a dock, granary, or storage yard.
All information below is what i have discovered on my own game (V. 1.2 non-cleo). I don't claim that it is all without falt (I may have missed an important point) but i hope that the bulk of it is correct. Any comments and ideas would be gladly received.
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The prefered square of 'entry' for a dock CP is as follows:
As a dock CP is a destination walker it can pass through as many roadblocks as it needs to, to get to its target square of 'entry', as long as that square is unroadblocked.
Legend
(In this example, the dock CP would 'enter' the storage yard at the top right square (east).)
However, under certain circumstances, a dock CP may deliver/get from its favoured square of 'entry' whether it is roadblocked or not. This only occurs when there is an unroadblocked road tile on either square 1 or 12. This is thanks to the strange behaviour of a storage yard (pointed out to me by Trium3) where there is a 1x1 'active' building (the most northern tile) and eight squares of 'open' storage space. The 1x1 building seems to have special effects on the entire storage yard.
Legend
In this example, the dock CP would 'enter' the storage yard at the top right square (east) even though it is roadblocked because square number 12 has a road tile present and is unroadblocked.
In addition to this, tiles 1 or 12 do not need to be connected to the dock for dock CPs to ignore roadblocked squares. This road system would work just as well:
Legend
The dock CP would 'enter' the storage yard at the roadblocked square because square 1 has an unroadblocked road tile on it.
[EDIT: If there is an unroadblocked, unconnected, road tile on any square, other than 1, or 12, a dock CP will be generated but will then immediately disappear.]
So now, everyone smashing their mouse down in anger because dock CPs are entering at an unexpected location can understand why.
How can this be useful?
Because the generation of a labor seeker (still refering to storage yards), and the 'entry' of a dock CP are entirely unconnected, one can have his labor seeker going to 'find' people to work on a completely separate road network to that which the dock CP is travelling along to 'enter' the storage yard. For example:
Legend
In this example, a labor seeker for the top-left (northernmost) storage yard would be generated along the top road heading up (north-east) to the house, while the dock CP would 'enter' the storage yard at the roadblock.
Ofcourse, normally one would simply delete the road with the roadblock on it and drop the left-hand side (north-west) storage yards down a tile so that the labor seeker would head towards the house in the bottom-left (west), but if one were looking for a very efficient docking area, then this set-up would improve dock efficiency.
All these rules apply to dock CPs that are both collecting goods and delivering goods to the storage yard.
So finally I have, I hope, figured out the other side to the storage yard.
The three 'types' of CP generated by a storage yard are:
1) 'getting'
2) emptying
3) delivering
(I hope that the names speak for themselves)
This is the prefered (non-roadblocked) start square for all three of these types of walker
However, there is a complication. If there are two or more unconnected road networks that touch the storage yard, the game will decide which one is longest and will generate the CP on the square that touches the storage yard, conneted to the chosen road network (regardless of prefered square). Of course if the chosen road network touches the storage yard at multiple points then the normal sequence of prefered squares will decide which square (on the selected network) the CP is generated on. (This does apply to all three types of walker that I mentioned above).
With a 'getting' CP this information is arbitrary (unless distance travelled is of severe importance) as the CP will travel cross country to his detination. However, with the two other types of walker that I mentioned the starting tile is of much more importance.
So for an example:
Legend
In this example there are two storage yards and a brewery. We are concerned about the storage yard with the different road networks connected to it. (I have tried to keep it simple but of course real road networks could be much more complex)
The longest network is the one to the left (heading north-west). Therefore the CP would be generated on square 10 (even though the other storage yard and brewery are on the other road network). This would be catastrophic if the CP was of the emptying or delivering type as he would never be generated on the top (north-east) road network. So be warned.
All of this information applies to the finish points as well. The only thing that I can add is that, if you delete the start square after the CP has been generated, but before it reaches its destination:
1) For 'getting' CPs: then it will return by the fastest route (whether that be cross-country or by road)
2) For emptying CPs: then it will still return (following the path it took) to the tile it was generated on. (Even if all road tiles between the source storage yard and the destination are deleted.
3) For delivering CPs: then it will disappear after delivering what it was carrying.
Roadblocks can become ignored in the selection of the start square if another road network (even if it is one tile) touching the storage yard is unconnected and shorter than the road network you want the CP to be generated on (no matter which tile it is connected to the storage yard on).
For example:
Legend
In this example there are two unconnected road networks, one two tiles long, the other, twelve tiles long. The CP would be generated on the bottom (south-west) road network because it is longer. The unconnected road network to the left (north-west) mean that roadblocks are ignored in the selection for the start square, so the CP would be generated on top of the roadblock on square 7.
I can't really think of how this could be of use to players, but I know that it will explain CPs being generated on tiles that players weren't expecting.
As always, the critical view is accepted, although i hope it is mainly about language rather the information.
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[EDIT] Above is a copy of reply 7 detailing everything I discovered about this subject. Below is my original post maintained so that anybody trying to follow this thread can do so. Of course, all replies relate to the original post, not what is written above!
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Prefered tile of 'entry' for all CPs.
roadblocking the prefered tile does not affect the operation. This is true for CPs from connected or disconnected storage yards.
If none of these squares are available then the storage yard CP will take the most direct route to the storage yard in question and 'enter' on the most direct, non-corner, tile.
Storage Yard CP start and finish square
A storage yard will spawn a CP to either 'get' a good from either a granary or another storage yard, or to deliver a raw material to a building to be processed into a finish product (such as clay to be taken to a potter to be turned into pottery). The diagram below shows the prefered squares for both the start and finish squares of a storage yard CP, 'getting' or delivering a good.
[N.B. it is the same diagram as above]
When a storage yard CP is 'getting' a good from either a granary or another storage yard, it has has three phases (determined by me only for the sake of this post (the actual algorithm may be more complex than this)):
1) outbound journey
2) collecting the good ('entering')
3) return journey
If the finish square of the storage yard CP is deleted before the second phase (collecting the good) then the storage yard CP will return by the shortest route (possibly cross country) to its original finish square.
When a storage yard CP is delivering a good to an industrial building (this may be true for when it is set to 'empty' (but i haven't tested it)) such as a potter it has the same three phases (agian determined by me only for the sake of this post...). If the finish square is deleted before it has delivered ('entered') the building, the storage yard CP will deliver its good ('enter') and then disappear. The next storage yard CP will be spawned after the same 'gap' has passed as if the storage yard CP had returned to the storage yard.
I haven't tested any of these senarios with a granary CP, but i would assume it to be the same.
If i have made any errors please feel free to make them known as i would hate to be giving false information.
All information below is what i have discovered on my own game (V. 1.2 non-cleo). I don't claim that it is all without falt (I may have missed an important point) but i hope that the bulk of it is correct. Any comments and ideas would be gladly received.
***********************************************
Dock CPs delivering/getting from a storage yard
The prefered square of 'entry' for a dock CP is as follows:
. | 1 | 2 | 3 | . |
12 | SY | 4 | ||
11 | 5 | |||
10 | 6 | |||
. | 9 | 8 | 7 | . |
As a dock CP is a destination walker it can pass through as many roadblocks as it needs to, to get to its target square of 'entry', as long as that square is unroadblocked.
(In this example, the dock CP would 'enter' the storage yard at the top right square (east).)
However, under certain circumstances, a dock CP may deliver/get from its favoured square of 'entry' whether it is roadblocked or not. This only occurs when there is an unroadblocked road tile on either square 1 or 12. This is thanks to the strange behaviour of a storage yard (pointed out to me by Trium3) where there is a 1x1 'active' building (the most northern tile) and eight squares of 'open' storage space. The 1x1 building seems to have special effects on the entire storage yard.
In this example, the dock CP would 'enter' the storage yard at the top right square (east) even though it is roadblocked because square number 12 has a road tile present and is unroadblocked.
In addition to this, tiles 1 or 12 do not need to be connected to the dock for dock CPs to ignore roadblocked squares. This road system would work just as well:
The dock CP would 'enter' the storage yard at the roadblocked square because square 1 has an unroadblocked road tile on it.
So now, everyone smashing their mouse down in anger because dock CPs are entering at an unexpected location can understand why.
Because the generation of a labor seeker (still refering to storage yards), and the 'entry' of a dock CP are entirely unconnected, one can have his labor seeker going to 'find' people to work on a completely separate road network to that which the dock CP is travelling along to 'enter' the storage yard. For example:
In this example, a labor seeker for the top-left (northernmost) storage yard would be generated along the top road heading up (north-east) to the house, while the dock CP would 'enter' the storage yard at the roadblock.
Ofcourse, normally one would simply delete the road with the roadblock on it and drop the left-hand side (north-west) storage yards down a tile so that the labor seeker would head towards the house in the bottom-left (west), but if one were looking for a very efficient docking area, then this set-up would improve dock efficiency.
All these rules apply to dock CPs that are both collecting goods and delivering goods to the storage yard.
Storage yard CP start and finish points
So finally I have, I hope, figured out the other side to the storage yard.
The three 'types' of CP generated by a storage yard are:
1) 'getting'
2) emptying
3) delivering
(I hope that the names speak for themselves)
This is the prefered (non-roadblocked) start square for all three of these types of walker
. | 1 | 2 | 3 | . |
12 | SY | 4 | ||
11 | 5 | |||
10 | 6 | |||
. | 9 | 8 | 7 | . |
However, there is a complication. If there are two or more unconnected road networks that touch the storage yard, the game will decide which one is longest and will generate the CP on the square that touches the storage yard, conneted to the chosen road network (regardless of prefered square). Of course if the chosen road network touches the storage yard at multiple points then the normal sequence of prefered squares will decide which square (on the selected network) the CP is generated on. (This does apply to all three types of walker that I mentioned above).
With a 'getting' CP this information is arbitrary (unless distance travelled is of severe importance) as the CP will travel cross country to his detination. However, with the two other types of walker that I mentioned the starting tile is of much more importance.
So for an example:
In this example there are two storage yards and a brewery. We are concerned about the storage yard with the different road networks connected to it. (I have tried to keep it simple but of course real road networks could be much more complex)
The longest network is the one to the left (heading north-west). Therefore the CP would be generated on square 10 (even though the other storage yard and brewery are on the other road network). This would be catastrophic if the CP was of the emptying or delivering type as he would never be generated on the top (north-east) road network. So be warned
All of this information applies to the finish points as well. The only thing that I can add is that, if you delete the start square after the CP has been generated, but before it reaches its destination:
1) For 'getting' CPs: then it will return by the fastest route (whether that be cross-country or by road)
2) For emptying CPs: then it will still return (following the path it took) to the tile it was generated on. (Even if all road tiles between the source storage yard and the destination are deleted.
3) For delivering CPs: then it will disappear after delivering what it was carrying.
Roadblocks can become ignored in the selection of the start square if another road network (even if it is one tile) touching the storage yard is unconnected and shorter than the road network you want the CP to be generated on (no matter which tile it is connected to the storage yard on).
For example:
In this example there are two unconnected road networks, one two tiles long, the other, twelve tiles long. The CP would be generated on the bottom (south-west) road network because it is longer. The unconnected road network to the left (north-west) mean that roadblocks are ignored in the selection for the start square, so the CP would be generated on top of the roadblock on square 7.
I can't really think of how this could be of use to players, but I know that it will explain CPs being generated on tiles that players weren't expecting.
As always, the critical view is accepted, although i hope it is mainly about language rather the information
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. | 1 | 2 | 3 | . |
12 | SY | 4 | ||
11 | 5 | |||
10 | 6 | |||
. | 9 | 8 | 7 | . |
roadblocking the prefered tile does not affect the operation. This is true for CPs from connected or disconnected storage yards.
If none of these squares are available then the storage yard CP will take the most direct route to the storage yard in question and 'enter' on the most direct, non-corner, tile.
A storage yard will spawn a CP to either 'get' a good from either a granary or another storage yard, or to deliver a raw material to a building to be processed into a finish product (such as clay to be taken to a potter to be turned into pottery). The diagram below shows the prefered squares for both the start and finish squares of a storage yard CP, 'getting' or delivering a good.
. | 1 | 2 | 3 | . |
12 | SY | 4 | ||
11 | 5 | |||
10 | 6 | |||
. | 9 | 8 | 7 | . |
When a storage yard CP is 'getting' a good from either a granary or another storage yard, it has has three phases (determined by me only for the sake of this post (the actual algorithm may be more complex than this)):
1) outbound journey
2) collecting the good ('entering')
3) return journey
If the finish square of the storage yard CP is deleted before the second phase (collecting the good) then the storage yard CP will return by the shortest route (possibly cross country) to its original finish square.
When a storage yard CP is delivering a good to an industrial building (this may be true for when it is set to 'empty' (but i haven't tested it)) such as a potter it has the same three phases (agian determined by me only for the sake of this post...). If the finish square is deleted before it has delivered ('entered') the building, the storage yard CP will deliver its good ('enter') and then disappear. The next storage yard CP will be spawned after the same 'gap' has passed as if the storage yard CP had returned to the storage yard.
I haven't tested any of these senarios with a granary CP, but i would assume it to be the same.
If i have made any errors please feel free to make them known as i would hate to be giving false information.
[This message has been edited by Cantique (edited 10-30-2010 @ 12:54 PM).]