Brugle
HG Alumnus
posted 12-09-00 05:37 ET (US)
I've been experimenting with the tiles that "random" walkers start and finish on. Following the usual practice, most of the information is in the first reply.
Squidbrains
Pleb
posted 01-14-14 17:59
ET (US)
27 / 31
Hm, I guess I still don’t understand it. There are four possible road spaces that the magistrate could depart from and return to, counting the booth, all along the southwest side of the building. I see that the first preference would be the bottom left (north), but I thought that if it was roadblocked, the magistrate would then go down the list of preferences and emerge to the west/southwest. Does this mean a road outside your housing block can never touch the courthouse except downstream, so to speak, of the magistrate's intended departure point? Even with a roadblock?
Or do you mean that if the first point of contact with non-roadblock is directly south, the magistrate will not come out, even though there are other options?
Brugle
HG Alumnus
posted 02-24-14 11:13
ET (US)
29 / 31
I edited reply #1 to discuss the start and finish points when multiple unconnected roads touch a building and also changed walker names to those that the game uses (such as "citizen" instead of "labor-seeker" and "constable" instead of "policeman").
Brugle
HG Alumnus
posted 02-27-14 16:43
ET (US)
31 / 31
Hi Cfilorvy1,
I'm not sure what you mean by "testing this". I don't have any plans for building a city with unconnected roads. (Someday I might make an Improved Immortal Iunet or finish the Middle Kingdom by building Heh, and I expect I'll connect all roads in either of those.) I just felt like making this post more complete, and it didn't take too long to run enough tests for me to be pretty sure of the results.