While templating "On", I noticed the long ferry route from the east island to the west (reed/bird) island. I decided to do a little investigating and set up a test city. Some screenshoots of the templated city parts can be found at:
http://home.insight.rr.com/bwscroll
I did some reconfigurations for the "real" city building which I have a save about a year before victory conditions at:
http://home.insight.rr.com/bwscroll/ON10thyear.sav
Its not a very effecient city (docks much closer to the reed island - which I did a ways back) and there are a few things I would change if I were to rebuild it.
As expected there was an enormous quene of hunters and reed gathers with just the one route. The ferry would get stuck on the floodplain as the inundation receeded while the ferry was traveling over it. Hunters and reed gathers would "dissappear" while on the ferry. I'm assuming that there is a 6 month time limit from leaving there building to get back. I only witnessed one dissappearance (at 6 months from spawn) while the hunter was walking back toward its building. The rest of the "disappearances" happened while on or waiting for a ferry.
Later, I opened a second route via the north (skinny/splinter) island that required the use of three ferries to get to the west (reed/bird)island. I expected some of the crosscountry walkers to use the multi-ferry path but all used the single long route. By the picture of the layout you can see one hunting lodge is next to a ferry, but its walkers insisted on using the single ferry route dispite the long wait.
Conclusions: Walkers will take a route with the least number of ferries. Wait time, travel distances and proximity are not considered in pathing choose. All crosscountry walkers have a 6 month time limit (from last home building visit). Any resources they had when time limit expires are lost.
I did some reconfigurations for the "real" city building which I have a save about a year before victory conditions at:
Its not a very effecient city (docks much closer to the reed island - which I did a ways back) and there are a few things I would change if I were to rebuild it.
As expected there was an enormous quene of hunters and reed gathers with just the one route. The ferry would get stuck on the floodplain as the inundation receeded while the ferry was traveling over it. Hunters and reed gathers would "dissappear" while on the ferry. I'm assuming that there is a 6 month time limit from leaving there building to get back. I only witnessed one dissappearance (at 6 months from spawn) while the hunter was walking back toward its building. The rest of the "disappearances" happened while on or waiting for a ferry.
Later, I opened a second route via the north (skinny/splinter) island that required the use of three ferries to get to the west (reed/bird)island. I expected some of the crosscountry walkers to use the multi-ferry path but all used the single long route. By the picture of the layout you can see one hunting lodge is next to a ferry, but its walkers insisted on using the single ferry route dispite the long wait.
Conclusions: Walkers will take a route with the least number of ferries. Wait time, travel distances and proximity are not considered in pathing choose. All crosscountry walkers have a 6 month time limit (from last home building visit). Any resources they had when time limit expires are lost.
There are probably a few threads which have this information in some form. I just couldn't find any with the search keywords I used.
edit: fixed url to sav file
All ferries were fully staffed/working.
I'm aware, from other experiments with ferries, that if a ferry losses employment/becomes non-functional that the walkers "enroute" will change path to a working ferry. Any walkers waiting at a ferry will continue to wait even if it is "non-functional". Removing/destroying a ferry will cause waiting walkers to find a new path if available.
[This message has been edited by shaun (edited 01-17-2003 @ 08:58 PM).]