Pioneers of Pagonia

Pioneers of Pagonia

Floki Oct 10, 2023 @ 11:09am
Human traffic jams
The settlers are very british and form queues everywhere, however this is proving to be bad for me as they just line up like cars at crossings for quite a long time...
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Showing 1-15 of 19 comments
Electricbluebee Oct 10, 2023 @ 11:11am 
Have you tried better road management? :D

Are you putting all your buildings on the 'main road'?
Floki Oct 10, 2023 @ 11:12am 
i've made bigger roads and junctions, however they always try to take the shortest path
Electricbluebee Oct 10, 2023 @ 11:18am 
Sorry i dont understand what you mean by bigger - there's only one size isn't there?

Are you putting storage buildings on high traffic areas, or on the road? When i lined roads with storage buildings i had massive buildups.

I now use a main road, then i have off-shoot roads that lead nowhere. They would contain rows of storage either side. Or maybe would contain a chain - like veg farm and crop farm. That way it could never be a route to take. This would get carriers off the main road and allow them time to deposit goods without holding up the flow.

Or i would make parallel roads filling the road that was more cut off from the rest of the settlement with building. Again leaving the main road fairly free for people to go elsewhere.
Floki Oct 10, 2023 @ 11:21am 
Bad wording on my part. What I mean is "more roads and multiple path options".

I haven't put any storage down as the production chains and buildings seem to be storing things quite well.

I guess the solution to my problem might be to make "areas" where production can travel more efficiently. I had assumed that the pops would've just travelled all over tbh
T-TaaN Oct 10, 2023 @ 11:25am 
Yeah, I even find having right and left roads (for ↑ and ↓ traffic) and the way settlers move like cars absurdly comic.
Electricbluebee Oct 10, 2023 @ 11:26am 
That sounds like a good idea!

To be honest i built the storage's cause they looked cute and i wanted to store wood so i could cut down more trees :D
IndianaJones Oct 10, 2023 @ 1:48pm 
It's a common issue in this type of games. I saw the exact same problem in The Settlers New Allies.

https://i.postimg.cc/7Zt4McPq/Settlers-traffic-jam.png

In Pioneers of Pagonia you can mitigate it by placing storage areas in strategic points, so your settlers don't have to carry stuff from near ship area to far boundaries of your settlement.
Last edited by IndianaJones; Oct 10, 2023 @ 1:53pm
Vlash Oct 11, 2023 @ 3:39pm 
I feel like this should be a non-issue, just by letting people clip through each other, and also the whole queuing up in a line on the right side of the road doesn't look very good tbh. It's very robotic, and not organic at all. I'm guessing this is for future upgrades with vagons or vehicles?
esturias Oct 12, 2023 @ 10:57am 
I also don't understand why the people can't clip through each other. Micromanaging roads with basically ZERO tools would be pretty gamebreaking.

btw: The biggest problems seems to be that "unloading" often needs several second, because people do get stuck and then slowly glitch through the other waiting in line.
snackdiweg Oct 13, 2023 @ 7:13am 
pls dont oversimplify the game for people that are unable to manage their paths.
Ceoran Oct 13, 2023 @ 1:53pm 
"clipping through" would actually be a reason not to buy the game. avoiding/managing bottlenecks simply belongs to the genre. get your production lines grouped properly so the "main road" is only used by final/late products and you'll have more fun.
ZEROspawn Oct 13, 2023 @ 4:23pm 
Allow more poeple to go inside the buildingd, instead of standing on the road to unload. Have 2 path ways in each direction for the busy area.
But in general I find roads a bit ugly to make, you can't always set them up like you want. As if you are to close to a tree, building or a point on the road, well then you can't connect to the road.
Vazzee Oct 14, 2023 @ 5:11am 
To the awesome Devs: Please, pretty please, DO NOT add ppl clipping through each other!!!

You've put a lot of effort into making the game feel grounded!!! It would be a shot in the balls to the whole concept if you try to solve the "issue" of queuing by allowing walkers to ghost through the other.

I second to the idea mentioned above to have two + spots where a building can receive/provide resources.

Thanks!
Vlash Jan 10, 2024 @ 11:17pm 
I seem to be in the minority about wanting clipping. For me this issue took me out of the simulation, and is the opposite of a grounded game. Where do you see in real life a mile long queue of people like this? We go sideways past people, we zig zag through crowds and so on, right? Is this a feature in the old settlers games that I just don't remember?

If this is how they intend it to be, with heavy emphasis on micro managing lines, then there should be good ways of dealing with this.
greifental Jan 11, 2024 @ 1:13am 
In the first two settlers you could have traffic jams too.

Although the system was a bit different. Goods were transported by a carrier from one flag (= waypoint) to another. If goods were not transported forth fast enough, they would block a waypoint.
Last edited by greifental; Jan 11, 2024 @ 1:14am
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Date Posted: Oct 10, 2023 @ 11:09am
Posts: 19