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Not much too it, you just need to be a bit more careful when first starting out, but nah cims don't care if they go in a ditch as long as a herse picks up the body.
Pathfinding issues aside, each death has a calculation of importance, yes, but the default hearse AI doesn't take that into consideration. They are deployed on an as needed basis and if that need for one comes up across town, that hearse will drive past other dead bodies because that was his dispatch.
Several hearse AI's exist in the form of mods, but most are no longer maintained.
One in particular had it perfect, having hearses roam in their district and prioritize the death based on how long they have been waiting and alters the path and dispatch if something more important comes up. Check out a mod called Overwatch. I don't use it anymore since it hasn't been updated for a while now and conflicts with my favorite traffic mod.
We are all stuck with this behavior.
Haven't reached that point yet, but this death mechanic is a bit much.
The cemeteries have to be manually emptied. That is the only reason I don't use them.
Plus when you empty them, they tie up hearses and take away from collection.
Yes, hearses will travel across the map. This happens when a new hearse is free, then the nearest one is across the map. The rest are already assigned to be picked up by someone else. There is also priority, as in the next door guy just dies vs. the one across town has been dead a while and in danger of causing the building to go abandoned. So it foes across town.
You can usually fix this issue simply by spreading the crematoriums across town equidistant so they are not clumped up. Make sure roads are green with coverage as well.
Also, building fast at a slow speed causes them to grow too closely together and die too closely together. A new building only moves in adults. So a new area will have the whole area dies in a very close time frame. Cims only live 4 to 6 years on average. So you get a big die off that feels like they all die at once.