PI, your path finding needs some work...

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.887
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
pathingBugs.gif
 
  • 7
  • 2
Reactions:

Pyoro

Lt. General
46 Badges
May 4, 2009
1.536
5.145
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Cities in Motion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Shadowrun: Dragonfall
  • Crusader Kings II: Conclave
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
Caused by enemy forts, presumably? It'd be shorter to take a "Northern" path, but then detects blocked provinces, so it detours again ... perhaps.

Wish that mechanic would gain some refinement. Some of the effects it has are rather annoying/make no sense.
 
  • 3
Reactions:

ForzaA

Thalassic QA
Paradox Staff
QA
69 Badges
Apr 1, 2001
10.288
1.546
  • Rome Gold
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • King Arthur II
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Starvoid
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Imperator: Rome Sign Up
  • Dungeonland
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • A Game of Dwarves
  • East India Company Collection
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
Oh, wow, that's pretty nice actually (the GIF, that is, not the behaviour)

Please tell me you took the time to make a save as well as all those screenshots?
I'd be very interested in it :) Could you upload it somewhere and link here?
 
  • 7
  • 3
  • 1
Reactions:

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.274
18.949
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Caused by enemy forts, presumably? It'd be shorter to take a "Northern" path, but then detects blocked provinces, so it detours again ... perhaps.

Wish that mechanic would gain some refinement. Some of the effects it has are rather annoying/make no sense.

It's not forts.

If he can walk to Valencia unimpeded, there is no reason forts should suddenly factor into further movements.
 
  • 2
Reactions:

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.887
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
Hmm, not sure I did make a save actually :oops:

Though this 2nd gif gives a strong indication as to what's happening behind the scenes.

Bug_ClarrifiedWithASingleImage.gif


As Pyoro correctly deduced; the path seems to be chosen, and then modified according to fort ZoC logic.

Solution would be to check for sub-optimal paths once these ZoC modifications have been applied; could be quite computationally expensive for long paths. (caching of sub-paths would be a sensible optimization in such cases)
 
  • 3
Reactions:

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.887
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
The game is punishing you for allowing those arragonese borders to become so ugly.

Catalonian, please!

It's only temporary; now that Castile* has been wiped off the map, Iberia will soon be repainted a glorious shade of woodland green.

*(The only way I've found of stopping the virulent yellow plague spreading across new & old world alike)
 
  • 1
Reactions:

Hiiri

Major
On Probation
107 Badges
Jun 10, 2010
786
1.120
  • Europa Universalis: Rome
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II
  • Crusader Kings II: Jade Dragon
  • Semper Fi
  • Sengoku
  • Supreme Ruler: Cold War
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Pillars of Eternity
  • For the Motherland
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Nemesis
  • 500k Club
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III Complete
Yeah, there seems to be some problems with pathfinding. In my current Ottoman game one army was able to move to adjacent enemy province straight away, while another army in the same province had to take a detour.
 

londoner247

Field Marshal
14 Badges
Aug 11, 2011
3.911
1.507
  • Cities in Motion
  • Crusader Kings II
  • East India Company Collection
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
Yeah, there seems to be some problems with pathfinding. In my current Ottoman game one army was able to move to adjacent enemy province straight away, while another army in the same province had to take a detour.

That sounds like a fort lock. The armies probably arrived from different places and so were locked in different ways.
 

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.274
18.949
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
I assumed that the units avoid mountains and try to cross grassland / farmland. I think that is what is happening.

1st screenshot shows the last phase pathing going clean over a mountain province, through multiple forts under siege, instead of simply taking a path where stack stays in-borders and suffers less attrition. I'm not sure on the march time between the two, but pathing through enemy forts there rather than simply going Valencia --> target movement is questionable.
 

kramsikrams

Second Lieutenant
77 Badges
Jan 30, 2011
121
45
  • Rome: Vae Victis
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis III Complete
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
  • Stellaris: Apocalypse
  • Crusader Kings II: Conclave
  • Victoria 2
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • 500k Club
  • Stellaris: Federations
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Mandate of Heaven
  • Rome Gold
  • Europa Universalis IV: Cossacks
  • Sword of the Stars II
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • The Kings Crusade
  • Hearts of Iron III
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
If you look at the second screenshot the path is good. In the first screenshot it tried that way but then steered clear of the forts, as Pyoro said. Only solution atm for players is to micro more I guess
 

hwoosh

Field Marshal
61 Badges
Aug 5, 2013
2.976
1.231
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion 2
  • Europa Universalis IV: Art of War
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Victoria 3 Sign Up
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Teleglitch: Die More Edition
There are old, old problems with pathing that far predate the invention of forts. The automatic pathing algorithm simply cannot be relied upon to track the fastest path between two tiles.

One easy example of this is the two open ocean tiles to the west of France, "Western Approaches" and "Bay of Biscay". Going through "Western Approaches" (the outer tile) is one day faster than through Bay of Biscay. But if you set a path around that part of Western Europe, the algorithm will pick one of the two seemingly at random.

That's just one example, but this type of suboptimal pathing happens in every region of the map, on land and at sea, I'd say at least 50% of the time. And it's not just a waste of a single day; many of these bad paths (especially in places like South America, Persia, the steppes) can cost weeks of wasted travel time.

After thousands of hours observing this behavior, I have a hunch that the algorithm does something like orient itself towards its destination like a compass each tile, in order to "guess" which tile should be next on the path, rather than exhaustively determining which sequence of tiles produces the shortest travel time. Even if that's not the exact mechanism, there's clearly some flawed heuristic at work.

Maybe there's performance reasons that the calculations can't be more exhaustive, but even if that's the case, I would really really like to see this improved upon. It's been a constant irritation pretty much as long as I can remember.
 
Last edited:
  • 2
  • 1
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.451
38.866
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
There are old, old problems with pathing that far predate the invention of forts. The automatic pathing algorithm simply cannot be relied upon to track the fastest path between two tiles.
I always assumed it isn't intended to always track the fastest path. The general impression I get is that it tries to find a fast path which is also a low attrition path; I guess it probably also has some kind of threshold for saying "this path is good enough, stop looking". One of the notable quirks it has is that if your origin and destination are settled provinces, then it won't route through an uncolonized province unless it absolutely has to - which is reasonable, even though it's annoying, because uncolonized provinces have very low supply limits.
 
  • 1
Reactions:

TehJumpingJawa

Field Marshal
93 Badges
Feb 26, 2011
2.974
3.887
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV: Cadet
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Common Sense
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Shadowrun: Hong Kong
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Surviving Mars
  • Europa Universalis III Complete
  • War of the Roses
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
There are old, old problems with pathing that far predate the invention of forts. The automatic pathing algorithm simply cannot be relied upon to track the fastest path between two tiles.

Yeah, here's a perfect example: (Photoshopped to make the paths more obvious)
I'm at peace in this example, so fort ZoC should play no part.

noFortsPathingBug.png


Same start node, and the plotted paths even cross twice, yet the 2 routes are quite different, and likely have very different journey costs.

My guess would be the heuristic function of the A* search must be overestimating, thus permitting sub-optimal results.
 
Last edited:
  • 1
Reactions:

hwoosh

Field Marshal
61 Badges
Aug 5, 2013
2.976
1.231
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion 2
  • Europa Universalis IV: Art of War
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Victoria 3 Sign Up
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Teleglitch: Die More Edition
I always assumed it isn't intended to always track the fastest path. The general impression I get is that it tries to find a fast path which is also a low attrition path; I guess it probably also has some kind of threshold for saying "this path is good enough, stop looking". One of the notable quirks it has is that if your origin and destination are settled provinces, then it won't route through an uncolonized province unless it absolutely has to - which is reasonable, even though it's annoying, because uncolonized provinces have very low supply limits.

Yes, it definitely does avoid uncolonized provinces—but I'm not convinced supply limit has anything to do with it. I've seen cases where it seemed like that was what was happening, but I've also seen cases under similar conditions where it pretty clearly wasn't. It's a bit of a mystery.
 

hwoosh

Field Marshal
61 Badges
Aug 5, 2013
2.976
1.231
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion 2
  • Europa Universalis IV: Art of War
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Victoria 3 Sign Up
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Teleglitch: Die More Edition
Yeah, here's a perfect example: (Photoshopped to make the paths more obvious)


Same start node, and the plotted paths even cross twice, yet the 2 routes are quite different, and likely have very different journey costs.

My guess would be the heuristic function of the A* search must be overestimating, thus permitting sub-optimal results.

That's a great example, thanks for posting it.