We are pleased to present to you this comprehensive guide on the roads and walker behavior in Pharaoh: A New Era. We understand that players often have queries regarding these gameplay mechanics, so we have endeavored to provide you with detailed information to help you navigate the game with ease.
Roads & Walker Behavior
The walker system lies at the heart of Pharaoh: A New Era’s gameplay, and it is essential to have a basic understanding of it to complete even the simplest missions. Most non-housing buildings in the game will produce walkers, which are NPCs that spawn from the structure and walk along nearby roads marked on the map.
These walkers provide services from their parent building to any housing estates they pass by within two grid squares.
When service buildings are located, they will display an on the nearest valid road. This starts at 12 o’clock in the morning and goes clockwise, with a green square beginning at 1 o’clock in the afternoon and going clockwise.
The building’s despawn destination is indicated by the red square, which is where random walkers will return to when they are done walking. The green square indicates the building’s, where any walker created by the building will appear.
There are two types of service walkers in Pharaoh: random walkers and destination walkers.
Random walkers will spawn and walk along the road randomly, as the name suggests. They will follow a street until it reaches an intersection, where they will randomly choose one branch to continue down.
They will then turn around and return to the beginning of the road. Random walkers have a maximum number of grid spaces they can move through, and once they have reached this maximum, they will return to the building from which they originated.
Roadblocks can stop random walkers while they are randomly moving, but they will not stop random strollers from following the shortest path back to the despawning location.
Most walkers who offer services are random walkers, including fire marshals, architects, constables, market distributors, doctors, priests, librarians, scribes, and others.
Destination walkers, on the other hand, spawn NPCs with a fixed destination. These walkers are immigrants and emigrants, as well as cart pushers, market buyers, market sellers, soldiers mustering forts, entertainers moving towards entertainment venues, and soldiers.
Destination walkers target buildings that are different from the building that spawned them, and except for entertainers or other professionals, they do not provide services to the homes they pass by. Destination walkers tend to stick to the roads and find the shortest possible route to their destination.
Destination walkers can be further broken down into two categories: dropoff walkers and acquisitive walkers.
Dropoff walkers deliver finished products at any storehouse, business, or granary that accepts them. They must have direct access to the building via road, ferry, or other means, and the building must have sufficient space to accept the good.
If there is no way to get there via ferry or road, the dropoff walker will not attempt the delivery of its goods to the destination. Delivery walkers can be considered dropoff walkers when delivering finished goods to a storehouse.
Destination walkers are allowed to travel offroad if they are purchasing goods, but roadblocks do not stop them. This distinction is important because it allows a storehouse, which is set up to “Get,” to pick goods from another storehouse without being connected via a road.
Acquisitive walkers can travel offroad if they are picking up goods. Other people who can move offroad include immigrants, emigrants, traders, wood and paper gatherers, mustering soldiers, and traders.
think of service walkers as random until they have traveled their maximum wander distance. Afterward, they become destination walkers with their destination as the despawn.
Thanks to creator and writer CMK for motivating this post’s creation.