Visible route building, staged construction, and abstract trade still feel weakly coupled #6

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opened 2026-08-23 09:39:35 +00:00 by rhelwig · 0 comments
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Summary

Visible Roadwright path work, staged workstation construction, and abstract inter-settlement trade can still progress on different cadences, which makes the settlement story feel less coherent than players expect.

Expected

  • Once a Roadwright chooses a meaningful route, the Surveyor map should keep that route visible until the current route segment is resolved
  • A player-placed Trade Board should lead fairly promptly to visible Trading Post construction when the settlement is loaded and stocked
  • When two villages are already trading, the visible route-building story should broadly match the abstract trade story

Actual

  • Route traces previously disappeared during short task or observability gaps even when the Roadwright still had a meaningful corridor to work
  • A custom village with a Trade Board, donated materials, and a nearby larger settlement built only the small fallback shelter for a long time while the Trading Post still had not visibly started
  • Route trade can continue abstractly on its own cadence even when visible route progress feels slow or disconnected

Relevant files

  • src/main/java/com/ronhelwig/livevillages/sim/SettlementRoadwrightWork.java
  • src/main/java/com/ronhelwig/livevillages/sim/SettlementConstructionWork.java
  • src/main/java/com/ronhelwig/livevillages/sim/LiveVillagesSavedData.java
  • src/main/java/com/ronhelwig/livevillages/sim/SettlementEconomySimulator.java
  • src/main/java/com/ronhelwig/livevillages/sim/RouteNetworkSimulator.java

Already tried

  • Changed loaded Roadwright execution so cached roadwork continues between Decide windows
  • Stopped worker and map observability from inventing fresh hypothetical Roadwright plans
  • Added longer-lived Surveyor route-trace memory so chosen corridors remain visible across short pauses and breaks

Current best leads

  • Surface Trading Post build-site existence and per-site progress more clearly in the overlay
  • Expose whether the current Roadwright route is internal, Milepost-guided, or settlement-to-settlement
  • Show whether the visible route is the same route that currently contributes to abstract trade quality
  • Re-check whether early custom settlements still over-prioritize fallback housing relative to the first Trading Post
  • Revisit route-trade cadence and throughput expectations for nearby settlements

Notes

  • This is more of a coherence / player-feedback issue than a single isolated code defect

Migrated from https://github.com/rhelwig/LiveVillages/issues/6
Original author: rhelwig
Original labels: none

## Summary Visible Roadwright path work, staged workstation construction, and abstract inter-settlement trade can still progress on different cadences, which makes the settlement story feel less coherent than players expect. ## Expected - Once a `Roadwright` chooses a meaningful route, the Surveyor map should keep that route visible until the current route segment is resolved - A player-placed `Trade Board` should lead fairly promptly to visible `Trading Post` construction when the settlement is loaded and stocked - When two villages are already trading, the visible route-building story should broadly match the abstract trade story ## Actual - Route traces previously disappeared during short task or observability gaps even when the Roadwright still had a meaningful corridor to work - A custom village with a `Trade Board`, donated materials, and a nearby larger settlement built only the small fallback shelter for a long time while the `Trading Post` still had not visibly started - Route trade can continue abstractly on its own cadence even when visible route progress feels slow or disconnected ## Relevant files - `src/main/java/com/ronhelwig/livevillages/sim/SettlementRoadwrightWork.java` - `src/main/java/com/ronhelwig/livevillages/sim/SettlementConstructionWork.java` - `src/main/java/com/ronhelwig/livevillages/sim/LiveVillagesSavedData.java` - `src/main/java/com/ronhelwig/livevillages/sim/SettlementEconomySimulator.java` - `src/main/java/com/ronhelwig/livevillages/sim/RouteNetworkSimulator.java` ## Already tried - Changed loaded Roadwright execution so cached roadwork continues between Decide windows - Stopped worker and map observability from inventing fresh hypothetical Roadwright plans - Added longer-lived Surveyor route-trace memory so chosen corridors remain visible across short pauses and breaks ## Current best leads - Surface `Trading Post` build-site existence and per-site progress more clearly in the overlay - Expose whether the current Roadwright route is internal, Milepost-guided, or settlement-to-settlement - Show whether the visible route is the same route that currently contributes to abstract trade quality - Re-check whether early custom settlements still over-prioritize fallback housing relative to the first `Trading Post` - Revisit route-trade cadence and throughput expectations for nearby settlements ## Notes - This is more of a coherence / player-feedback issue than a single isolated code defect --- Migrated from https://github.com/rhelwig/LiveVillages/issues/6 Original author: `rhelwig` Original labels: none
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Reference
ronhelwig.com/live-villages#6
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