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In my experience, the biggest source of "random" glitches were the entertainment walkers. Because of a bug, sometimes the dancers would teleport and wonder off outside of the block. Lack of bazaar goods can also be a problem, specially if you have 1x1 houses because those run out of supplies faster than 2x2 houses. For 2x2 houses they need a bazaar visit twice a year, which matches the period in the random walker algorithm. However, for 1x1 houses that might not be enough; I suggest building an extra bazaar to be safe. Religion & water walkers don't spend resources. Education walkers consume papyrus every time they leave their building. If they're out of papyrus they don't go to work.


Right, I thought I might be misremembering the need for resources of religious workers, thanks.

The markets always tend to be a little unwieldy. It's easy to run out of space to place a maker far enough from housing to not depress its value, on smaller maps or ragged terrain with lots of rivers etc. So you gotta manage carefully.


One funny thing about bazaars is that they decrease desirability for adjacent houses but increase desirability for houses that are 3-6 tiles away. A good strategy is to build them close to the houses, but surrounded by other service buildings.


And with lots of plazas in between.




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