AI is not so silly, as game developer I can tell that having hundreds of units everyone moving on their own without any lag is a great achievement (in most games units move "grouped" so that only 1 path is needed, while here every unit has its own path). Just for example, in Caesar III units move randomly (no path at all oh yeah that's a "gameplay feature" still a great game, but not great pathfinding)
The building bug happened to me in early game when building 2 different structures. Seemed to be caused when serfs/workers move to build a piece of road that is too far away from a building (I think they just check into a limited range if there are works todo, doing that for unlimited range, so the whole map at every frame would be too expensive, yeah they should added a queue but probably they thinked that was not worth, keeping code simple can prevent future bugs, and this was a very good game for its time period, from a tecnical point of view), there's just the need of 1 serf that finish building road near a building without being called elsewhere to continue the construction. And keep in mind that buildling a road is prioritary, so once finished a road near a building they will move to another piece of road too far away)
Actually I have up to 80 among workers and serfs (20 always free without nothing to do) and I can build up to several buildings without any bug.
And anyway I requote kinkels, FIRST you have to create a road that create a valid path from existent road web and the building.
Post edited April 02, 2013 by DarioGOII