Before unpausing, the player maps a straight road from one side of the settlement to the other because beaver travel time depends on route length. This early network sets the geometry for later buildings and movement between the district centre and work sites. Roads are cheap to plan at the beginning and costly to reroute once structures and resource flows depend on them. Early alignments create durable constraints even when later needs change, which is the basic problem of infrastructure path dependence.
Notable Point · 19:31-20:59
Laying out roads before buildings lock the settlement in
An early road decision shows how route geometry and later construction costs make infrastructure choices difficult to reverse.