I am playing the map Sunset Cliffs. I have the main city up a large cliff and several villages down at the shore. They are connected by a long road winding down the side of the cliff. You can see the road in the map screenshots; it is very long. The problem is that the villages are very close to the main city in terms of Euclidian distance: they are just down the cliff, so even with your mod enabled the services are sent up and down the cliff, taking them a long time to commute. I think that it could be solved if MoreEffectiveTransfer used routing when calculating distance. I realize that it will result in higher CPU usage, so maybe it should be an option. Could you consider making it?
I am playing the map Sunset Cliffs. I have the main city up a large cliff and several villages down at the shore. They are connected by a long road winding down the side of the cliff. You can see the road in the map screenshots; it is very long. The problem is that the villages are very close to the main city in terms of Euclidian distance: they are just down the cliff, so even with your mod enabled the services are sent up and down the cliff, taking them a long time to commute. I think that it could be solved if MoreEffectiveTransfer used routing when calculating distance. I realize that it will result in higher CPU usage, so maybe it should be an option. Could you consider making it?