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Notes -
Could this be resolved in part by having the player design routines for the AI? Like a Minecraft/Dwarf-Fortress/Factorio hybrid thing where you have a colony of NPCs and deformable terrain and you map out what paths you want them to take and what areas to go to for each activity and how to get there. Hand hold the NPC through a daily routine, and then let it copy it and/or adapt based on modular subroutines or something. It would be more effort for the player to have to manage a bunch of stuff every time they changed the terrain, but the player designing the area is going to have a better idea of what they intend than the AI is going to, and if the NPC management and automation was a core part of the gameplay experience and well-fleshed out then it wouldn't be pointless hassle for the player.
It's a solution, and not an unpopular one for games with a heavier RTS inspiration. There are tradeoffs -- having to 'program' the NPCs can get unwieldy if either job complexity or NPC count go too high, for one example, and you generally need to cap path complexity or duration -- but they're not entirely unsolvable ones, especially if NPCs have relatively simple 'complete' paths. It can be difficult as a fit thematically, though, unless your NPCs are intentionally robotic or very habitual, or if you have a lot of NPCs.
Minecolonies tries to compromise by considering workstations (or beds, etc) as automatic waypoints while leaving the option of manually-inserting additional user-defined ones, and then doing path-calculation between those nodes (with some range and other considerations). But this does have its own issues. There's still an absolute mess of special-cases that have to be considered even while expecting players to handle most severe breaks, and a number of annoying and subtle problems that can pop up.
((And there's still some bizarre cases that break it.))
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