This problem is not buildings. It’s total complexity of AI operations around the coffer. As soon as the AI cannot perform all decisions in one frame, it starts putting actions in a deferred queue. If the queue fills up, the server crashes.
Removing all the pathing choices cuts AI complexity down a lot, so purging in a field is one viable answer.
My clan’s coffer structure is very close to the max complexity. I took away thralls and parts until we could complete a purge without crashing the server. Then I added back four arrow thralls, and the server crashes again. Same for adding even one zombie. Same for adding four doors. Same for making one double path.
There’s no silver bullet. There are only things that help:
Reduce pathing complexity to your coffer by removing doors and double paths.
Get rid of zombies entirely.
Reduce as much as possible defending arrow thrall numbers.
Reduce the overall number of thralls, animals, and horses near the coffer.
Kill the enemy arrow guys first.
Set up your base so the purge camp is forced to spawn further away. Enemies running to your base consume very little AI; enemies piled up inside and archers shooting into your base use a lot of logic.
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