I think routing can be disabled.
If we look in mission templates it has this trigger:
Code:
(3, 0, 0, [
(try_for_agents, ":agent_no"),
(agent_is_human, ":agent_no"),
(agent_is_alive, ":agent_no"),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",3),
(call_script, "script_decide_run_away_or_not", ":agent_no", ":mission_time"),
(try_end),
], []), #controlling courage score and if needed deciding to run away for each agent
If I disable that (native code) trigger, then routing will no longer be possible. Alternatively, the mission time could be set to a high value which will extend the time before routing can start.
Disabling the timer makes for less CPU stress which is a second positive effect. A third option would be to modify the lower-level script named "decide_run_away_or_not".
I could do either and then compile and then tell you which changes are needed in mission_templates.txt.
(An easy way to disable the timer and keep the change minimal is to just add a line like: (eq, -1, 0), before (try_for_agents, ...), )
So, I did that and here is how to change your mission template.txt to disable routing (- if my theory is correct):
Find this line in mission_templates.txt:
3.000000 0.000000 0.000000
7 12 1 1224979098644774912 1704 1 1224979098644774912 1702 1 1224979098644774912 2370 1 1224979098644774913 30 2 1224979098644774913 3 1 3 936748722493063821 1224979098644774912 1224979098644774913 3 0 0
Change it so it reads this instead:
3.000000 0.000000 0.000000
8 31 2 -1 0 12 1 1224979098644774912 1704 1 1224979098644774912 1702 1 1224979098644774912 2370 1 1224979098644774913 30 2 1224979098644774913 3 1 3 936748722493063821 1224979098644774912 1224979098644774913 3 0 0
Test on own risk, but it should work