[Quote=SketchyLogic]Since all citizens use an identical obstacle map, is there a way of calculating the map once, then applying it to all entities?[/Quote]
When a path is found, you can access the X and Y coordinates of each node in the path using expressions. I don't know of any way to assign that same path to the "move along path" action, but you can use your own movement system to follow the path. Here's an example I made for someone else, but it should work for you too. The 2nd grouping in the capx is the one you're interested in because it saves the path to an array, which can then be used by other objects.DemoCapx
[Quote=SketchyLogic]Is there a way of adjusting individual collision map cells, rather than using the in-built "add object"/"re-calculate" functions?[/Quote]
How exactly would you want to adjust them? I'm guessing you're looking to be able to specify a specific cell, and either change whether it contains an obstacle, or have it recalculate to check if it contains an obstacle. If so, I don't believe there is a way to do this.