Problem: Colonists will run a hole day/long distance just for something high priority job (like fire fighting) or item (like a single "packaged survival meal").
Sollution: Add a skill like "expedition" or "adventur" to define "away teams" aka if a colonists will and may leave the local home region on his own. Also this then can be selected as duty.
Background: I had two little satellite bases to clean up siege leftovers that i did not want to fall into the hands of the next siege party. Ofcourse these where (seperate) home regions. When i had a fire at one of these something odd happend:
I had 3 colonists at that satellite base who could have managed that fire easily by themselves but by the time the first 3 fire spots where extinglished colonists from a days walk distance away had tagged all the remaining flames as their duty, the 3 local colonists stopped firefighting and half my main base colonists, far away, droped their local duty to jurney to that far away fire. Ofcourse you can fix that manually but you will have to do that over and over again or undraft(idle) your hole base. Sounds like no problem but imagine you have 2 fires at same time, one at your main and one at your satellite base.
Btw.: This could add a nice new immersion game element when colonists with low "adventurer" skill get a mood penalty for being "alone in the wild" while colonists with a high skill will get a mood bonus for "going on adventure" again.
Sollution: Add a skill like "expedition" or "adventur" to define "away teams" aka if a colonists will and may leave the local home region on his own. Also this then can be selected as duty.
Background: I had two little satellite bases to clean up siege leftovers that i did not want to fall into the hands of the next siege party. Ofcourse these where (seperate) home regions. When i had a fire at one of these something odd happend:
I had 3 colonists at that satellite base who could have managed that fire easily by themselves but by the time the first 3 fire spots where extinglished colonists from a days walk distance away had tagged all the remaining flames as their duty, the 3 local colonists stopped firefighting and half my main base colonists, far away, droped their local duty to jurney to that far away fire. Ofcourse you can fix that manually but you will have to do that over and over again or undraft(idle) your hole base. Sounds like no problem but imagine you have 2 fires at same time, one at your main and one at your satellite base.

Btw.: This could add a nice new immersion game element when colonists with low "adventurer" skill get a mood penalty for being "alone in the wild" while colonists with a high skill will get a mood bonus for "going on adventure" again.