Big Bucket's game Space Age can be described as a mashup of an Real-time strategy and an adventure game. Space Age has units and missions, but also inventory and dialogue. When a unit needs to navigate between map locations, it uses the A* pathfinding algorithm. As well as A*, Space Age employs some novel techniques to ensure that units don't bump each other while also ensuring that their navigation appear natural and ad-hoc, not coordinated or precognitive. I will be discussing some of these techniques.