Does using the 'tower' tile of the warehouse as a road cause problems?It can, depending on what you want it to do "as a road".
why the warehouse graphic doesn't rotate like the other buildings.For some purposes, including display, the game treats a warehouse as 9 buildings (the tower plus 8 storage sections).
[This message has been edited by goonsquad (edited 12-17-2010 @ 07:01 AM).]
[This message has been edited by Caledonius (edited 12-17-2010 @ 04:05 PM).]
No. Random walkers in their "roaming" phase do not go through a warehouse pulley. A house near a warehouse pulley (but not near a road) will disappear. A building does not get road access from being adjacent to a warehouse pulley (but not a road). There may be other differences.Quoted from Caledonius:
is the pulley tile a true road
What specific problems are you asking about?Quoted from Caledonius:
A lot of threads cover the problems associated with unconnected roads touching the warehouse. Does this apply to all warehouse tiles?
For what?Quoted from Caledonius:
Does the pulley tile provide a connection.
Maybe. A citizen or prefect or engineer won't go through a warehouse pulley in the roaming part of its walk, so a building might collapse or catch fire or not get labor access, or it might work fine.Quoted from Caledonius:
The pulley building forms the southernmost tile of a 8*8 road loop ... industrial buildings ... functional?
Any of the service-providing walkers won't go through a warehouse pulley in the roaming part of its walk, so there may be problems or there may not (just as a block with a road tile removed may continue to work fine).Quoted from Caledonius:
It is part of the internal loop road of a (small) plebeian housing block
Cart pushers went through the warehouse pulley when I tried it. However, a citizen or prefect or engineer won't go through a warehouse pulley in the roaming part of its walk, so there might be problems with labor access or fire or damage.Quoted from Caledonius:
It ... connects farms to granaries
Neither a garden tile nor a warehouse pulley acts like a gatehouse. They work as well as (or better) than a gatehouse for some things, and don't work as well for other things.Quoted from Caledonius:
using garden tile, then pulley, as a gatehouse
[This message has been edited by Brugle (edited 12-17-2010 @ 05:05 PM).]
If you mean what I think you do, it's the other buildings that don't rotate - that is they look the same however you rotate the map. For example, an oil workshop always has the press on the left-most tile, which is west if you're looking north-up but east if you're looking south-up.Quoted from Caledonius:
why the warehouse graphic doesn't rotate like the other buildings
[This message has been edited by Trium (edited 12-17-2010 @ 06:59 PM).]
[This message has been edited by Caledonius (edited 12-17-2010 @ 07:38 PM).]
I hadn't noticed it before, but I checked and farms always have the building/yard in the N 2x2 square. (A farm appears to be displayed as 6 different buildings but the game considers it only 1.)Quoted from Trium:
someone is bound to come up with another
Yes, for some purposes (like a warehouse counts as 9 buildings). However, giving any part of the hippodrome fire and damage coverage protects the whole thing.Quoted from Caledonius:
Does that mean a hippodrome counts as three buildings?
[This message has been edited by Brugle (edited 12-17-2010 @ 07:48 PM).]
Random walkers will use gardens to get to an unconnected road only during their outbound 'destination mode' phase (if their walk-target lies on that unconnected road). They cannot use gardens while in pure random mode (regardless of connectivity), but they can use them to return to their buildings at the end of the walk. IQuoted from Nagyzee:
I've read in a topic linked in the stickied help topic that when gardens are the only connection between two separate road segments then destination walkers will never go through them but random walkers might do. Are there any more rules about in which phase of their walk can random walkers do so? Both while going to their initial target and during the random phase as well or only one of those?
The city will include a Cardo and a Decumanus roadI'll have to Wikipedia that one - pardon my ignorance
[This message has been edited by Trium (edited 12-17-2010 @ 10:24 PM).]
According to my tests, that is correct. However, warehouse pulleys are not like gardens in that they (according to my tests) allow any destination walkers to pass. My guess is that roads connected by warehouse pulleys are considered by the game to be the same road (as I assume are roads connected by gatehouses).Quoted from Trium:
Random walkers will use gardens to get to an unconnected road ... during their outbound 'destination mode' phase ... they can use them to return to their buildings ... I think warehouse pulleys have the same properties
As far as I could tell, the statement needs no qualifications. But I could have missed something.Quoted from Nagyzee:
Brugle said above that cart pushers (so probably all other destination walkers, too) go through the pulley tile and random walkers can go over it only if their target is on the other side of the pulley. (And when going back to their buildings.) Does this stand both when the pulley is only a short cut through two road segments and when it is the only connection between two parts, too?
Even if you don't consider random walkers in the "going to the walk target" and "returning to the building" phases to be destination walkers, in one case entertainers going from their "school" to a venue may use gardens to get to an otherwise unconnected road. (The entertainer school must have a road connection to the venue, but if there are multiple roads touching the building then the one that must be connected to may not be the same as the one that is the entertainer's destination.)Quoted from Nagyzee:
I've read ... that when gardens are the only connection between two separate road segments then destination walkers will never go through them but random walkers might do.
My understanding is that a "fully connected city" means that all roads are connected. If so, a city with some roads connected only by gardens would not be fully connected.Quoted from Nagyzee:
I'm building a fully connected city ... My idea was to have a short road segment connected to the rest of the city only through gardens
Yes, as far as I know. A market trader would leave that road only if her walk target is on another road that is connected by gardens, and would get to her walk target (and then roam around) before returning to her market if the distance to the walk target isn't too great and the route doesn't include a gatehouse.Quoted from Nagyzee:
On this segment there would be a warehouse and granary for the wheat and a few markets. If my line of thinking is correct then only these few markets will have access to the wheat but their traders will be able to leave this road segment and thus distribute wheat in a somewhat bigger area. Is that correct?
[This message has been edited by Brugle (edited 12-18-2010 @ 10:09 AM).]
By your logic, bare ground counts as a connection, since some walkers use bare ground like roads but bare ground restricts certain walkers. Sound absurd? No more than the idea that gardens count as a connection.Quoted from Nagyzee:
if gardens can be used like roads then they do count as a connection. They simply restrict certain walkers
Yes, using unconnected roads (as you plan to do in Carthago) can make city design much easier. A "fully connected" city can be a significant accomplishment, especially when a preferred food is scarce. Don't debase the term by using it to mean a city that has roads that are connected only through garden paths.Quoted from Nagyzee:
it would be impossible to narrow down wheat consumption to a small enough part of the city with the same method
In other words, connect the roads or don't connect the roads. Clearly, not connecting the roads is cleaner and easier.Quoted from Nagyzee:
I basically have two choices:
- make wheat accessible ...
- use this little trick with the gardens
... the second one sounds cleaner, so I'll try that one
[This message has been edited by Brugle (edited 12-18-2010 @ 05:31 PM).]
Was the only connection between the granaries through gardens? I haven't seen cart pushers (other than warehouse cart pushers getting from another warehouse) cross gardens unless the gardens were just a shortcut between parts of the same road. I took my No Trade Valentia and did two tests: in each case, a bit of road or a gatehouse between granaries accepting the same food (1 granary near farms or wharves, 1 or 2 granaries near markets) was replaced with gardens. Eventually, cart pushers carrying wheat or fish ended up standing beneath a full granary while the other(s) were empty. The cart pushers didn't cross the gardens until I made an actual (but long) road connection around the gardens.Quoted from Senseisan:
Found in Fishopolis that cartpushers waiting under a full granary cross gardens to deliver their load in another granary ( accepting the food...), if this granary falls completly empty .
Good one.Quoted from Brugle:
By your logic, bare ground counts as a connection, since some walkers use bare ground like roads but bare ground restricts certain walkers. Sound absurd? No more than the idea that gardens count as a connection.Quoted from Nagyzee:
if gardens can be used like roads then they do count as a connection. They simply restrict certain walkers
I can assure you that this try so far has given me a lot harder challenge than simply building a fully connected city. Actually it's very easy to just drop the palace district into that awkward NW corner at the road entrance. Most finished Carthagos I've seen have exactly that feature. Or if I wanted to keep the palace district central then I'd just have to make it smaller and/or add tons of markets. Not using the gardens trick just increases randomness in what percent of the grain goes to the correct destination and generally lowers that percent both of which you can very easily counter by building a palace district of matching size and allowing some room for error on top. I find this an easy to solve mathematical problem.Quoted from Brugle:
Some players might think that you were using "connected" in the standard way, and others might think that building a city (such as your new Carthago) with roads connected only by gardens would be a challenge similar to building it fully connected (by road).
[This message has been edited by Nagyzee (edited 12-18-2010 @ 07:40 PM).]
Of course not. That logic (and apparently whatever you mean by the reverse) is faulty, which is the point.Quoted from Nagyzee:
by the reverse of the very same logic I could argue as well that the use of gatehouses (even if only in walls) makes a city not fully connected. Would you agree with that one as well?
Restrictions on certain walkers is not the issue. The issue is, can any walker who wants to go from one building to another building do it?Quoted from Nagyzee:
Both gardens and gatehouses let a significant portion of walkers through while restricting the rest.
Because when roads are connected only through gardens, many walkers cannot go from a building on one road to a building on the other road.Quoted from Nagyzee:
Why the negative discrimination of gardens then?
It's somewhat less arbitrary, but still avoids the issue.Quoted from Nagyzee:
But how about this definition for the term "connected": If between two sections there's an exchange of walkers that are not free to use bare ground then those two parts are connected.
Huh? That part would be an integral part of the city, highly used, and highly traversed (which I would think means essentially the same as used, but that doesn't matter). Fine. Wonderful. Fabulous. But it wouldn't be connected.Quoted from Nagyzee:
I just find it illogical to call such an integral and highly used and traversed part of the city as unconnected.
By that, I suppose you mean "using unconnected roads".Quoted from Nagyzee:
using the gardens trick
Of course. In some situations, building a fully connected city is easy. But a design that is challenging when built in unconnected sections, such as your new Carthago, may be much more difficult if built with the same restrictions (such as a large central palace district) plus with all roads connected.Quoted from Nagyzee:
I can assure you that this try so far has given me a lot harder challenge than simply building a fully connected city.
You find it easy to figure out the fraction of wheat that will be consumed by plebian houses? I'm impressed. If it won't take long, I'd like to read a summary of how you do that.Quoted from Nagyzee:
increases randomness in what percent of the grain goes to the correct destination and generally lowers that percent both of which you can very easily counter by building a palace district of matching size and allowing some room for error on top. I find this an easy to solve mathematical problem.
Sure. Not using gatehouses other than in defensive walls is harder. I've built a few cities that way and enjoyed the challenge, as I've enjoyed many different challenges. But I fail to see what that has to do with calling a city that has roads that are unconnected except by garden paths "fully connected".Quoted from Nagyzee:
I find using gatehouses in housing blocks to decrease the challenge and difficulty a lot more.
[This message has been edited by Brugle (edited 12-18-2010 @ 09:29 PM).]
Why do you make that the core issue? Gatehouses create no go areas for random walkers while gardens create no go areas for destination walkers. To me it looks like a similar restriction.Quoted from Brugle:
Restrictions on certain walkers is not the issue. The issue is, can any walker who wants to go from one building to another building do it?
And when roads are connected only through gatehouses many walkers cannot go to another road segment they'd like to go to. I find it a similar lack of freedom.Quoted from Brugle:
Because when roads are connected only through gardens, many walkers cannot go from a building on one road to a building on the other road.
The challenge I set forth for myself is to build a quite large Carthago that looks what I consider realistic. (Which is of course largely subjective, too.) This means that I try to incorporate key Roman city design elements into a working stable Caesar III city. From this point of view if my Carthago consisted of three far-away villages it would look ridiculous and not a single entity even if they were connected by road and thus satisfied the accepted rule about being fully connected. On the other hand having a heavily used single road segment inside a densely packed city with random walkers going to and from it (and some destination walkers crossing it) being restricted for some destination walkers won't make the city feel unconnected and unnatural despite not satisfying that same definition. People will still enter and leave that road causing that road to look like just as integral and connected part of the city network as all others. From this point of view the technicality of that segment being (un)connected by gardens is irrelevant, what counts is the feel and look.Quoted from Brugle:
Of course. In some situations, building a fully connected city is easy. But a design that is challenging when built in unconnected sections, such as your new Carthago, may be much more difficult if built with the same restrictions (such as a large central palace district) plus with all roads connected.
Well, I have to admit I was quite a bit too brave with my claim. It would take a long time to quantify it. I wanted to say that (at least for me) the behaviour of market buyers is easier to understand and calculate with than that of the random walkers. Essentially with a given number of markets competing for wheat it depends upon two things how much percent of the available wheat the markets will grab on average:Quoted from Brugle:
You find it easy to figure out the fraction of wheat that will be consumed by plebian houses? I'm impressed. If it won't take long, I'd like to read a summary of how you do that.
As for the "use" and "traverse" differentiation I wanted to say that the road segment would not only be used by those walkers generated by buildings right there but walkers from other areas would also enter the segment or cut through it on their way to further away destinations. "Traverse" was meant to mean non-local usage that in my eyes equals that part being integrated into the city network. Sorry, English is not my first language so I probably screwed up with my choice of words.Quoted from Brugle:
That part would be an integral part of the city, highly used, and highly traversed (which I would think means essentially the same as used, but that doesn't matter).
Your English is very good and your use of "traverse" was reasonable. Traverse has several similar meanings. I didn't understand exactly what you meant, although perhaps I should have guessed.Quoted from Nagyzee:
"Traverse" was meant to mean non-local usage ... Sorry, English is not my first language so I probably screwed up with my choice of words.
Food for thought I'd say.Quoted from Treborius:
From my notes:
Warehouses have a dual nature. When a road is placed directly adjacent to the Pulley Tower, both the recruiter and the cart pusher treat it as a 1x1 building and act as Long Road walkers based out of that one tile; otherwise, the walkers act as Long Road walkers. Similarly, whenever the Pulley Tower has a road directly adjacent, Cart Pushers arriving from other buildings will select the Pulley Tower tile as their destination; otherwise they select the first clockwise tile (no corners). Warehouse Pulleys count as a road link for connecting buildings, but random walkers generally do not cross them.
I barely remember these experiments, so I could be mistaken about what follows. While destination walkers would cross pulley tower tiles, random walkers usually didn't but sometimes did. I seem to recall that doctors and school kids were the most likely to cross the pulley tower, but others generally wouldn't. I think prefects and engineers also crossed them often enough to make relying on warehouse pulleys to act as gatehouses dangerous. As with gardens, random walkers only entererd them when a road was on the other side.
How?Quoted from Caledonius:
Food for thought I'd say.
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