Trium3
Pleb
posted 06-15-08 21:06 ET (US)
I suppose I've been a bit of a show off lately both here and in Pharoah Heaven, pretending I know so much about the game. Fact is none of my cities have ever been any good. Certainly not good enough to put on public display.
So now I make my debut - for the first time ever I've uploaded a city so you can all judge for yourselves whether you should listen to anything I say. This is a big step for me. No longer can I bluff it by regurgitating stuff I've read somewhere else. My credibility is at stake but, with great trepidation, I shyly bare all my inadequacies to the world's scrutiny. So far, 5 of the world have been inquisitive enough to bite. Right now, 5 scrutineers have my baby, the product of dozens of hours labor, in their hands. So I'd like to thank my Mum and her friends....
Naturally, I need encouragement if I am to take this bold step ever again. Your (very delicately-worded) comments and minor criticisms are welcome. I suppose. But go easy. I'm a virgin.
goonsquad
Pleb
posted 06-16-08 03:04
ET (US)
1 / 55
Your city is nice enough, mind you Tarsus isn't all that difficult a mission. It has oodles of exports available and you have taken the easiest route. It's actually considerably more difficult to win Tarsus without building villas. But I'd say from this city you have a pretty good handle on C3.
Brugle
HG Alumnus
posted 07-03-08 15:52
ET (US)
8 / 55
Trium3,
I think I'll try building Tarsus your way (30 large villas, no excess pottery or oil production, and little excess fish production). It will have 70 large insulae and no poorer houses. There will be several additional "personal rules", including that all roads will be connected.
It would take several replies to describe the design, planning, and construction. Would you prefer for me to use this thread or start a new one?
Brugle
HG Alumnus
posted 07-09-08 15:32
ET (US)
10 / 55
These are the "personal rules" for my new Tarsus:
* All roads (including the rerouted Road to Rome) are connected.
* Prosperity 100 and Culture 100.
* 30 large villas, 70 large insulae, and no other houses.
* 5 oil workshops, 5 pottery workshops, and no pottery imports.
* Weapons, marble, and furniture exports are close to the maximum.
* Fish production is barely sufficient.
* All houses have theater and academy coverage.
* There is at least 1 of every entertainment venue.
* Each entertainment venue has its show(s) most or all of the time.
* The senate and governor's palace are near some of the best houses.
* All baths, markets, and senate are upgraded.
* All fountains are upgraded at least twice.
* All possible approaches to the city are defended decently.
* No "future knowledge" of invasions or of house merging locations.
* No devolution for many years (until far too few workers remain).
* Very Hard difficulty.
* No personal funds, no debt, no rescue gift, and no cheats.
* No festivals.
* No deletions of anything I build (unless I mess up).
In general, to keep the workforce small, I try to use all staffed buildings efficiently. As a treat for Trium3 (see reply #3 and the text file accompanying his Tarsus), there is special emphasis on:
* Few fountains--11 are planned (including 1 on the rocky island).
* Few engineers.
For the planned extensive land trade, caravans shouldn't dawdle. I formalized this with:
* Caravans that don't trade spend the minimum time in the city.
* Caravans that trade deviate only slightly from the minimum route.
As Trium3 noted (in reply #6), "future knowledge" of economics is heavily used--the clay import quota increases, both wheat import quotas increase, a marble export quota decreases, and only iron is requested.
By far the biggest change from Trium3's Tarsus is connecting all roads. Markets whose traders or buyers pass by large insulae must be at least 40 tiles ("as the crow flies" from north tile to north tile) from any granary with wheat. This can be handled. What worries me is that a cart pusher, for no apparent reason, has been known to go to a building that is obviously farther away than another similar building. Will something like this ruin my Tarsus? I can only complete the design, build it, and see.
Brugle
HG Alumnus
posted 07-28-08 11:26
ET (US)
20 / 55
Tarsus starts (at Very Hard) with 6000 Dn, 0 people, Cu 0, Pr 0, Pe 0, and Fa 40.
First year (120 BC): The boat/fish, timber/furniture, iron/weapons, and marble industries were begun. With Neptune's blessing, sales of 10 furniture brought in 3000 Dn. The year ended with 620 people, 315 Dn, Cu 14, Pr 6, Pe 1, and Fa 39. Most people live in small hovels, some in shacks and tents. Of the 7 tents, 4 should evolve to shacks within a month, but 3 will remain until they are absorbed by houses expanding to large insulae.
Darkgreen
Pleb
posted 07-28-08 11:32
ET (US)
21 / 55
Are you going to upload your city when you are done? I would love to see it.
Brugle
HG Alumnus
posted 07-28-08 20:15
ET (US)
22 / 55
Darkgreen,
Yes, unless it turns into a disaster. If there's interest, I'll also upload some progressive saves from early in the mission.
Brugle
HG Alumnus
posted 07-31-08 09:23
ET (US)
24 / 55
2nd year (119BC): The import-supplied pottery and oil industries were begun. The marble and iron/weapons industries were completed. People were taxed. Ceres cursed both ways. The year ended with 1364 people, 202 Dn, Cu 15, Pr 13, Pe 3, and Fa 38. Most people live in small casas, most of the rest in hovels, and a few in 6 tents. 3 tents were added this year and will remain until they are absorbed by houses expanding to large villas.