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Topic Subject: No Clinic Capua
posted 04-02-20 17:21 ET (US)   
(I am taking a break from 1 Granary Massilia, but should go back to it later.)

Gweilo is creating an Emperor campaign based on plague sufferers, which gave me an idea. How about several of us building Capua with no clinics while always taking Caesar's salary (and never giving money to the city)? Sounds like fun.

Without clinics, city health will probably vary between below average, poor, and bad. There will be frequent illness, but houses will not be fumigated if there are enough hospitals (whose employees are at least 9% 10% of the population). Taking Caesar's salary will make this easy mission a little harder.

This time, I won't describe my personal goals until the city is done. My personal goals are in reply #2. Enjoy No Clinic Capua!

[This message has been edited by Brugle (edited 05-29-2020 @ 08:56 AM).]

Replies:
posted 04-05-20 18:19 ET (US)     1 / 28  
The weekend is almost over and nobody else has stated that they are trying No Clinic Capua. Perhaps I should publish my personal goals--would that generate some interest?

My design is coming along. All industries (including farms) have been planned. A massive hospital block is planned on the edge of town.
posted 04-08-20 16:54 ET (US)     2 / 28  
Here are my personal goals (so I edited the opening post):
+ No clinics
+ Always take Caesar's salary but never give money to city
+ At least 5000 people
+ There is at least one of each allowed entertainment venue
+ All entertainment venues have shows at least part of the time
- Very Hard difficulty
- Prosperity 100
- No debt, no rescue gift, and no cheats
- The poorest houses are grand insulae
- All markets, fountains, baths, and senate are upgraded
- No festivals and no blessings
- Senate, governor's residence, colosseum, and some villas are close together
- No use of future knowledge
- All roads, including the rerouted Road to Rome, are connected
- Stable for years without intervention (not counting natural deaths)
* Maximum Peace--should be won in the 13th year with Peace 54
* No forums
* Only 1 amphitheater, 1 colosseum, 1 gladiator school, and 1 lion pit
* Only 1 bath, 1 barber, and 1 temple to each god
* Except for clinic, all houses always have all services including taxation
* Nothing I build can be deleted (unless I screw up)
The first 5 I recommend for everyone. The next 10 are for more experienced players. The last 6 are just some things I'm doing for fun.

Note there is no Culture goal. With lots of people working in hospitals and uncertain demographics, there may not be enough workers for Culture 100.
posted 04-11-20 17:57 ET (US)     3 / 28  
The design is essentially done, although it will be checked again. There are many long (forced) walkers. 5000 people live in 50 grand insulae and 20 small villas--the only difference is desirability. This was tricky, since I followed my usual rule of not allowing unplazaed road or bare ground (including meadow) to touch a house or fountain. All grand insulae are supported in all 4 tiles (fountain and all services except school). 17 villas are in the "city center" or are not supported in all four tiles.

Expensive exports (not olives) will be at least 80% of quotas, with 8 pottery workshops, 6 furniture workshops, and 8 oil workshops. An empty warehouse will hold clay, timber, or olives if a request is received. There are 8 wheat farms and 16 fruit farms (2.4% extra food) and a warehouse for each.

There are 9 fountains, 8 prefectures, 3 engineer posts, and (ignoring extras for Culture) 3 schools. 2 fountains are upgraded thrice and the others twice.

We'll begin by getting 195 people, building 2 clay pits and 4 pottery workshops, and selling pottery. Then the 200-300 push, which must occur in a half-month interval to prevent a protestor (which lowers the Peace increase by 1). Do we build 5 temples (more roads) or an oracle (add a dock, open another trade route, buy marble, and delay the push until September to prevent blessings)? Are there funds to quickly get through the push? (It's OK to delay the push--we'll make money selling 19.2 pottery per year even while taking Caesar's salary, but sooner should be better.) Lots of decisions!

[Edit: changed "49 grand insulae" to "All grand insulae"]
[Edit: changed "Exports" to "Expensive exports (not olives)" and "house" to "house or fountain"]

[This message has been edited by Brugle (edited 05-12-2020 @ 06:32 AM).]

posted 04-12-20 10:04 ET (US)     4 / 28  
The design was flawed: one of the market sellers started one of her walks going in the wrong direction. This was fixed. Perhaps the design should be checked one more time!

Also, a modest change allowed all grand insulae to be supported in all four tiles, so I edited reply #3.
posted 04-17-20 13:00 ET (US)     5 / 28  
I think I have answers to the questions in reply #3: temples will be built and the 200-300 push should occur in the second half of May.
posted 04-20-20 16:45 ET (US)     6 / 28  
What is an upgraded Senate?
posted 04-20-20 16:54 ET (US)     7 / 28  
What is an upgraded Senate?
Like an upgraded bath, market, or fountain, an upgraded senate looks better (to most players) but behaves the same.
posted 04-26-20 20:05 ET (US)     8 / 28  
The Short First Month in Capua caused a modest redesign, but it affected nothing done in Jan so "no future history" is intact. There were 350 people at the end of May (after the 200-300 push). Details in the end-of-year report.
posted 05-03-20 07:46 ET (US)     9 / 28  
Capua starts (at Very Hard difficulty) with 0 people, Cu 0, Pr 0, Pe 0, Fa 40, and 6000 Dn.

1st Year (350 BC): My salary was set to Caesar (100 Db/month), the tax rate was set to 0%, and the wage rate was set to 100 in Jan and 30 (Rome) in Feb. 83 vacant lots (82 in the first 3 months), 2 reservoirs, some aqueducts, 2 fountains, 7 prefectures, all 3 engineer posts, all 5 temples (1 to each god), all 4 clay pits, all 8 pottery workshops, a timber yard, 2 furniture workshops, 4 wheat farms, the wheat granary, a warehouse, 2 markets, and 2 hospitals were built. The land route to Tarentum was opened. Pottery was sold. The year ended with 621 people (130 in small hovels, 132 in large shacks, 81 in small shacks, 63 in large tents, 215 in small tents), Cu 0, Pr 6, Pe 2, Fa 30, 576 Dn, and poor health.

Money was tighter than I expected. The 2nd hospital was not built until Dec although health fell to poor at the start of Nov.
posted 05-03-20 17:02 ET (US)     10 / 28  
Reply #1 of Reliable Market Long (Forced) Walker Technique without Gatehouses shows part of the end of the 1st year.
posted 05-12-20 06:35 ET (US)     11 / 28  
I corrected two typos in reply #3.


2nd Year (349 BC): The wage rate was set to 32 (Rome+2) in Jan. The tax rate was set to 14% in Nov. 15 vacant lots, the dock, the senate, 3rd through 6th (last) reservoirs, last aqueducts, 3rd through 7th fountains, 8th (last) prefecture, 2nd timber yard, 3rd and 4th furniture workshops, all 4 olive farms, first 6 oil workshops, 5th and 6th wheat farms, first fruit farm, 3rd market, first theater, and 3rd and 4th hospitals were built. Rome received a lavish gift. The water route to Syracusae was opened. The first furniture and oil were sold. 2 illnesses (but no fumigation) occurred. The year ended with 1206 people (1105 in small hovels, 72 in small shacks, 14 in large tents, 15 in small tents), Cu 12, Pr 13, Pe 4, Fa 30, 74 Dn, and poor health.

Money continued to be tight.
posted 05-12-20 08:46 ET (US)     12 / 28  
Keep going Brugle! The sick people of Capua need you! Carpe Diem!

Expand your fun by downloading free custom campaigns for Emperor: Rise of the Middle Kingdom.
Visit Zeus Heaven to expand your knowledge of Zeus and Poseidon.

[This message has been edited by Gweilo (edited 05-12-2020 @ 09:07 AM).]

posted 05-17-20 19:28 ET (US)     13 / 28  
3rd Year (348 BC): The tax rate was lowered to 8% in May, raised to 14% in Jul, and lowered to 8% in Dec. 40 vacant lots, the governor's villa, 8th and 9th (last) fountains, first 2 oracles, 3rd (last) timber yard, 5th and 6th (last) furniture workshops, 7th and 8th (last) oil workshops, 7th and 8th (last) wheat farms, 2nd and 3rd fruit farms, the fruit granary, 2nd and 3rd warehouses, 4th through 6th (last) markets, the colosseum, the lion pit, the gladiator school, first 2 libraries, first school, the bath house, the barber, and 5th and 6th hospitals were built. Rome received a lavish gift. The first marble and wine were bought. Rome requested 10 oil in 12 months, which was dispatched. Fa rose 8 for the oil. 3 illnesses occurred. The year ended with 1888 people (84 in a grand insula, 260 in medium insulae, 76 in small insulae, 204 in small casas, 1245 in large hovels, 14 in large tents, 5 in a small tent), Cu 30, Pr 21, Pe 9, Fa 38, 304 Dn, and poor health.


Even while dispatching the oil, money was more plentiful. Labor micromanagement became easier.
posted 05-20-20 19:28 ET (US)     14 / 28  
A small villa was getting low on theater access (and would lose it for a short time), caused by a "confused" long walk. (This wouldn't have occurred in the original design, but I got careless when changing it.) The problem was easily fixed by building another theater. To prevent the same villa from occasionally losing amphitheater access, I made another minor design change, including eliminating the not-yet-built wine warehouse. Wine will be in several warehouses (including the one for clay, timber, or olive requests).


4th Year (347 BC): The tax rate was raised to 18% and the wage rate to 38 (Rome+8) in Feb. 9 vacant lots, 3rd and 4th oracles, 4th and 5th fruit farms, 4th warehouse, 2nd theater, 2nd school, first academy, and 7th and 8th hospitals were built. Rome received a lavish gift. 2 illnesses occurred. The year ended with 2403 people (280 in small villas, 84 in a grand insula, 680 in medium insulae, 304 in small insulae, 170 in small casas, 885 in large hovels), Cu 39, Pr 30, Pe 14, Fa 38, 2936 Dn, and poor health.
posted 05-23-20 11:14 ET (US)     15 / 28  
5th Year (346 BC): The tax rate was lowered to 8% in Jan and raised to 18% in Feb. 5th through 7th oracles, 6th and 7th fruit farms, 3rd library, and 9th hospital were built. 2 illnesses occurred. The year ended with 2679 people (360 in small villas, 672 in grand insulae, 168 in large insulae, 380 in medium insulae, 57 in small insulae, 187 in small casas, 855 in large hovels), Cu 49, Pr 39, Pe 19, Fa 28, 7823 Dn, and poor health.
posted 05-24-20 16:54 ET (US)     16 / 28  
6th Year (345 BC): 8th oracle, 8th through 13th fruit farms, 5th warehouse, and 3rd school were built. Rome received a lavish gift. Rome requested 15 oil in 12 months, which was dispatched. Fa rose 10 for the oil. 1 illness occurred. The year ended with 2738 people (360 in small villas, 1008 in grand insulae, 280 in medium insulae, 133 in small insulae, 102 in small casas, 855 in large hovels), Cu 49, Pr 48, Pe 24, Fa 38, 14519 Dn, and bad health.
posted 05-26-20 18:07 ET (US)     17 / 28  
At the end of Mar in the 7th year, illness struck. I thought 270 hospital staff would be enough for 2912 people, but 1 small villa was fumigated! I investigated, discovered a few things, and posted in reply #49 of Health in C3.

Illness can occur to 10% of the people at bad health. 2 more hospitals are needed, 1 at each end of the plebeian hospital complex. (There is a patrician hospital in the city center.)

I haven't decided whether to add another villa, since 17 hospitals should cover 5100 people. There is room for only 1 more house (since I don't want another fountain), and Prosperity 100 requires a villa.
posted 05-29-20 09:11 ET (US)     18 / 28  
7th Year (344 BC): 35 houses each lost 1 resident early in Jan (because more people died than were born). The tax rate was lowered to 8% in Mar and raised to 18% in Jul. 34 vacant lots, 9th (last) oracle, 6th warehouse, 4th library, and 10th through 12th hospitals were built. Rome received a generous gift. Rome requested 10 fruit in 12 months, which was dispatched. Fa rose 8 for the fruit. 3 illnesses occurred, including 1 fumigation--its rubble was deleted, so my no deletion goal failed. The year ended with 3460 people (400 in small villas, 1512 in grand insulae, 252 in large insulae, 840 in medium insulae, 456 in small insulae), Cu 45, Pr 57, Pe 29, Fa 41, 22217 Dn, and poor health.
posted 06-01-20 12:00 ET (US)     19 / 28  
There was a period of of unemployment, the first since the 1st year.

8th Year (343 BC): The tax rate was lowered to 8% in Jan and raised to 18% in Feb. 5th library and 13th hospital were built. 3 illnesses occurred. The year ended with 3836 people (440 in small villas, 2352 in grand insulae, 740 in medium insulae, 304 in small insulae), Cu 50, Pr 66, Pe 34, Fa 31, 33794 Dn, and below average health.
posted 06-02-20 21:00 ET (US)     20 / 28  
For the first time, there were a few months when I did nothing.

9th Year (342 BC): The tax rate was lowered to 8% in Mar and raised to 18% in Apr. 5 vacant lots, 14th and 15th fruit farms, 2nd academy, and 14th and 15th hospitals were built. Rome received a lavish gift. Rome requested 15 fruit in 12 months, which was dispatched. Fa rose 10 for the fruit. 2 illnesses occurred. The year ended with 4034 people (520 in small villas, 3192 in grand insulae, 84 in a large insula, 200 in medium insulae, 38 in small insulae), Cu 46, Pr 75, Pe 39, Fa 41, 46391 Dn, and poor health.
posted 06-04-20 07:38 ET (US)     21 / 28  
There won't be nearly enough workers for Culture 100. I won't build the 8th warehouse (although its space will be cleared) or the extra villa.


10th Year (341 BC): 33 houses each lost 1 resident early in Jan (because more people died than were born). The tax rate was lowered to 8% in Feb and raised to 18% in Apr. 16 vacant lots, 7th (last) warehouse, and 16th hospital were built. 2 illnesses occurred. The year ended with 4382 people (520 in small villas, 3444 in grand insulae, 380 in medium insulae, 38 in small insulae), Cu 46, Pr 84, Pe 44, Fa 36, 52166 Dn, and poor health.

[This message has been edited by Brugle (edited 06-04-2020 @ 07:56 AM).]

posted 06-05-20 18:13 ET (US)     22 / 28  
At the end of Feb in the 11th year, illness struck. I had enough hospital employees to handle the illness if 9% of the people were sick (since health was poor), but 10% were sick and another villa was fumigated.

I edited "Health in C3".

[This message has been edited by Brugle (edited 06-06-2020 @ 01:28 PM).]

posted 06-06-20 14:04 ET (US)     23 / 28  
11th Year (340 BC): 31 houses each lost 1 resident early in Jan (because more people died than were born). The tax rate was lowered to 8% in Mar and raised to 18% in Jul. 17 vacant lots, 16th (last) fruit farm, the amphitheater, and 17th (last) hospital were built. Rome received a lavish gift. Rome requested 15 fruit in 24 months, which was dispatched. Fa rose 10 for the fruit. 3 illnesses occurred, including 1 fumigation. The year ended with 4804 people (680 in small villas, 3864 in grand insulae, 260 in medium insulae), Cu 40, Pr 91, Pe 49, Fa 46, 56735 Dn, and below average health.
posted 06-07-20 17:40 ET (US)     24 / 28  
12th Year (339 BC): The tax rate was lowered to 8% in Feb and raised to 18% in Mar. 3 (last) vacant lots, an actor colony, and 6th and 7th (last) libraries were built. The roads were completed. Rome received a lavish gift and a generous gift. 1 illness occurred. The year ended with 5000 people (800 in small villas, 4200 in grand insulae), Cu 52, Pr 100, Pe 54, Fa 49, 69782 Dn, and bad health.

Victory next year!
posted 06-08-20 20:04 ET (US)     25 / 28  
13th Year (338 BC): All houses lost a total of 217 residents early in Jan (because more people died than were born). Rome received a lavish gift. 1 illness occurred through Apr, when the city was saved for the Downloads (with poor health). If 2 more lavish gifts are sent to Rome, victory occurs: 5000 people (800 in small villas, 4200 in grand insulae), Cu 52, Pr 100, Pe 54, Fa 67, and 74125 Dn.

Just for fun, I accomplished 3 unspecified goals: there were no large casas at any year-end, there were no vacancies at any year-end, and (not counting deaths) no one left their home (by a grand insulae evolving with over 40 residents or a house devolving with too many residents).

No Clinic Capua, including 13 progressive saves from Apr of the first year (with the 200-300 push about to begin) and from Dec of every year, was submitted to the Downloads.

[Added] No Clinic Capua was approved.

[This message has been edited by Brugle (edited 06-09-2020 @ 01:27 PM).]

posted 06-10-20 14:50 ET (US)     26 / 28  
The damage overay is awesome. Three engineers posts for whole city without gates and loops. Also one bath for whole 5000 inhabitants city where every house needs bath services.
posted 07-04-20 10:46 ET (US)     27 / 28  
Isn't using a hospital a counter to not having a doctor's clinic? While with lindum both are needed earlier on. Try playing that with just clinics for a real challenge.
posted 07-04-20 14:40 ET (US)     28 / 28  
lisa1212,
If I haven't already said so, welcome to Caesar III Heaven.
Isn't using a hospital a counter to not having a doctor's clinic?
No. A hospital does not improve city-wide health. Without clinics, once the population reaches 200 health would fall until illness occurs repeatedly.
While with lindum both are needed earlier on.
No. I didn't build a hospital in Lindum for several years (until I wanted houses better than small villas). In the 2nd year there was contaminated water and pestilence and a few people died, but that was all.
Try playing that with just clinics for a real challenge.
Sounds easy. A fair number of small villas would be needed for Prosperity 100 (as in No Clinic Capua).
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