Brugle
HG Alumnus
posted 02-15-14 11:57 ET (US)
Many players (including myself) greatly enjoy the cities by whisperwind777 that are in our Downloads. A while ago, I said that I would make a post on those cities. My replies won't be as extensive as I had planned--there is more research that might be done, but I want to publish.
Note that at least 4 of the cities were updated. Any player who downloaded one of whisperwind777's cities not too long after it was originally uploaded might have an old version. (I had an old version of a city and wasted some time analyzing it.)
Also note that Lugdunum was built on an unpatched (version 1.0) game, and its houses will devolve after a few months if it is run on a patched game. Massilia was also built on an unpatched game. (My guess is that all were built on an unpatched game.)
My first reply will have some basic information. Replies after that will discuss various topics.
I welcome other players to post their analysis and opinions of whisperwind777's cities here, especially if they differ from mine.
Brugle
HG Alumnus
posted 02-15-14 12:11
ET (US)
4 / 24
Food Distribution
All cities grow or import wheat. All cities grow or import meat or catch fish. Except for Tarsus (which only has 2 foods available), in each city there are grand insulae with 3 foods stored. Damascus has grand insulae with 4 foods stored. Except for 2 grand insulae in Mediolanum and 1 grand insulae in Sarmizegetusa, all houses store meat or fish, and those 3 houses eventually store meat if the cities are run for a while.
Few granaries are used. Except for Tarsus, Massilia, and Valentia, each city has at least one granary which holds multiple foods. Each Capua has only 1 granary, which holds 3 foods. Damascus has only 2 granaries, which together hold 4 foods. Except for both Capuas, some market buyers in each city go over 20 tiles each way to a granary, reducing market efficiency.
Farmed food is produced with little excess, and imported food won't go far, so one food is often in short supply. (I didn't check fish production, but it seemed to be enough.) Only in Tarsus and Massilia are there usually adequate supplies of all eaten foods. In the other cities, market buyers may be sent to try to get a small amount of a rare food (when it is available), reducing market efficiency.
Goods Distribution
Every city exports pottery, furniture, or oil. Except for Massilia, every city imports pottery, furniture, or oil. In some cities, a warehouse will occasionally run out of a good.
Few warehouses are used. Except for Mediolanum and Sarmizegetusa, every city has at least one warehouse that contains at least two of these goods: pottery, furniture, and oil. Except for both Capuas, some market buyers in each city go over 30 tiles each way to a warehouse, reducing market efficiency.
Entertainment Shows
Races are held in all hippodromes (in cities that have one).
Animal contests are held in all colosseums.
Gladiator bouts are held in all colosseums and all amphitheaters.
Only Eternal Capua has plays in all theaters and its amphitheater. All other cities never have a play in at least one theater. Valentia never has a play in its amphitheater. Timeless Capua, Carthago, Lutetia, Damascus, and Sarmizegetusa never have any plays.
Labor Access
In most cities, all buildings that use workers have labor access. A pig farm in Caesarea, a wheat farm in Londinium, and a vegetable farm in Londinium occasionally lose labor access. A furniture workshop in Lugdunum and a wine workshop in Sarmizegetusa deliberately do not have labor access.
equi
Pleb
posted 03-14-14 04:11
ET (US)
9 / 24
Oh my god, the starting and finishing titles cover all the houses, no need to look at the paths. I feel like a fool. I did look at the starting titles, but I completely forgot about the finishing ones. Well, at least I understand it now. Thank you, Brugle.
equi
Pleb
posted 03-30-14 21:49
ET (US)
14 / 24
I looked at Massilia, and the problem there is fairly predictable.
The city is divided into 2 disconnected parts (connected only by garden and not by road). The western part of the city has only one warehouse from which all markets buy goods. 3 goods are being kept in one warehouse. The warehouse is getting two goods and accepting one. It seems very likely that at some point in the future there will be a period of time during which the warehouse will not be able to get one of the goods. Indeed, 292 years later the warehouse isn't able to get pottery for some time, and lots of houses devolve because of the lack of it.
I have another question. Perhaps, even more foolish than the previous ones. Why the chariot from the hippodrome in Massilia rides in both (disconnected!) parts of the city? Once the algorithm finds a disconnected road tile, it should generate a default walk, which can't possibly make its way through the garden and on to the other part of the city.
counting
Pleb
posted 04-22-15 12:56
ET (US)
20 / 24
Ya, the Chinese version has to be a variation of the 1.0, but not totally patched the same way as English or other language versions. I don't know if the landscape leveling feature is one of them can be used in English ver 1.1. (Using housing expanding swallow water tile, and walls to stairs)
The most common difference I found is how performers from training school finding the entertainment buildings. In many cities I find in Chinese 1.1 version, the gladiators and lions can find the Coliseum, but the English patched version they can not find the target, and won't sent out performers (even though the entertainment buildings can easily send out performers themselves). The Coliseum is connected to 2 road networks, one is for send out performers, but the training facility is on another network connected to it. Also in Chinese ver 1.1 the Hippodrome doesn't have to be maned at all as long as an entry tile within the front part exist 1 tile of road connected to the rest with gardens (no forced walker route needed), but still able to receive chariots from training school.
These are what stands out the most (along with the nearby warehouse buying from market without connection) and often get abused by our forum city builders to create schematics using them. I'll try to collect more information, and ask around, see how many more differences are there.