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Caesar III: Game Help
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Caesar IV Heaven » Forums » Caesar III: Game Help » Questions about natives in Lugdunum
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Topic Subject:Questions about natives in Lugdunum
pappo46
Pleb
posted 12-28-18 12:50 ET (US)         
I had put down two Mission posts and all was going well.
I started my farms on the small island and a small 9x9 city on another island connected by bridges.
I created a Javelin fort to get rid of the wolves that I had trapped inside aqueducts.
All of a sudden the natives started attacking and destroying my city.

Is that because they had access to the warehouse where I was accepting weapons to make the Javelin soldiers ?

What can I do to appease the natives to help me, not attack me?
AuthorReplies:
Heleen
Pleb
posted 12-28-18 13:00 ET (US)     1 / 12       
You can use the 'native' overlay to see if they're properly appeased. In Lugdunum there is one native hut that is a bit farther from the others that's easy to miss; if you don't give it road access as well so the missionary can walk by, they can still get angry if you build on their land (edit: not road access per se; natives don't need it, but access in a sense that a missionary walks by it on a road that's not farther than two tiles away from it). My guess is that's what caused your problem.

Otherwise - if it's not that one hut - it's just that one of the huts didn't get access for a while from the mission post. It can happen sometimes. Best to check the native overlay AND check if the missionaries are passing all the huts regularly before you build on native's land. It doesn't have to do with the weapons, believe me ;-) Weapons are great to deal with natives anywhere if you can produce them, because money'll be flying in like crazy :-)

Also, I just noticed this in your post: you don't need weapons for a Javelin fort. Only legionaires need weapons. Weapons still ARE great to sell them though!

[This message has been edited by Heleen (edited 12-28-2018 @ 01:08 PM).]

pappo46
Pleb
posted 12-28-18 13:17 ET (US)     2 / 12       
Thanks for the reply and the info on not needing weapons for Javelin troops.

I saw a native cart pusher go over to my warehouse and leave with weapons, and that's why I thought they revolted because they took weapons.

I had extended the road to that single hut and it had access to the Mission posts and missionaries.

So, I should wait until the missionaries visit all huts on the native lands before I attempt building anything there ?
Brugle
HG Alumnus
posted 12-28-18 13:52 ET (US)     3 / 12       
I should wait until the missionaries visit all huts on the native lands before I attempt building anything there ?
You should not built anything on land that the natives consider theirs (which is close to an unpacified native hut). As Heleen said, use the Risks/Native overlay. Note: the overlay does not show through trees, so if you delete some trees, check the Risks/Native overlay after.

It is fine to have unpacified native huts, as long as you don't built on land that the natives consider theirs.

If you change roads near the mission post, you may change the missionary's walk, so native huts that were previously pacified may later become unpacified again. Therefore, after changing roads, it may be best to wait and make sure that the missionary still covers pacified native huts (when you've built something nearby).
a missionary walks by it on a road that's not farther than two tiles away
Unlike other walkers, a missionary's effect extends for four tiles.
Heleen
Pleb
posted 12-28-18 14:19 ET (US)     4 / 12       
a missionary walks by it on a road that's not farther than two tiles away
Unlike other walkers, a missionary's effect extends for four tiles.
Huh. I did NOT know that. This is why I love this boards so much - and the game. Just when you thought you know at least the more basic things, it turns out, you don't ;-)

But Pappo46: extending the road does not guarantee full missionary access. If you want to build on the native land without risking them revolting against you, you should make sure every hut of the land you build on has access. And of course a hut can loose it's access, either because the road network of the missionary post changed as Brugle mentioned, or because you remove or move a post, or because you don't have enough workers to man the mission posts (they fall under "education".)

[This message has been edited by Heleen (edited 12-28-2018 @ 02:24 PM).]

pappo46
Pleb
posted 12-28-18 17:35 ET (US)     5 / 12       


Quoted from Heleen:
or because you don't have enough workers to man the mission posts
I don't see any requirement for workers, on Mission posts, when I right-click on them.

[This message has been edited by pappo46 (edited 12-28-2018 @ 05:36 PM).]

Heleen
Pleb
posted 12-29-18 03:34 ET (US)     6 / 12       
I don't see any requirement for workers, on Mission posts, when I right-click on them.
One of the many ways the creators tried to trick us into thinking we know how the game works, my friend ;-)

Nah, just joking. A mission post takes 20 workers. Under "health and education" you will see that - if you subtract workers for any school, library and academy you may have - there are 20 workers per mission post that are listed there. You may also see that if you plant one right away, a mission post doesn't actually start working until you have people in your city.

Also, if you ever have a real labor shortage and you set priorities of health and education to zero, you will find that the mission posts stop working after a while.

Why the mission post doesn't tell us that they need workers, I don't know. It's just a different building than most - they don't need fire protection or an engineer to protect from collapse, either. My theory is the missionaries are used to being alone and far away from Roman civilization, so they learned how to do maintanance on the mission post all by themself. The rest - I don't know man. They just follow different rules. Just like they apparently 'service' four tiles away from the road instead of two.
Brugle
HG Alumnus
posted 12-29-18 06:23 ET (US)     7 / 12       
if you ever have a real labor shortage and you set priorities of health and education to zero, you will find that the mission posts stop working
A mission post will send out a missionary even if there are no workers assigned to Health and Education (as long as there are people in the city).
jaroslav80
Pleb
posted 12-29-18 06:42 ET (US)     8 / 12       
Pappo46, keep in mind the missionary makes shorter trip as common random walker. But he covers 4 tiles near road as Brugle said.

I usually make small loop near missionary post and don't connect other roads to this loop (or only using gates).
Trading with native chief is very profitable, around 50 pieces per year of some expensive goods is possible to reach. 10000 denari per year. You just need well supplied warehouse near his hut.
pappo46
Pleb
posted 12-29-18 17:55 ET (US)     9 / 12       
Quoted fromjaroslav80
Trading with native chief is very profitable, around 50 pieces per year of some expensive goods is possible to reach. 10000 denari per year. You just need well supplied warehouse near his hut.
So I can trade with natives by putting a warehouse on their road system? What things will they trade?
Brugle
HG Alumnus
posted 12-29-18 20:08 ET (US)     10 / 12       
I can trade with natives by putting a warehouse on their road system?
Yes, but it doesn't have to be on their road system--the native trader will walk "cross country" like a caravan. The native trader emerges from the native meeting hut, walks to a warehouse with exportable goods, buys 3 goods, and walks back to the native meeting hut. If he can't buy 3 goods at that warehouse but another warehouse has exportable goods, he will walk there and trade before returning to the native meeting hut. The shorter the distance that he walks, the more he can trade over time.
What things will they trade?
Anything that is set to export, so a trade route to a city must be opened first.
Heleen
Pleb
posted 12-30-18 07:25 ET (US)     11 / 12       
A mission post will send out a missionary even if there are no workers assigned to Health and Education (as long as there are people in the city)
Huh. I guess I just assumed. I struggled with worker shortage a lot in my first playthrough of C3, and I had a native revolt coincide with that. Never actually tested it.

But how is it the game assigns 20 workers for a mission post, without actually doing that? I mean: does the game engine in a way cheat and are the workers for the mission post actually not coming from anywhere?

Pappo: I usually put a mission post next to the chiefs hut right away, and try to put a warehouse with a valuable good not too far away. As soon as the chief is pacified and you have goods to sell, they start trading, even if the rest of the village is still hostile. I only pacify the rest of the village later in the game when needed, i.e. when I want to build on their land. Trading with natives can be extremely profitable.

As I recall though they don't care for a trading limit you've set (when you've set goods to trade anything over 4, for example) so you'll have to be careful about that if you actually want to use certain goods yourself. They do respect it if you've set a good to stockpile, if memory serves. Brugle or Jaroslav will be able to tell you more about that though; as you can tell I'm not a pro, just an enthusiastic C3 player ;-) (Who's currently back to Pharaoh though, lol)
Brugle
HG Alumnus
posted 12-30-18 09:07 ET (US)     12 / 12       
how is it the game assigns 20 workers for a mission post, without actually doing that?
The game does assign workers to mission posts. However, this doesn't affect the operation of the mission post, it only takes workers away from other buildings.
As soon as the chief is pacified and you have goods to sell, they start trading,
Actually, they start trading as soon as a mission post is functional, even if no huts are pacified. (But if you want to put a warehouse really close to the native meeting hut, it needs to be pacified.) Even if the mission post is deleted, they will continue to trade.
As I recall though they don't care for a trading limit you've set
Native traders respect the "Exports over" limit.

[This message has been edited by Brugle (edited 12-30-2018 @ 09:11 AM).]

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