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Caesar III: Game Help
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Caesar IV Heaven » Forums » Caesar III: Game Help » How to improve walkers' opinions of your city
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Topic Subject:How to improve walkers' opinions of your city
TheNoseKnows
Pleb
posted 10-07-17 04:28 ET (US)         
Everyone knows that when things are going smoothly, walkers will tell you things like "This city is a reasonable place" or "As cities go, this one seems OK." But how do you get even better comments from them? Is it determined by the four city ratings or something else?
AuthorReplies:
Brugle
HG Alumnus
posted 10-07-17 08:53 ET (US)     1 / 8       
Trurl (aka lummus) describes what is required for the best comments in reply #6 of Sentiment (mood) - some numbers.

[This message has been edited by Brugle (edited 10-07-2017 @ 02:49 PM).]

TheNoseKnows
Pleb
posted 11-06-17 16:31 ET (US)     2 / 8       
http://caesar3.heavengames.com/cgi-bin/caeforumscgi/display.cgi?action=st&fn=2&tn=6838&st=5#post6
- give jobs to those who want them, but keep a few people unemployed
I've done some testing, and I believe that no more than 4% unemployment is also a requirement (with no vacancies either, obviously). Citizens won't actually complain about 5% unemployment, just like they won't complain when there's some food stocked up but not enough to last 4 months.

EDIT: I can't seem to make a new post because I'm the most recent poster, so I'll just edit this one. The correct percentage is actually 5%. I tested it between 5% and 6%, and the change between the two is almost instantaneous (so long as all other conditions are met).

By the way, this forum really needs to allow back-to-back posts by the same user. Who's going to be constantly checking this thread just in case the last user edits his post? The forum software has no way of notifying people of this, whereas making a new post highlights the thread and bumps it up.

[This message has been edited by TheNoseKnows (edited 11-08-2017 @ 05:33 PM).]

TheNoseKnows
Pleb
posted 12-20-18 05:18 ET (US)     3 / 8       
One condition that I don't think anyone has documented yet is housing inequality. Even if all other conditions are met, walkers will only tolerate a maximum number of poor housing (relative to the highest quality housing), otherwise their opinion of the city is lowered to merely "ok".

I haven't done any testing for the exact poor:rich ratio, or if the system even uses a ratio. However, by merging 1x1 tents into 4x4 tents, I do know that it depends on the number of houses, as opposed to the number of people living in those houses.

I'm also fairly sure that, so long as citywide entertainment coverage is acceptable, the presence or absence of entertainment for individual houses does not contribute in any way towards walkers' opinions. I recently downloaded this Massilia, where the uploader stated "Sadly cannot get the full mark remark from teachers due to lack of entertainment access". This is actually because the city has far too many casas. Since the highest housing is luxury palace, there is a lot of inequality. By deleting enough casas, you will eventually raise the walkers' opinions, all without providing any sort of entertainment to the large casas, which will continue to ask for more entertainment.

[This message has been edited by TheNoseKnows (edited 12-20-2018 @ 05:41 AM).]

Brugle
HG Alumnus
posted 12-20-18 08:05 ET (US)     4 / 8       
One condition that I don't think anyone has documented yet is housing inequality. Even if all other conditions are met, walkers will only tolerate a maximum number of poor housing (relative to the highest quality housing), otherwise their opinion of the city is lowered to merely "ok".
I don't think so. My original Massilia gets top marks from walkers with just over 75% of the people living in small casas (many of them 1x1s) and the rest in luxury palaces. In Pharaoh (which works very similar to C3 in this), my Immortal Iunet gets top marks from walkers with well over half of the people living in sturdy huts (the equivalent of large tents) and the rest in palatial estates (the equivalent of luxury palaces).

[This message has been edited by Brugle (edited 12-20-2018 @ 08:07 AM).]

TheNoseKnows
Pleb
posted 12-20-18 13:23 ET (US)     5 / 8       
Perhaps then it's determined not by the difference between the highest and lowest levels of housing, but by the average level in the city. If over 75% of the population live in small casas, then the percentage of houses that are at the small casa level must surely be much higher than 75%? All the testing I've done indicates that if a minority of relatively poor housing gets large enough, they will drag down the walkers' ratings.

[This message has been edited by TheNoseKnows (edited 12-20-2018 @ 01:23 PM).]

Antonius Hadrian
Pleb
posted 12-21-18 04:44 ET (US)     6 / 8       
Having a working amphiteather/colosseum also helps. With 2 shows. And not only for the entertainment points.

Can you beat my Tangerine?
TheNoseKnows
Pleb
posted 01-27-19 16:23 ET (US)     7 / 8       
After more testing, I've determined that housing quality does not have any bearing after all. It's instead health coverage that is the missing element.

In the Massilia I tested (the one that I thought had too many casas), walker opinion can be quickly improved by adding a single clinic to the block of large casas north of a long bridge. Of course, doing so will raise the city's health to a higher level than its creator(s) intended and possibly ruin the demographics, but the point is that this turned out to be a consistent and reproducible way to improve walkers' opinions, provided all other conditions are met.

Brugle, in your Massilia, walkers will stop giving their highest praise if you so much as delete one clinic (although this won't happen immediately because you need to wait a while for the clinic coverage to gradually decline). If the clinic is instead substituted with a hospital, this doesn't happen. Furthermore, if a building receives both hospital and clinic coverage, it is counted twice, so a house served by both can compensate for a house that's served by neither.

As for the calculations, I wouldn't be surprised if the game simply divides the number of houses receiving some form of health coverage by the number of houses in total. If the final value is not fairly close to 1 (or even >=1, but I'm not sure because I was lazy and didn't feel like counting every single house with health coverage and adding up the numbers), then the city will not have met one of the conditions for receiving the highest walker praise. While a value of 1 may seem overly stringent, keep in mind that houses can be counted twice, so there is certainly some leeway.

[This message has been edited by TheNoseKnows (edited 01-27-2019 @ 04:31 PM).]

Clip Clop II
Pleb
posted 03-06-19 14:03 ET (US)     8 / 8       
That's very interesting. Since reading about ghosts, I have always been hesitant to invest much in health coverage. Perhaps that is why none of my cities are "fantastic."

So as I understand it, health can be average in a fantastic city, but coverage must be "1" (100%) and therefore you must have a stratification, a quantity of housing that demands a hospital, baths, barber but doesn't get one, whereas the coverage for the doctor (or baths) must be complete.

I wish someone could just hack the game to kill anyone who reaches 100. :S
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