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Caesar III: Game Help
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Caesar IV Heaven » Forums » Caesar III: Game Help » Question about house reserves behavior
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Topic Subject:Question about house reserves behavior
Modo
Pleb
posted 06-23-19 05:54 ET (US)         
I seem to remember reading in a couple of places that houses will store a reserve of food and goods (like several months worth of food and a couple of months worth of goods) but can't find now the exact numbers so anyone can help with that?

The reason I'm asking is the following hypothetical exercise: let's assume we don't mind having the 1x1 until we reach the natural 2x2 (large insulae iirc) which also means that a fully stocked 1,2,3 or 4 1x1's will become a 2x2.
Depending on the reserve and the number of 1x1's and the how the game behaves (whether excess goods are kept in the new 2x2 until consumed or anything above the reserve limit is lost) there should be an optimal cutoff point for a an evolution; that is, only keep 2 1x1's until you are ready for a 2x2 but not 3 or 4.
Obviously, if the game allows any amount of reserve we're good but if not we'd need this info to avoid wasting goods.

On a side note you might argue that simply having 1x1's is a waste but indulge me for the sake of this exercise, it might be worth it to produce a little more for the 1x1 and gain a smother evolution since the new 2x2's will already be supplied with goods so only the food will be left to supply for the newly arrived immigrants.
AuthorReplies:
Brugle
HG Alumnus
posted 06-23-19 09:51 ET (US)     1 / 4       
Assume that the market whose trader passes a house has enough of the foods and goods to supply the house. A house that consumes pottery stores around a 4-month supply. A house that consumes another good stores around a 2-month supply. A house that consumes one food stores around an 8-month to 16-month supply. A house that consumes two foods stores around a 16-month to 32-month supply. A house that consumes three foods stores around a 24-month to 48-month supply. A house will also store the food or goods that will be consumed in the next higher housing level.

A large insula that forms from multiple 1x1 medium insulae has all of the food and goods from the medium insulae, so in general it will have an excess of goods (which are not lost) for a short while.
Modo
Pleb
posted 06-23-19 10:11 ET (US)     2 / 4       
Brugle, your laser like accuracy never fails to impress me.
And, as usual, that triggers some follow ups:

1) Forgot about the house storing for the next tier also, for goods that is easy to predict but food is dependent on the actual occupancy; does that mean that the game assumes that the next tier will always be at 100% occupancy?

2) Since a two food house has a higher reserve does that mean that it can also have 99% of only one food and only 1% of the other?
That has been my experience but now I realize that if a two food house doesn't get supplied with one of them until it consumes all of it the reserve cap will also lower?

All of these questions are not for the houses themselves but more to clarify how this mechanic will impact the market traders, if house storage caps change the deliveries from the traders will change too so now it looks even more important to be able to predict that and plan for it ahead of time.

[This message has been edited by Modo (edited 06-23-2019 @ 10:22 AM).]

Brugle
HG Alumnus
posted 06-23-19 11:22 ET (US)     3 / 4       
does that mean that the game assumes that the next tier will always be at 100% occupancy?
No. Food storage is based on the highest occupancy of the house. If the house has never lost occupants, the highest occupancy is the same as the current occupancy.
Since a two food house has a higher reserve does that mean that it can also have 99% of only one food and only 1% of the other?
No. A house always wants to have 4 to 8 times the highest occupancy units of food for each of the foods the next higher level of housing consumes.
if house storage caps change the deliveries from the traders will change too
With one exception, the only time that the amount a house stores changes is when its occupancy changes or when a new food or good is required by the next higher level of house. The exception is grand villas, which store twice as much wine as other villas since a palace consumes twice as much wine as a villa.

In general, I'm not concerned about storing goods for house evolution--if the markets will have no trouble getting goods for higher-level houses, they should have no trouble getting goods for lower-level houses. However, I am sometimes concerned about supplying a second food, but that is usually because houses that consume only one food consume more of it than do the evolved houses. (The same is true for evolving two-food eating houses to three-food eating houses.) This can be handled by building only some of the houses and evolving them as high as you want them, then gradually adding more houses.

[This message has been edited by Brugle (edited 06-23-2019 @ 11:26 AM).]

Modo
Pleb
posted 06-23-19 11:57 ET (US)     4 / 4       
Thank you, Brugle, that exhaustively covers my questions.
I'm completely spent...I mean satisfied.
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