Hello !
Let me introduce you my Palaces Block, tested several times on battlefield in any climate and generating 8 stable Luxury Palaces.
Strong points: compactness, flexible, cheap and easy to remember.
Feel free to comment, to give your impressions, to point out the imprecions or inconsistencies of the model. This is one of my first meticulously constructed blocks.
Without further ado, here is the beast.
Legend
Comments
-) The gods were randomly chosen for temples. The buildings placement outside the block is nothing more than a suggestion.
-) Both reservoirs represent extreme positions to provide water to bath and fontains. Fontains can be placed to opposite side as well as the reservoir.
-) Hippodrome must be add somewhere outside the block or inside (see examples below).
-) Actor Colony is not required since the 80 entertainment target is already reached. Another solution is to skip theater, to add Actor Colony and to reach 5 overall city coverage with Theater-Amphi-Colloseum (i.e. covering only once your population with the standard coverage of Theater-Amphi-Colloseum).
-) If terrain allows it, for even better walkers coverage (not essential), bath can be placed next to the hospital and the forum can be switched with the green temple.
-) For even better memorisation, put bath next to the hospital and all three temples facing academy and amphi.
Hippodrome positioning
Here are three examples to integrate hippodrome inside the block with chariot maker outside of course.
How this block was built ?
The objectives set were:
1°) 8 Luxury Palaces
2°) One road block (since I don't master forced walkers with loop)
3°) As much compactness as possible which leads ...
---) ... to achieve a high Desirability/cost rate
---) ... to maximise the walkers coverage
4°) Simplicity
Some basics constraints has to be met:
-) It has to be desert-proof.
-) The block must be independent and stable provided the supply of goods and services is abundantly sufficient.
-) The Water supply must be flexible.
-) Hippodrome must have several plugging points.
From there, most of my decisions come from.
To save rooms, no actor colony needed and only 2 markets are sufficient.
To work with two markets on 8 Palaces, we need excellent production and supply.
To supply 8 palaces, we will need to feed 1600 people which correspond to 10 farms in any climate. Unfortunately, 3 types of food are required so 3.33 farms each, so 4 farms each, so12 farms in total.
1 pottery workshop, 1 furniture workshop, 1 oil workshop and 1 wine workshop are far beyond the needs of 8 houses.
For wine, if possible, I suggest to flood the warehouse with local production to limit the cost of import.
Markets must be placed next to the gatehouse to be quickly supplied with goods. 3 granaries and 4 warehouses, one for each commodity, must be placed close to the gatehouse.
(I had read a good rule somewhere:15 tiles max between goods and markets)
For me, no bath allowed on the block until the workshops are running at full capacity and until the 8 small casas has its pottery stock.
To help markets furthermore, make sure to quickly turn your casas into villas (at worst one type of wine to begin with). This will kill three birds with one stone.
First, you do not suffer the loss of labor due to lazy patricians. Your houses can surely not stagnate at the Insulae stage.
Second, 8 large Insulae consume 4.2 farms. Going to the villas level allows you to request at least a second type of food and distribute the production effort on 8 farms. The food problem is overcome at the same time.
Thrid, tax incomes will solve almost all your money problems.
Buildings positioning
-) 1x1 services can't block the gatehouse without taking the risk of the walker poping outside the block. Markets have the same risk if they are placed next to the gate. Theater does not seem to be affected by this curse (all scénarii simulated + multiple use case during missions).
1x1 services fill holes left behind by fountains.
The small statues fill the few points of desirability missing to reach 90.
-) The school is particularly close to one end of the road and right next to the palaces. It is also on the right side of the main alley. I have met so many capricious schoolchildren that I prefer to guard against any risk of failure. Let me explain.
The schoolchildren walk 22 tiles from the left tile on leaving school. So, going to the right, they obviously cover all the palaces. And going to the left, they turn back to the gate and just cover the eight palaces. If one of the paths is missing, the other one will do the job.
-) The library is in front of the school, just to make memorizing easier. Walker coverage is perfect too.
-) Markets built behind are just at the exact distance from first palaces to spread their maximum desirability (3 each).
-) The academy provides its best desirability of 7 to last palaces.
-) Bath is not intended to radiate its desirability but to create a smaller water area.
-) Large buildings are put on corners.
Desirability
Statues + Plaza = 2460 Denarii, 307.5 D per Palace.
Even if houses are initially built as close as possible to fountains, the 90-desirability-tiles are not always at the starting houses. Gardens represent the highest desirability tiles. The desiratbility of the starting tiles is sufficient to turn houses into villas reaching the best tiles.
Character-Input for Glyphy 1.1b
Let me introduce you my Palaces Block, tested several times on battlefield in any climate and generating 8 stable Luxury Palaces.
Strong points: compactness, flexible, cheap and easy to remember.
Feel free to comment, to give your impressions, to point out the imprecions or inconsistencies of the model. This is one of my first meticulously constructed blocks.
Without further ado, here is the beast.
-) The gods were randomly chosen for temples. The buildings placement outside the block is nothing more than a suggestion.
-) Both reservoirs represent extreme positions to provide water to bath and fontains. Fontains can be placed to opposite side as well as the reservoir.
-) Hippodrome must be add somewhere outside the block or inside (see examples below).
-) Actor Colony is not required since the 80 entertainment target is already reached. Another solution is to skip theater, to add Actor Colony and to reach 5 overall city coverage with Theater-Amphi-Colloseum (i.e. covering only once your population with the standard coverage of Theater-Amphi-Colloseum).
-) If terrain allows it, for even better walkers coverage (not essential), bath can be placed next to the hospital and the forum can be switched with the green temple.
-) For even better memorisation, put bath next to the hospital and all three temples facing academy and amphi.
Here are three examples to integrate hippodrome inside the block with chariot maker outside of course.
1°) 8 Luxury Palaces
2°) One road block (since I don't master forced walkers with loop)
3°) As much compactness as possible which leads ...
---) ... to achieve a high Desirability/cost rate
---) ... to maximise the walkers coverage
4°) Simplicity
-) It has to be desert-proof.
-) The block must be independent and stable provided the supply of goods and services is abundantly sufficient.
-) The Water supply must be flexible.
-) Hippodrome must have several plugging points.
From there, most of my decisions come from.
To save rooms, no actor colony needed and only 2 markets are sufficient.
To supply 8 palaces, we will need to feed 1600 people which correspond to 10 farms in any climate. Unfortunately, 3 types of food are required so 3.33 farms each, so 4 farms each, so
1 pottery workshop, 1 furniture workshop, 1 oil workshop and 1 wine workshop are far beyond the needs of 8 houses.
For wine, if possible, I suggest to flood the warehouse with local production to limit the cost of import.
Markets must be placed next to the gatehouse to be quickly supplied with goods. 3 granaries and 4 warehouses, one for each commodity, must be placed close to the gatehouse.
(I had read a good rule somewhere:
For me, no bath allowed on the block until the workshops are running at full capacity and until the 8 small casas has its pottery stock.
To help markets furthermore, make sure to quickly turn your casas into villas (at worst one type of wine to begin with). This will kill three birds with one stone.
First, you do not suffer the loss of labor due to lazy patricians. Your houses can surely not stagnate at the Insulae stage.
Second, 8 large Insulae consume 4.2 farms. Going to the villas level allows you to request at least a second type of food and distribute the production effort on 8 farms. The food problem is overcome at the same time.
Thrid, tax incomes will solve almost all your money problems.
-) 1x1 services can't block the gatehouse without taking the risk of the walker poping outside the block. Markets have the same risk if they are placed next to the gate. Theater does not seem to be affected by this curse (all scénarii simulated + multiple use case during missions).
1x1 services fill holes left behind by fountains.
The small statues fill the few points of desirability missing to reach 90.
-) The school is particularly close to one end of the road and right next to the palaces. It is also on the right side of the main alley. I have met so many capricious schoolchildren that I prefer to guard against any risk of failure. Let me explain.
The schoolchildren walk 22 tiles from the left tile on leaving school. So, going to the right, they obviously cover all the palaces. And going to the left, they turn back to the gate and just cover the eight palaces. If one of the paths is missing, the other one will do the job.
-) The library is in front of the school, just to make memorizing easier. Walker coverage is perfect too.
-) Markets built behind are just at the exact distance from first palaces to spread their maximum desirability (3 each).
-) The academy provides its best desirability of 7 to last palaces.
-) Bath is not intended to radiate its desirability but to create a smaller water area.
-) Large buildings are put on corners.
Statues + Plaza = 2460 Denarii, 307.5 D per Palace.
Even if houses are initially built as close as possible to fountains, the 90-desirability-tiles are not always at the starting houses. Gardens represent the highest desirability tiles. The desiratbility of the starting tiles is sufficient to turn houses into villas reaching the best tiles.
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[This message has been edited by Gothral (edited 07-18-2019 @ 07:32 PM).]