Brugle
HG Alumnus
posted 04-02-20 11:46
ET (US)
1 / 23
I am not as concerned about workers as in 1 Granary Damascus, since fewer workers are needed to grow food (even with about 1/3 more people) and defense shouldn't need to be as good (so few towers can be built if necessary). For example, I may put in more fountains so there will be fewer houses with some tiles not covered by a fountain.
All producible goods will be in warehouses, for possible requests. The wheat and fish warehouses may sometimes be empty.
Housing
If houses are a few large insulae, lots of grand insulae, and some large villas, at least 95 houses are needed with at least 7 large villas. With more large villas, Prosperity 100 is possible with more large insulae. (I hope for no large insulae, but more villas are nice.)
1 Granary Damascus produces about 2.0% extra food and works fine. Running it for 4 years after its houses were filled, its granary was full about 6% of the time. 1 Granary Massilia's granary seems likely to be full more often--I'll guess 8%. Annual wheat production should be about 249.3, and fish production should be about the same.
With either 88 grand insulae and 9 large villas (population 8202) or 87 grand insulae and 10 large villas (population 8208), about 1.5% extra food is produced. Let's try one of those.
Island
A preliminary design for the island uses the farm layout from the opening post. There are 6 grand insulae, 4 fountains, 4 markets, 3 forums, and at least 2 each of other required buildings. Except for a bridge which takes a space, all possible wharves can be built. There are a wine workshop and several extra 2x2 culture buildings (probably mostly theaters), but the only warehouses are for wheat and fish.
The fish warehouse access point is the same distance (2 tiles) from the granary center as the wheat warehouse access point. The granary will be set to Accept (instead of Get) those foods, so a warehouse will only send food to the granary when the granary has less than 13 (1300 units) total food.
Mainland Basics
There should be four 46-tile loop housing blocks, with lots of markets. Their design should be fairly straightforward.
The dock and shipyard will be in the west, far from the granary (so they don't occupy good wharf locations). The barracks and military academy should be nearby.
8 pottery and 5 oil workshops will be in the north, not too far from the caravan entry and exit points. 5 timber yards and 9 or 10 furniture workshops may be nearby.
DDR Jake
Pleb
posted 12-26-20 05:37
ET (US)
2 / 23
My binges with Caesar 3 come and go, but it's comforting to know that even now, Brugle creates impressive feats. Studying your cities has helped me immensely in being a better city planner.
Brugle
HG Alumnus
posted 12-26-20 07:57
ET (US)
3 / 23
Hi DDR Jake,
I sometimes start planning a city then put it aside. After beginning this design, I built No Clinic Capua and a Pharaoh city Keeping Up With The Hoteps, and am now designing Rebel Lugdunum. Unless I keep finding new challenges, eventually I should build 1 Granary Massilia.
Brugle
HG Alumnus
posted 01-18-24 14:54
ET (US)
6 / 23
The big island has been redesigned. The old description in reply #1 is accurate, except that there are 7 grand insulae and only 1 extra culture building (probably a theater).
Brugle
HG Alumnus
posted 01-27-24 14:47
ET (US)
7 / 23
My previous Massilias had walls 3 or 5 tiles from the SE edge and 6 or 8 tiles from the NW edge. 1 Granary Massilia (with fewer people) is more compact.
The dock and shipyard were moved to the east, replacing wharves that are far from fish. Designing oil (and a little fruit) exports will be easier, but the recruiter and military academy will be harder. Fish production should still be enough.
Brugle
HG Alumnus
posted 02-10-24 11:41
ET (US)
14 / 23
The design is done.
2 beautification rules were followed in several C3 and Pharaoh cities, so they were added to my goals. I edited the opening post.
Every grand insula tile is watered.
N Block
There are 23 grand insulae, 7 markets, 2 extra theaters, and an actor colony.
An amphitheater (and theater) provide entertainment. The amphitheater should always have both shows.
NW Block
There are 24 grand insulae, 7 markets, 2 extra theaters, and an extra school. One theater's walkers go outside the block.
An amphitheater (and theater) provide entertainment. The amphitheater should always have both shows.
Mainland Export Industry Area
Another modest change: there are 7 pottery workshops.
Except for fruit, export industries aren't far from caravan entry and exit points.
Construction Plans
Although it wasn't listed as a goal, 1 Granary Damascus had Prosperity 100 after 11 years. I've gotten too lazy to attempt that in 1 Granary Massilia. (The final saved game should have Prosperity 100.)
Timber and furniture will be the first industries.
Initially, labor will be micromanaged. (I'm used to it.)
Modo
Pleb
posted 02-24-24 11:47
ET (US)
17 / 23
Saw this when you posted it and felt I had to say something but let it go, now almost a week after and still no reply feels just wrong.
So please take it at your own pace, you're still an inspiration for me at least. And if you don't mind me asking or it's not too personal, what keeps you coming back to this after all that you've accomplished all these years? What do you get out of these thorough crafting exercises?
Brugle
HG Alumnus
posted 02-25-24 18:04
ET (US)
19 / 23
I'm using Julius v1.7.0, without any gameplay changes or building on pause. Results should be the same as C3.
Boats located the 2 fishing grounds close to the large island, which were good enough to catch the needed fish. (If future history was allowed, we'd have known that from mathieu's 1 granary Massilia.) Therefore, wharves west of the NW block, a prefecture, a gatehouse, a reservoir, and some aqueducts won't be built. (An engineer post will be built, to keep some traffic on the road.) Another reservoir will be moved 1 tile SW (to the coast).
At Very Hard difficulty, 1 Granary Massilia starts with 0 people, 4500 Dn, Cu 0, Pr 0, Pe 0, and Fa 40.
1st Year (100AD)
Salary and tax rate were lowered to 0. 130 vacant lots, 4 timber yards, 7 furniture workshops, all 7 pottery workshops, an oil workshop, 9 prefectures, 3 engineer posts, a ship bridge, 2 warehouses, 2 clinics, a small temple to each god, the granary, the shipyard, 3 wharves, a market, 2 gatehouses, and first gardens were built. 200-300 push was in the first half of Jun.
Trade routes to Lugdunum and Mediolanum were opened. Lugdunum sold clay and bought furniture. Mediolanum sold clay and olives and bought pottery.
The 1st year ended with 570 people (all small tents), 564 Dn, Cu 0, Pr 5, Pe 2, Fa 39, and good health.
Brugle
HG Alumnus
posted 03-06-24 17:21
ET (US)
20 / 23
I made obvious mistakes in the 1st year. The 3rd wharf shouldn't have been built--wheat is a better first food. Then I realized that no wharves or shipyard should have been built--fishing grounds could have been located a year later.
This discouraged me for a few days, but now I'm building again.
Brugle
HG Alumnus
posted 03-17-24 19:34
ET (US)
21 / 23
Labor micromanagement continued. Setting up markets to give food to many tents early in the 3rd year looked like fun, but determining how to do it and calculating the timing was much harder than I expected.
People settled in all houses on the island.
2nd Year (101AD)
Wage rate was raised to 32 (Rome+2). 14 vacant lots, 1st through 6th reservoirs, some aqueducts, 1st through 8th fountains, 1st forum, 1st through 6th wheat farms, 2nd and 3rd oil workshops, 10th and 11th prefectures, 4th through 8th engineer posts, 3rd through 7th warehouses, 1st theater, the dock, 2nd (last) temples to Ceres and Neptune, 2nd through 9th markets, 3rd through 10th gatehouses, first plazas, first medium statue, and first small statue were built. Tax rate was raised to 11%. Tax rate was raised to 14% (when all shacks had been formed).
Trade routes to Tarraco and Valentia were opened. Tarraco bought oil and sold marble. Valentia and Lugdunum bought fish.
The 2nd year ended with 996 people (120 in large hovels, 144 in small shacks, 532 in large tents, 200 in small tents), 497 Dn, Cu 17, Pr 11, Pe 4, Fa 38, and very good health.