Just to get this straight: Unemployed egyptians won't go past roadblocks, right? Bazaar traders won't go past roadblocks either, right?
So if your concentric housing block is just across the main road from the workcamps and the fields and you place a roadblock at the short stretch of road connecting the housing block to the main road your workcamps wont get workers unless you build housing over there too, right? And bazaar ladies distribute goods and food to houses they happen to pass and they will turn around at roadblocks too?
BTW do goods/foods get delivered to the closest or the first built storage facility first? Do statues constitute large buildings? ie do they require an architect to keep standing? What about monuments? (collapsing temple looks/sounds neat, a collapsing monument could be cool to watch once or twice )
------------------ Ramses II
Author
Replies:
Octavian II Pharaolympics 2000 Competitor
posted 03-27-00 17:33
ET (US)
1 / 11
I pretty sure that bazaar traders and unemployed egyptians won't go past roadblocks. I will have to take a look at the concentric.
EPS_CoCreator Pleb
posted 03-27-00 17:35
ET (US)
2 / 11
1. unless they have a direct destination, walkers wont go through roadblocks.
2. The closest storage facility
3. statues and monuments can't collapse
------------------ I dont know what WW3 will be fought with, but the next war will be faught with sticks and stones-Albert Einstein
Gill Britannica Inactive
posted 03-27-00 17:48
ET (US)
3 / 11
3. Sadly temple complexes can and do
Merepatra HG Alumnus
posted 03-27-00 18:19
ET (US)
4 / 11
1. In the concentric block that I use there is a row of gardens then another road outside the housing, the workcamp employment guys etc walk on this road therefore going within 2 spaces of housing and getting employees.
Hope this makes sense.
Brugle HG Alumnus
posted 03-27-00 18:37
ET (US)
5 / 11
Hi Ramses2, I think this is the way deliveries work:
If there's room in a storage yard, food is delivered to the closest one. If there's no storage yard with room, food is delivered to the closest granaray with room that hasn't already been allocated to another delivery.
If there's room in a building that uses it, goods are delivered to either (I don't know which) the closest such building or to the one with the most room. If there's no such building with room, goods are delivered to the closest storage yard with room.
JWorth Pharaolympics 2000 Competitor
posted 03-27-00 19:15
ET (US)
6 / 11
re: Food deliveries
I'm not positive about this, but I think that if a SY anywhere has room and is accepting, then all the carts from a harvest will try to deliver to it (even if that's much more food than can possibly fit into the SY). Deliveries are only made to granaries by carts which search for a new destination after arriving at the SY when it has already been filled.
ChrisRobt Pleb
posted 03-27-00 20:49
ET (US)
7 / 11
Ramses2, if you build a second road within 2 blocks of a housing area and connect this road to your industry, the recruiter will get workers. Just make sure the houses are occupied before you build that second road.
Christine
Gustavia Pleb
posted 03-27-00 23:40
ET (US)
8 / 11
Rameses2,
The bazaar buyer has the basket on her head and will pass thru the roadblocks. The bazaar trader/seller turns around.
Except for the one I had wandering around in the mining district last night, maybe she was visiting her boyfriend...
If you are new to the game you might want to check out our FAQs. There is a section there on Roadblocks...
All of the above is good advice on roadblocks, but be careful of other things that could totally destroy your careful planning to keep all the appropriate people where they belong.
Gardens - I'm not sure if it happens in Pharaoh, but I know that in Caesar III I've had wanderers escape their blocks through carelessly placed gardens. If you have a garden fronting the street on your block and also adjacent to another road past your roadblock, the walker can end up taking the "shortcut" and wind up in your industrial district where he or she does absolutely nobody any good.
Unseen connections - If you have a road connection that lets the walkers bypass your roadblock but it's hidden behind a temple or statue, you may never see it and wonder what your magistrate is doing adjudicating fistfights down by the docks!
Missing connections - Any time you delete something anywhere near a road, check to make sure you haven't deleted a section of road in the process. Nothing devolves a block faster than a disconnect hidden behind a temple or statue.
Jamesses X, just a Royal Judge
Baltic Pleb
posted 03-28-00 03:18
ET (US)
10 / 11
Deliveries of food: JWorth is right. If there is SY that can accept at least 100 units of food, pushers from all farms will try to deliver the food there. When they arrive and find the SY full (unable to accept more due to setting), they look for another place to go (another SY, if not available, then Granary). When going to Granary, their load is added to what granary already holds - if this sum is equal or greater to what Granary can hold, pushers "register" as going there and the space is "booked" for them. Pushers that don't find any available space, stand still - either near their farm, or if SY was accepting, near the SY - and start to move only when some place is freed up by bazaar buyer in Granary/SY or by caravan/request dispatch in SY. This check is performed only for Granaries, not for SY. Caution : If you change the setting of SY (to accept less or no food) during the time when pushers are on their way to it with food, they will often (always?) ignore the setting completely and fill the whole SY with food!
Some walkers can "warp", i.e. emerge from the building not on the road adjacent to the building, but several tiles away. In concentric block you can see them strolling around the outer circle, although they should never get there. When they are returning to their home building, they can pass through roadblocks, although normally they couldn't (bazaar seller).
Jacobus, Gardens are completely inpenetrable in Pharaoh. They can even stop invading army or animals, not only all your walkers! Gardens are in fact often better than walls, because enemies can't destroy them. The only occasion on which you can see walkers/animals pass through gardens is when you put gardens down in the moment when they were already moving to some destination.
Festival Square, statues, monuments and all farms can not collapse or catch fire spontaneously and don't need any coverage. Basically it is better to build them away from housing, because ANY structure can catch fire from a neighboring building that is burning.
Cherub Baltic
[This message has been edited by Baltic (edited 03-28-2000).]
Da Pharaoher Pleb
posted 03-28-00 07:13
ET (US)
11 / 11
Of course this question has already been answered, but I'll answer it anyway.
For employment, any walker which passes within 2 squares of a house will receive employment. Bazaar traders(the ones who distribute food/take orders) won't go past roadblocks.
Goods get delivered to the nearest storage facility/producting building first.
Statues, festival square, monuments, farms and (I don't know whether) architect posts won't collapse. Pay attention to large buildings(eg. palace), quarries,Temples and Shrines, esp. Temples. They are especially susceptible to collapse. Just FYI, production bulidings, workcamps and hunting lodges are very susceptible to fire. DaPharaoher From the Field of Reeds