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Caesar IV Heaven » Forums » Pharaoh: Game Help » Hemmed in in Heliopolis (On)
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Topic Subject:Hemmed in in Heliopolis (On)
Cantique
Pleb
posted 01-04-19 19:23 ET (US)         
After a long time away from playing Pharaoh I'm back to this wonderful game, this time to a mission I have never been able to muster the interest to play - On (Heliopolis).

On comprises five islands of differing sizes. With ample food sources and trading options, the main challenge is one of logistics -- how to keep all areas of the city supplied with goods. I have considered completing this map a few times, but was never able to develop a sufficiently interesting and unique design challenge. Now I think I have one .

Having looked at a few versions of On in the downloads section, I found a way that I thought I could make my On unique and challenging. Most versions of On have the best houses on either the central or south eastern (SE) landmass. The three mastabas are then usually placed on one of the central, north eastern (NE) or SE landmasses. I was not able to find a version where the mastabas and best houses were both located on one landmass together, though. So this will be my unique challenge for this mission.

In addition, I thought it would be fun to aim to pack lots of people into On. Aside from getting goods to houses efficiently, I think the main challenge of high population will be availability of space, particularly given I don't like large housing blocks. (Usually I try to keep my single loop housing blocks at no more than 46 to 48 tiles.)

In order to force my hand slightly more I'm going to aim for a relatively fast completion time. This means lots of brickworks and clay pits will be required, reducing available space still further.

My personal rules (similar, I must confess, to Brugle's rules) are:

  • City should be stable for years without intervention.
  • All roads connected.
  • Very Hard difficulty.
  • No additional funds (personal / rescue) used.
  • All service buildings (entertainment venues / education buildings / mortuaries etc.) well supplied with goods.
  • No debt.
  • No festivals.
  • No deletions. [Edit: Added later.]


  • The additional rules I will apply specifically for On are:

  • The best houses and three mastabas all on one landmass, preferably close together.
  • Lots of people.
  • All houses fancy residences or Stately Manors.
  • (Relatively) fast completion.


  • Additional design details will be in subsequent replies.

    [Edit - Added no deletions personal rule.]

    [This message has been edited by Cantique (edited 01-06-2019 @ 02:38 PM).]

    AuthorReplies:
    Cantique
    Pleb
    posted 01-05-19 09:11 ET (US)     1 / 20       
    The first set of questions for me to address in the design were:
    1. Where to place the dock?
    2. Roughly how many brickworks to commit for Mastaba construction?
    3. Where to place the best houses and Mastabas?
    4. How many people could I have in my On?

    Once these were addressed, the building requirements for the rest of the city would be more straightforward to plan.

    1. Where to place the dock?
    I prefer a single dock with storage yards close by to try to prevent docker cart pushers travelling too far. In addition, having a dock close to the ship entry point means (without Cleopatra) that ships don't have as far to travel to get on and off the map, meaning more efficient trading with other cities. I don't expect to be trading enough with any particular city to worry too much about this, but it's good training for me.

    Therefore, the most obvious place for the dock and associated storage yards is in the south of the south east landmass.

    2. Roughly how much industry for Mastaba construction?
    When it comes to monument construction I always tend to look at other's cities to help me decide. Perhaps I should develop my own intuition for this, but I haven't found that challenge interesting to date. So having looked at a few other versions of On in the download section, it seems that for a relatively fast completion time I should be aiming for:

  • Roughly 10 to 15 brickworks, which will require 8 to 12 clay pits and 15 to 22 floodplain grain farms (for straw) to remain fully stocked.
  • I expect that 2 storage yards should be sufficient to store and deliver straw, as well as store enough bricks for efficient monument construction. I may plan for a third storage yard slightly further away as a buffer.
  • 4 to 6 Workcamps near the monument and brick storage yards.


  • That's a total of 22 to 33 2x2 buildings and 2 or 3 3x3 non-floodplain buildings (plus associated roads and infrastructure).

    3. Where to place the best houses and Mastabas?

    I want all industry associated with Mastaba construction to be near the monuments to ease the logistic challenge and speed up monument construction

    There are two locations that I think could hold all the necessary buildings. One is the central island, the other is the south east island.

    The issue with the central island is that it is quite a long way from where I would ideally place my dock (at the bottom of the south east island). That would mean that Breweries producing beer from imported barley may sometimes walk a long way to deliver beer to the Senet House. There is the option of placing my Breweries closer to the central island and 'getting' barley from the dock area, but I would prefer if they were close to the dock to minimise the chances of dock cart pushers going to a distant storage yard, and to ease the logistics and cost of exporting beer during construction. Planning for an additional Brewery should minimise this risk

    The issue with the south east island is that it would require at least two ferry crossings for most of the straw cart pushers to get to the brick industry. Given there could be as many as 40-50 grain farms, I'm a little concerned with the heavy traffic at the ferry crossings. Given the central and western islands of the city could be quite reliant on a good flow of beer from production on the south east island, I'd be inclined to avoid this risk.

    Therefore, the best houses and Mastabas will be located on the central island.

    4. How many people could I have in my On?

    There is plenty of floodplain (producing Grain and Flax) to hold a large number of people in Fancy Residences and above. I would estimate well over 10000 people. To optimise straw production, everybody will eat Grain. Beer and Barley imports would allow for at least 15000 people (assuming a very pessimistic 15 walks per year from the Senet House). So I expect the main constraints to be space and availability of a second food.

    I wouldn't want to bank on more than 8000 to 10000 Game Meat from the two flocks available. Particularly given that a Hunting Lodge can't be placed that close to the second herd. That means a conservative estimate for the number of people eating Game Meat as a second food would be 5333 people.

    I could use Meat produced from straw as my second food too. With everybody eating Grain, I could place enough grain farms to guarantee at least 4000 straw/year (40 grain farms). With 1413 to 2119 straw/year consumed by 10 to 15 Brickworks, that would leave at least 1821 Straw/year to be converted into Meat (plus additional straw could be imported). Alongside the 2500 Meat/year which can imported, that would be enough for the second food of at least 2880 people.

    So in total I could feed about 8213 people. I think aiming for double the Population requirement of 4000 people is a good challenge.

    But can we fit that many people in On? The south east and south west landmasses could comfortably hold a full size housing block with about 30 Fancy Residences. The central landmass may be able to hold a full size housing block too. But given I'm going to have to squeeze the monuments and associated industries, as well as (hopefully) the palace and mansion, I wouldn't want to bet on getting more than 5 to 10 Houses (mixture of Fancy Residences and Stately Manors) into the central block. There is probably space for about 10 Fancy Residences on the North West landmass. There is probably space for a full block of Fancy Residences on the North East landmass too. But I imagine I may end up putting the Temple Complex and Festival square on this island. So I wouldn't want to bank on more than 15.

    So with at least 90 Fancy Residences (assuming 5 in the best block) and 3 Stately Manors in the best block, we should be able to hold at least 8652 people. Double the population requirement is definitely possible space-wise!

    Given the above analysis, I'll aim for at least 8000 people, double the population requirement!
    Brugle
    HG Alumnus
    posted 01-05-19 11:30 ET (US)     2 / 20       
    having a dock close to the ship entry point means (without Cleopatra) that ships don't have as far to travel to get on and off the map ... it's good training for me
    It would probably be better training to handle the slightly reduced trade from having ships go farther.
    I want all industry associated with Mastaba construction to be near the monuments to ease the logistic challenge and speed up monument construction
    I don't see how having monument industries near monuments would "ease the logistic challenge", unless you are concerned about the small increase in ferry traffic.

    My guess is that monument construction will be limited by brick production, so having the monuments close will speed it up only slightly. I'd guess that having sledge teams go over two ferry crossings would add about a month to the total construction time.
    to guarantee at least 4000 straw/year (40 grain farms)
    How will you get rid of extra grain?
    Cantique
    Pleb
    posted 01-05-19 12:31 ET (US)     3 / 20       
    I'd guess that having sledge teams go over two ferry crossings would add about a month to the total construction time.
    I feared somewhat more because of work amp labourers having to cross at least twice (toward storage yards and towards Mastaba). But you are probably right that brick availability is likely to be the limiting factor. I suppose that it at least adds to the challenge of fitting many buildings into limited space on a single island. But perhaps it would be more fun to have extra space available for more stately manors. Given Iím likely to have lots of workcamps anyway, the additional distance labourers have to travel shouldnít have a big effect. Iíll sleep on it!
    How will you get rid of extra grain?
    Hm. Perhaps I have made a grave error. I assumed that floodplain grain farms would produce 100 straw at every harvest, independent of what happened with the grain delivery. i.e. so long as the straw cart pusher wasnít Ďstuckí waiting to deliver his load, a grain farm would produce 100 straw. I must confess I hadnít tested this. Perhaps I was mistaken. Iíll have to check when I get a chance.
    Brugle
    HG Alumnus
    posted 01-05-19 14:26 ET (US)     4 / 20       
    I'd guess that having sledge teams go over two ferry crossings would add about a month to the total construction time.
    I feared somewhat more because of work amp labourers having to cross at least twice (toward storage yards and towards Mastaba)
    That would depend on the location of the work camps. I assumed that the mastabas (and best houses) would be on the mainland and the brickworks and work camps would be on the middle island. Obviously, you could build it differently.
    I assumed that floodplain grain farms would produce 100 straw at every harvest,
    In addition to the requirement of the previous straw cart pusher, any grain farm harvests straw only when grain is harvested.

    [This message has been edited by Brugle (edited 01-05-2019 @ 02:33 PM).]

    Cantique
    Pleb
    posted 01-05-19 16:24 ET (US)     5 / 20       
    ...any grain farm harvests straw only when grain is harvested.
    Oh I see. So if a grain cart pusher isn't able to deliver their load before the next harvest then of course there will be no grain harvest and hence no straw harvest.

    Hm. I'll have to rethink then. Either way, thank you for pointing this out. I'd have probably got quite a way through construction before realising! And it would be a shame to end up with a very slow completion time due to slow brick production.

    I'll probably have to supplement local straw production with imported straw. I agree that it would make more sense to have my best block and mastabas on the south east landmass (probably fed with Meat). But I had finished a design with the best houses, Mastabas, construction guilds, brickworks, clay pits, workcamps and cattle ranches on the central island. I'm too lazy to turn back on all that work now! I also like the idea of having the Temple Complex and Festival square with the best housing block too. (Previously I had only managed to squeeze the Palace and Mansion in.) It might well be possible to squeeze everything onto the south east landmass, but I know I can get it all in the central island, so I'll avoid the risk!

    I think I'll therefore move my brick and meat production (i.e. straw consumers) off the central island. I think this will require a smaller redesign than moving my best block to the south east island.

    I'll update with a clearer plan soon.
    Brugle
    HG Alumnus
    posted 01-05-19 16:51 ET (US)     6 / 20       
    it would be a shame to end up with a very slow completion time due to slow brick production
    One option is to delete/rebuild storage yards with grain. That might interfere with having the final city stable for years without intervention, but with little (or no) brick production (thus lower straw needs), it could be fine.

    [This message has been edited by Brugle (edited 01-05-2019 @ 04:53 PM).]

    Cantique
    Pleb
    posted 01-05-19 20:31 ET (US)     7 / 20       
    Quite right. I prefer not to delete buildings, unless it's because I made a mistake in building positioning - I should have probably included this in my personal rules. I don't want to design my city to require building deletion during construction - unless doing so enabled a more interesting challenge.

    In this case I think I can work around the problem by supplementing local straw production with imported straw, and redesigning the south east and central landmasses to accommodate the changes. Using imported straw will actually be helpful insofar as I will have the option to rapidly expand brick production, given fewer workcamps will be required to provide labourers to grain farms (and hence fewer people).
    evil_live_vile
    Pleb
    posted 01-05-19 20:47 ET (US)     8 / 20       
    I assumed that floodplain grain farms would produce 100 straw at every harvest,
    In addition to the requirement of the previous straw cart pusher, any grain farm harvests straw only when grain is harvested.
    There are a couple techniques you can use to minimise grain and maximise straw.

    First, don't irrigate your farms, so to lower grain production.

    Second, grain cartpushers can be killed off by a flood. It's not perfect and your straw yield will, like grain production, depend on the flood quality which varies from year to year. Poor floods have the upside of producing less grain, so more grain cartpushers deliver their goods to the granaries each year, but good floods kill more stationary cartpushers.

    Thirdly, try and store all your grain in granaries rather than SYs. Food cartpushers will only travel to Granaries if there is space and no other cartpushers are travelling there. If there is a SY which can accept grain and has any space, all cartpushers will travel towards that SY. You can keep all the grain cartpushers on the floodplain, waiting to die in the flood, by only having them leave one at a time when there is space made in a granary. The downside of this though is 1 Granary getting from 1 accepting SY takes up less room than the sometimes several Granaries it will take to store food in larger cities between harvests.

    Finally, you can micro-manage a storage yard to delete grain. You can always create a grain SY and delete it once it fills up. But you can also create a grain SY and delete it while the cartpushers are travelling to the SY. As said above, all the grain cartpushers will travel to this SY at once. If deleted before the SY is full, all the cartpushers which are travelling to the SY will disappear instantly. I know this violates Brugle's no delete rule and, while I've dabbled with it, generally it's too much micro-management for my style too but it's another technique to have up your sleeve if you're so inclined.

    Edit: just saw the latest replies after I hit submit:
    I prefer not to delete buildings, unless it's because I made a mistake in building positioning

    Eagles may soar, but weasels do not get sucked into jet engines
    Two Eskimos sitting in a kayak were chilly, so they lit a fire in the craft. Unsurprisingly it sank, Proving once again that you can't have your kayak and heat it too

    [This message has been edited by evil_live_vile (edited 01-05-2019 @ 08:51 PM).]

    Cantique
    Pleb
    posted 01-06-19 14:48 ET (US)     9 / 20       
    try and store all your grain in granaries rather than SYs
    I like this idea a lot. It's a subtle design feature which could work quite well. I was originally going to use granaries primarily to 'get' Game Meat from the south west island, and store grain primarily in Storage Yards. Given I'm going to need about 12000 grain/year once houses have built up reserves, I should be able to find space in my design to spread four additional granaries around the city (Thankfully I have plenty of spare workers!).

    During early construction I will probably use storage yards to get all grain off the floodplain. But when necessary I will be able to transition to storing grain only in Granaries.

    [This message has been edited by Cantique (edited 01-06-2019 @ 02:50 PM).]

    evil_live_vile
    Pleb
    posted 01-07-19 03:57 ET (US)     10 / 20       
    During early construction I will probably use storage yards to get all grain off the floodplain. But when necessary I will be able to transition to storing grain only in Granaries.
    All you'd need is a single SY with available space set to accept 1/4 grain during the harvest, then set it to don't accept once the harvest occurs. This will take all the grain cartpushers off the floodplain and they will wait at the SY until the Granaries have space.

    I would be using the SYs when houses are first receiving food/new blocks are placed so you have enough food to build up the house's reserves. After this, if you need more grain than your granaries can hold, you can micromanage the SYs. So for example, emptying meat from Granaries and accepting max grain during the harvest and then after the flood and excess cartpushers have died, moving some of the grain out of the Granaries to the SYs and putting meat back in.

    Or your grain SYs could be used as BSYs after you don't need the extra grain, again providing extra grain storage for micromanagment if needed

    Eagles may soar, but weasels do not get sucked into jet engines
    Two Eskimos sitting in a kayak were chilly, so they lit a fire in the craft. Unsurprisingly it sank, Proving once again that you can't have your kayak and heat it too
    Cantique
    Pleb
    posted 01-07-19 06:22 ET (US)     11 / 20       
    All you'd need is a single SY with available space set to accept 1/4 grain during the harvest, then set it to don't accept once the harvest occurs. This will take all the grain cartpushers off the floodplain and they will wait at the SY until the Granaries have space.
    I would probably use multiple SYs to ease distribution - but that obviously depends on which blocks I am providing food at any particular time. Given I'm likely to open the Meidum water trade route early on anyway, I expect to set Grain import to 0 so that Bazaars will get directly from SYs. That will save money and employees in the earlier phases of the game.

    Once straw production starts falling below the levels required by my Brick industry (due to lack of Grain consumption) then I will probably have to revert to a strategy more like the one suggest.
    Cantique
    Pleb
    posted 01-07-19 07:31 ET (US)     12 / 20       
    The design for On is complete! I'll describe some interesting details in my subsequent posts. In this post I'll describe the population and Housing Blocks.

    Population and general housing block features

    My On will have 7636 people living in 83 Fancy Residences and 372 people living in 3 Stately Manors for a total of 8008 people. All five landmasses will be occupied.

    Each housing block will have at least one bazaar (the larger blocks have two). In addition to buildings necessary to evolve houses and provide fire and damage protection, all blocks will have an Apothecary, a Police Station, and a Tax Collector. Only the Best block will have a Senet, Library, and Mortuary.

    South East Housing Block

    The South East landmass will have 31 Fancy Residences set along an intersection free 44 tile loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions. All others services and goods will be provided by buildings situated on the 44 tile loop road.

    North East Housing Block

    The North East landmass will have 12 Fancy Residences located along a more complex road layout which includes a straight road connecting the two ferry terminals and the Festival square, roadblocked at each end. Coming off from the straight road is another road which serves to connect the two ferry terminals on a non-roadblocked path and connects to the straight road by the Festival Square roadblocks. This results in roadblock free path between the two ferry terminals 43 tiles long and with a single tile intersection. The roadblocked festival square provides a shortcut for destination walkers. Most service, and goods distribution buildings (and all infrastructure buildings) are located at each end of the 43 tile path. In most cases (and in all cases for firehouse and architect post), walkers will travel along the 43 tile path towards the opposite ferry terminal, perhaps getting slightly trapped in the one tile intersection. However because of the roadblocked shortcut over the festival square in most cases walkers will complete the loop when returning to their buildings as opposed to retrace their steps along the roadblock-free path.

    The North East housing block also includes the Temple Complex on its path. One of the two Gods required for Fancy Residences will be provided by the Temple Complex. The block will have one Bazaar by one of the ferry terminals and the scribal school by the other. Entertainment will be provided by a mixture of entertainers walking to their venues from entertainment schools and by a Pavilion located along the 43 tile path. There are two firehouses on the 43 tile path to improve fire protection. The shortest distance a firehouse walker may walk from his start square to end square is 48 tiles and 52 tiles (for each of the two firehouses).

    Central Housing Block

    The Central landmass will have 5 Fancy Residences and 3 Stately Manors situated on a 52 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 52 tile loop road. There will be one Bazaar and two firehouses in this block. After a lot of painstaking design, I managed to find an arrangement which included the Family Mansion, Palace and two of the three mastabas situated along the loop road. One of the two Mastaba entry ramps will not be connected to the rest of the city. I decided I wouldn't consider this a failure of my 'all roads must be connected' rule - it was much more aesthetically pleasing to have the Stately manors in front of the Mastaba (when oriented North) than behind...

    North West Housing Block

    The North West landmass will have 7 Fancy Residences situaed on a 46 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 46 tile loop road. There will be one bazaar and one firehouse in the block. This loop road also connects the two ferry terminal together by the shortest possible path.

    South West Housing Block

    The South West landmass will have 28 Fancy Residences situated on a 42 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 42 tile loop road. There will be two bazaars and one firehouse in the block.
    Cantique
    Pleb
    posted 01-07-19 21:44 ET (US)     13 / 20       
    Food consumption

    To maximise straw production and because it is the most abundant food source, all houses will eat Grain. I don't think that the city would be able to produce enough Game Meat to feed everybody. So the South East block will eat Meat as its second food. This will (slightly) ease Game Meat distribution and enable easier management of imported Meat to supplement that produced in the city.

    This means food consumption should look like this:

  • 83 Fancy Residences and 3 Stately manors consuming Grain for a total consumption of 12012 Grain/year.
  • 52 Fancy Residences and 3 Stately manors consuming Game Meat for a total consumption of 7734 Game Meat/year
  • 31 Fancy Residences consuming Meat for a total consumption of 4278 Meat/year


  • Game Meat production

    Game Meat will be produced from the two flocks on the South West landmass. I have allowed space for two Hunting lodges very close to the west flock, with a storage yard nearby set to accept all Game Meat. I expect that one lodge will be sufficient to supply all Game Meat for the city, but the other one is there just in case.

    Meat and brick production

    There will be 13 Brickworks located on the Central landmass which will produce 7341 bricks/year. 5 Cattle Ranches located near the brick industry will produce 2823 Meat/year. There is space for a sixth Cattle Ranch once brick consumption drops, but the additional 1455 Meat/year will be imported.

    Grain and Straw production

    The city will require 4660 Straw/year while the brick industry is fully active. I'd to supply as much of this as possible through local production. As Brugle pointed out to me, my original thoughts around Straw were flawed in so far as I can't guarantee that Grain farms will harvest every year and therefore I cannot guarantee 100 straw is produced from every grain farm every year. To try to improve the straw to grain production ratio, I will not irrigate grain farms (although if grain production falls below that required due to a series of bad floods there is space for many of the grain farms to be irrigated. In addition, I have tried to place Grain farms on the least fertile floodplain land (as kindly suggested to me by evil_live_vile in Reply #8).

    To try to produce 4660 Straw/year there are 47 Grain farms. 10 touch the river, 16 are close to the river, and 21 are far from the river. None are irrigated. In order to produce 12012 grain/year, then under the assumption that a farm close (but not touching) to the river produces half as much grain as a river touching farm, and a farm far from the river produces one sixth as much as a river touching farm, then the average river touching grain farm will have to produce 558.70 Grain/year, the average close (but not touching) river farm will have to produce 279.35 grain/year, and the farms far from the river will have to produce 93.12 grain/year. Perhaps the river touching and river-close requirements are a little high. If I do have problems with grain production I will always be able to start irrigating some farms or add a few more where space allows.

    [Edit - reduced assumed far-river farm production to one sixth of river touching farms.

    [This message has been edited by Cantique (edited 01-08-2019 @ 06:55 AM).]

    Brugle
    HG Alumnus
    posted 01-08-19 10:42 ET (US)     14 / 20       
    If I do have problems with grain production I will always be able to start irrigating some farms or add a few more where space allows.
    Or import some grain.
    Cantique
    Pleb
    posted 01-08-19 19:34 ET (US)     15 / 20       
    Pottery
    86 houses will require 2064 pottery/year. This will be supplied by 6 potters located on the south east landmass between the ferry terminal and the dock (for the option to export during construction). 4 potters would have been sufficient, but I wanted to plan for extra in case potters deliver to storage yards far away. I may not build them all.

    The 6 potters will be supplied by 4 clay pits. These will be insufficient to keep potters stocked at all times, but I only need to produce 2064 clay/year.

    Beer
    86 houses will require 2064 beer/year. In addition, I expect the single Senet house walker in the best block (52 tiles long) to make about 10 walks/year. This gives a total beer consumption of 2664 beer/year at very hard difficulty.

    Local beer production (from imported barley) will be supplemented by beer imports. To allow for the possibility of breweries delivering directly to the Senet House, 6 breweries will be built (one more than necessary for convert the 2500 Barley which can be imported each year). The breweries will be situated near the dock, but will be no more than 56 tiles from a storage yard near the south east ferry terminal set to accept beer.

    Beer imports will be set to import above a certain level to minimise the chance of dock storage yards delivering to a distant storage yard set to accept beer. In addition, I expect it would be rare that both storage yards on the south east landmass set to accept beer are full.

    Papyrus
    I estimate that the average number of walks a scribal school walker will take each year is 15, and that of the library 10 (same as for the Senet house walker). That means papyrus consumption will be 3600 papyrus/year at very hard difficulty.

    Papyrus makers will consume a mix of imported reeds and locally gathered reeds. Two separate papyrus production areas were designed (one near the dock, and one near the reeds). I will discuss each area here.

    Near the dock, 5 papyrus makers will use imported reeds to produce up to 2500 papyrus/year (assuming no reeds are delivered to the other papyrus area, see below). A storage yard near the ferry terminal on the south east landmass (not more than 56 tiles away) will be set to accept papyrus. The other papyrus production area will consist of one reedgatherer supplying four papyrus makers on the south west landmass for a maximum possible production of 2258 papyrus/year. There will be a storage yard accepting papyrus in the North West block (not too far from these papyrus makers).

    While the theoretical maximum production rate will be 4758 papyrus/year I expect the actual rate to be somewhat lower than this for three reasons. (1), papyrus makers may deliver directly to distant scribal schools, libraries, or storage yard. (2), the reed gatherer may deliver to the distant dock storage yard set to accept reeds (reducing reed production and hence papyrus production). (3), the dock storage yard set to accept reeds may deliver to the distant papyrus makers on the south west island. To mitigate case two I may consider having the Game Meat storage yard (set to accept Game Meat from the nearby hunting lodge) accept some reeds too. Alternatively, I could switch the planned second hunting lodge for a second reed gatherer.

    I could also import papyrus to supplement local production if it became enough of a problem.

    Linen and Flax
    86 houses will consume 2064 linen/year at very hard difficulty. 1 mortuary located in the best block (52 tiles long) will send out a walker roughly 12 times/year. Therefore, total linen consumption will be 2784 linen/year.

    6 weavers should produce enough linen, even given the possibility that they deliver directly to the mortuary or a distant storage yard set to get linen.

    The 6 weavers will be supplied by 9 irrigated river-touching flax farms located on the central landmass. To maximise production from these farms there will be four labour camps nearby to try to ensure that the flax farms receive labour as soon as possible. These flax farms will have to produce an average of 309.3 flax/year. Given my assumptions with grain farms above, I hope that this is sufficiently conservative! Flax farms will deliver directly to a storage yard near the weavers (on the south east landmass).

    [EDIT - corrected typo in number of papyrus makers situated by the dock]

    [This message has been edited by Cantique (edited 01-08-2019 @ 07:46 PM).]

    Cantique
    Pleb
    posted 01-08-19 19:54 ET (US)     16 / 20       
    Military
    On will have 2 archer forts and 4 infantry forts. 1 archer fort and 2 infantry forts will be located on the most southern point of the south west landmass. The other archer fort and infantry forts will be located in the very north of the south east landmass.

    2 weaponsmith located on the south east landmass will consume imported copper to produce weapons for infantry. They will deliver to a nearby recruiter.

    Six transport wharfs will be located around the city to transport the six fort companies where required. 2 will be located on the south west landmass, 1 on the southern coast of the north west landmass and 3 on the south east landmass.

    A Shipwright located on the south east landmass will consume imported wood to build transport ships.

    Every landmass will have at least one tower located in the far north. In total there will be 8 towers situated around the city. A tower on the central landmass will kill the hippos, although I don't expect them to be too much of a problem. One of the tower labour seekers will use a long walk so that they pass near houses.

    [This message has been edited by Cantique (edited 01-08-2019 @ 07:56 PM).]

    Cantique
    Pleb
    posted 01-09-19 06:32 ET (US)     17 / 20       
    Entertainment

    As mentioned above, Juggler, musician and dancer coverage will be supplied to most blocks by walkers walking from their school towards the venue. However, in the case of the North East block, coverage will be provided by a mixture of walkers walking from school to venue, and by walkers generated from the venue itself.

    For perfect entertainment coverage at very hard, 7 dance stages, 12 musician stages, 20 juggling stages, and 2 senet houses are required. I have chosen to only have one senet house in my city meaning entertainment coverage for this venue type will be Above Average (62%). However, I will have 7 Pavilions, 5 bandstands, and 8 booths for perfect dance, music, and juggling entertainment coverage!

    Religion

    No festivals will be used in my city. Therefore, for the Gods to be congenial at Very Hard difficulty, the following numbers of temples and shrines will be used. There will be a temple complex, 2 temples and a maximum of 48 shrines to the patron god. 4 temples and 17 shrines to one of the local gods, and 3 temples and 19 shrines to the other local god. The temple complex alone would be sufficient for the patron god to be congenial. However, I am unlikely to build the temple complex for quite a while (possibly until towards city completion), so chose to allow some space in the city for temples and shrines too.

    Education
    To work out scribal school coverage, we first need to determine the number of children in my city. Given I don't have a particular target to meet, I'm going to assume a worst case of 30% children in my city. That means there will be 2402 children in the city. With 5 scribal schools, that means scribal school coverage will be 62% - above average.

    What are other people's experience of percentage children?

    With one library in the city, coverage will be 9% - Sparse.

    Health
    All houses will be passed by a dentist and physician making coverage 100% - Perfect.

    With one mortuary in the central block, mortuaries will serve 832 people meaning mortuary coverage will be 10% - Very Poor.

    Culture
    Given mortuary coverage of 10%, overall Culture Rating will be 40 - limited by the mortuary coverage.

    More mortuaries?

    Slightly frustratingly, with 40% mortuary coverage I could get a culture rating of 65. Above this level of Mortuary coverage the limiting factor would become scribal schools and libraries. How easily could I get 40% mortuary coverage? Well switching a fancy residence for one more mortuary in the south east block (very near the weavers) would mean an additional 30 fancy residences served, taking the total number of people served to 3592. This would give a coverage of 45% - enough! I may be able to extend the north east block slightly to replace the fancy residence substituted for the mortuary.

    How would linen consumption be impacted? I expect an embalmer to take about 14 walks per year around the south east block (44 tile loop road). That means an additional 840 linen per year. I don't want to rely on the current overproduction of linen, as that over production allows wiggle room in case weaver deliveries go further than 56 tiles, hence reducing weaver production. So I would need an additional 2 weavers to supply new mortuary. It would be easy enough to find space for additional flax farms, if necessary.

    I think I should be able to squeeze the extra buildings in, although I may need to change the location of the military industry to do so.

    [This message has been edited by Cantique (edited 01-09-2019 @ 06:33 AM).]

    Cantique
    Pleb
    posted 01-09-19 21:06 ET (US)     18 / 20       
    Some minor changes
    Towers: I found space for an additional tower on the North East landmass, bringing the total number of towers to 9. The tower on the south east landmass which did not originally use a long walk was moved and now get labour access using a long walking labour seeking. That means both towers on the south east landmass use long walks to get labour access.

    Weaponsmiths, recruiter, and shipwright: The two weaponsmiths, recruiter and shipwright were moved from the south east landmass to the north east landmass to make space for additional weavers (see below). A storage yard on the north east landmass will now get Copper and Wood from the dock area.

    Another mortuary!
    One mortuary was added to the south east block, replacing a house which would not automatically form a 2x2 building. A house was added in the north east block (without any changes to roads or roadblocks). This brought the total linen consumption of the city to 3624 linen/year (assuming the embalmer from the second mortuary makes 14 walks per year).

    This means culture rating should now be 65 - unless I have counted incorrectly somewhere!

    Two additional weavers were added on the south east landmass to produce the additional linen required by the new mortuary in the south east landmass.

    To supply additional flax for weavers, 3 river touching grain farms were replaced by flax farms and were irrigated. To supply all flax required by the city, 12 river touching flax farms will have to produce an average of 302.00 flax/year.

    More grain farms

    To make up for the lost grain production from replacing the river-touching grains farms with flax farms, 5 close-river grain farms and one river-touching grain farm were added on the North West landmass (all not-irrigated, but with the potential to be).

    That means that with the same assumptions as previously, river touching grain farms must produce 546.00 grain/year, close-river grain farms 273.00 grain/year, and far-river grain farms 91.00 grain/year.

    As a result of the increase in the number of grain farms, the new maximum straw production/year will be 5000 straw/year!
    Cantique
    Pleb
    posted 01-09-19 21:08 ET (US)     19 / 20       
    Updated worker count

    The updated worker count for the city is 2540 workers required. (nb: I made added and removed some other buildings such as granaries which I haven't reported here.) This will put unemployment at 14.7% with the same assumptions as above.
    Cantique
    Pleb
    posted 01-10-19 17:26 ET (US)     20 / 20       
    I'm ready to start building! Below I've listed my plans for the early construction.

    Exports in the first few years

    The most obvious things to export initially are: Potter, Beer, Linen, Papyrus and Bricks.

    Following an analysis of start up costs, operating profit, break even time and other opportunities/constraints, I decided on the following order to start export industries:

    1. Papyrus
    2. Beer
    3. (Workcamps and farms for flax/grain)
    4. Pottery
    5. Linen
    6. Bricks


    Logic is as follows: Papyrus will be started first as it is quick to set up, not too expensive, requires few workers and has a higher operating profit than Pottery and Beer.

    Beer will be started next as it is faster than pottery to start, requires fewer workers and is about 400 Deben cheaper so will be up and running sooner than pottery would be.

    The next industry to start will depend on how long it has taken to get the previous two up and running. The flood doesn't recede until November/December meaning the Brick/Linen industry wouldn't be able to be started until well into the second year, although Workcamps and floodplains would probably be placed soon before the flood recedes. That means Pottery will be the third industry to be started, but it's precise timing alongside the placement of workcamps will depend on how quickly I can get the papyrus and beer industries established and sufficient workers into the city.

    I want to start producing food in the second year, as well as start work on the Mastaba foundations. I will also be keen to get the Linen industry up and running. Therefore, I will probably start grain farms and flax farms together, placing farms in high fertility locations first (meaning straw to grain production that year will be low). I will probably start Linen production before Brick production as it is cheaper to start. Brick production will therefore be the last to be started. By this point I may need bricks primarily for Mastaba construction so may never export bricks - we'll see!

    Health in the first two years

    Health will be a concern to me during the first few years when not everybody is eating. So long as the city stays below about 1200 then there shouldn't be any problems with good physician coverage. Hopefully I'll be able to start feeding people in the second year.

    Food in the first few year

    I plan to feed people in the south east and north east blocks Grain initially. The south west and north west block will eat Game Meat initially as this is very quick to set up (although more expensive, given I need granaries to store the game meat). I don't know what I will feed the central block at the moment. If I have problems getting enough grain from grain farms then I may have to feed some of the other blocks game meat too, requiring placement of more granaries! We'll see.
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