Brugle
HG Alumnus
posted 07-24-11 09:36
ET (US)
227 / 249
The doubt I expressed in reply #223 was misplaced. As a not-for-real check, I temporarily evolved the 80 palaces in the 3rd "stack" to luxury palaces, and found that the palace in the same relative position as in the 1st and 2nd "stacks" devolved when the temporary desirability boosters were removed. If it happens again with the 4th "stack", I'll have to conclude that I don't understand the calculation of desirability for evolution/devolution, at least for that arrangement of buildings!
If city health becomes excellent, it shouldn't happen until the city is almost complete, so I gave the 4th "stack" clinic coverage. At the end of the 70th year, PalacePeaks had 71756 people in 177 luxury palaces, 63 large palaces, 17 grand villas, 3 large villas, 1 medium villa, 59 small villas, and 795 2x2 large tents.
Trium
Pleb
posted 07-28-11 18:04
ET (US)
228 / 249
Brugle,
I'm curious about the desirability thing. I'd like to see a save at some point (in due course - I don't mean right now) from just before the 'trial' evolution. The save will have recorded the desirability of every tile on the map, which can be checked against expectations.
Brugle
HG Alumnus
posted 07-29-11 13:30
ET (US)
229 / 249
Since non-food goods are supplied only every 1.5 months in PalacePeaks, houses must remain grand villas until they are resupplied with increased stocks of wine before being evolved to palaces. I didn't mind evolving all 80 grand villas in each of the first two "stacks" nearly simultaneously, but I didn't want that many immigrant families on the map for the last two "stacks".
In the 3rd stack, grand villas got the required 50 entertainment points (but not the 55 points that would allow evolution) from a colosseum with no shows and a hippodrome including city-wide coverage. It wasn't hard to find a place for a temporary theater (and a temporary engineer post) to give half of those houses theater coverage, allowing them to evolve to medium palaces while keeping the other half grand villas.
Grand villas in the 4th stack already had coverage from a colosseum with 2 shows which could not be eliminated, so they got the required 50 entertainment points from that and a theater and an amphitheater with no shows and city-wide hippodrome coverage. Giving them all hippodrome coverage (without other changes) would have evolved most of them to palaces, since palaces are more desirable neighbors and (more importantly) have a much longer desirability range than grand villas. It would have been possible to precisely adjust desirability boosters as the chariot passed houses (requiring lots of saved games and tests and reloads) to make about half of the grand villas evolve, and in retrospect that might have been easier, but I chose a different method.
The 74th year was tricky. Very early, all houses were grand villas. Fairly early, for just a few ticks, I disrupted the road-and-garden paths used by some market traders to give 43 of the grand villas (those closest to the entry point) hippodrome coverage, 42 of which evolved to medium palaces. The second and third times I wanted to do that, a market trader whose path was disrupted would have spawned at the same time as the chariot, so I further disrupted the road-and-garden paths used by the second "stack"'s surgeon and bath girl so that the chariot went through the third "stack" when it would have gone through the second "stack" and vice versa. (Fortunately, an affected market trader, surgeon, or bath girl did not spawn at those times.) The fourth time, the configuration was normal so all houses become medium or better palaces. (A few houses in the fourth "stack" evolved to luxury palaces for a short time, but then lost theater coverage and devolved back to large palaces. That theater (and the last 3 temples) had been deleted earlier.)
Since not all of the 42 medium palaces had filled when the remainder of the grand villas evolved, before that happened I deleted all of the schools in the city. I began a slightly tedious program of building 2 schools, deleting them when their children had finished their first walks, and repeating with the next 2 schools. I estimate this frees up about 22 walker sprites. It also frees up 14 building sprites (16 for short times), which I needed for more farms. (I had been bumping against the building sprite limit for over a year.)
PalacePeak's 74th year ended with 78802 people in 240 luxury palaces, 32 large palaces, 48 medium palaces, and 795 2x2 large tents.
Trium,
I investigated a little, have a theory about the evolution/devolution confusion, and will report it if the fourth "stack" shows the same behavior as the other three.
It shouldn't be long before PalacePeaks is done. The planned arrangement in any "stack" could be duplicated by deleting an oracle and building 2 gardens in its place, so if you don't mind I'll let you wait until then.
Darkgreen
Pleb
posted 08-05-11 12:26
ET (US)
232 / 249
Congratulations Brugle. I had a gander at it last night. Truly impressive. It makes my head hurt just trying to think of all of the logistics.
Brugle
HG Alumnus
posted 11-20-11 18:23
ET (US)
233 / 249
Trium,
Would you check the count of walkers (just once would be enough) in PalacePeaks? I'm curious and would appreciate it.
philon
Pleb
posted 06-15-12 12:34
ET (US)
236 / 249
Congrats Brugle. Not having visited the forum for years, I wasn't aware of your great achievements until recently. When I downloaded and saw your 320 palace city I was amazed how professionally it was build. All those palaces popping out in the middle of nothingness, being surrounded with almost nothing, is like poetry. Even when I saw the palaces in front of me I thought, "This shouldn't be possible. How does this work?" I felt mesmerized, looking around the palaces, trying to understand how it all worked with so few supporting buildings. The city is a real beauty and a masterpiece.
I compared Palace Peaks to your 256 Palace city and was surprised by mind blowing improvements you made. This is like the best improvement ever on anything. There is not a single area where you didn't improve. Coverage per oracle went from 692 people to 731 people; per school from 16 palaces to 20 palaces; per market from 4.0 to 8.9 palaces. Number of engineers dropped from 20 to 10 engineers, making Palace Peaks probably the best city ever in terms of engineer efficiency.
There is also a huge drop in walker sprites. All in all, I think Palace Peaks is one of the best Caesar3 cities ever. There is nothing left that is not crucial.
It is amazing that some of the best cities were build after interest in Caesar3 almost completely died out.
The desirability effect of elevated land is new to me. I never knew about that for all those years. If I did, I would have certainly used it. It is a great feature. It is the same with the absence of temples for medium palace and higher. I didn't know that was possible which is surprising really because you would think that I should know about those things. Maybe both details were mentioned by some of the old timers here but were forgotten in time.
The trick you did with the hippodrome is cool. It is sending out a chariot to different directions in turns. I could have never done that. I don't know even how to make that work for one block let alone for four blocks at the same time.
Brugle
HG Alumnus
posted 01-20-19 17:23
ET (US)
248 / 249
Arclite,
I heard from Trium today, and he doesn't mind if I distribute his system. I'll figure out how to distribute it--I need to move it to another computer of mine anyway. It may be ready in a week.
Arclite
Pleb
posted 01-21-19 15:10
ET (US)
249 / 249
Thanks Brugle, I'll be waiting.