First of all I want to say thank you Brugle for answering my questions. I hope you continue to help me and potential newcomers understand all the subtleties of the game.
I know that on the forum there is a topic that hosts a lot of useful information (Links to Caesar III Heaven’s most useful threads). But as all aspects of the game there are divided by type, then to see the full picture you need to read all the threads simultaneously. Because of such an abundance of information I did not know where to start.
Below I present a list of topics in order of increasing complexity (from basic to advanced knowledge), whichBrugle kindly prompted me. In the future, it may be edited.
Major threads:
C3 random walker start and finish points
Randomness of Random Walkers (reply #15 contains general idea of how it works)
Predicting Roaming Walks (Pharaoh's version, reply #8 contains some differences between games)
Walkers and teleporters from pavilions (Pharaoh's version)
Randomness of Random Walkers (continued)
C3 and Pharaoh Destination Walker Paths
Minor threads:
Walker behaviour (short/medium/long patrol distances)
Merging 2x2's, terrain graphics (and random walkers)
Random walker start and finish points (Pharaoh's version)
Forced Prefect !!! Finally It is Possible
Forced walkers
Puzzled by random walkers?
Warehouses as roadblocks?
Warehouse road
And now the questions on these topics.
For now I’ve read first three major threads and 8 pages of Ambulomancy. I apologize in advance if further pages contain the answers to these questions. But I think it's better to get rid of the ambiguities in the beginning to avoid confusion in the future and certainly not to make the wrong decisions based on those wrong conclusion.
Ambulomancy page 2
And is it always be a one long walk out of four or there can be different mixes?
Also is longer walk equals grounded walk?
Ambulomancy p. 8
What's exactly false start? Can u give me example? Does this thing exist in C3?
Randomness of Random Walkers
What's ME in leemus’s first post? Sounds like some sort of devolution.
Warehouses as roadblocks?
Are they equal to gardens or gates? Recently I realized that gatehouse can be connectent to roads not only from the opposite sides but from any. What’s about that scheme? Here ware and gate-houses connected the same way, are they equal in any instances?
North is top-left, also pulley tower must be top-left aswell (glyphy don't allow to change that).
Legend
Also, do u have any example city where it uses as roadblocking kind of a tool?
Randomness of Random Walkers #11 reply
Quote fromAlexander e Grt
I know that on the forum there is a topic that hosts a lot of useful information (Links to Caesar III Heaven’s most useful threads). But as all aspects of the game there are divided by type, then to see the full picture you need to read all the threads simultaneously. Because of such an abundance of information I did not know where to start.
Below I present a list of topics in order of increasing complexity (from basic to advanced knowledge), which
Major threads:
Minor threads:
And now the questions on these topics.
For now I’ve read first three major threads and 8 pages of Ambulomancy. I apologize in advance if further pages contain the answers to these questions. But I think it's better to get rid of the ambiguities in the beginning to avoid confusion in the future and certainly not to make the wrong decisions based on those wrong conclusion.
roamers appear capable ofSo those four (one pure random, one destination and two hybrids) roaming walks are equal to old facioned ones (3 short + 1 long) walks or?
making four different kinds of walks for the roaming
half of an individual walk, only one of which is in
nearly pure random mode. As we will see below,
one of the roaming walks is made in pure destination
mode and the other two are hybrids, beginning in
destination mode and then switching to random
mode until the go-home point is reached.
During the generation of each roaming walk, the
algorithm bases its decision about which of the four
kinds of roaming walks the roamer will follow (and
what its initial path or direction will be) upon the
pattern of roads that it finds around a routing
center located eight map squares from the north
square of the roamer’s building in the semicardinal
direction formally associated with the walk.
And is it always be a one long walk out of four or there can be different mixes?
Also is longer walk equals grounded walk?
What's exactly false start? Can u give me example? Does this thing exist in C3?
What's ME in leemus’s first post? Sounds like some sort of devolution.
Are they equal to gardens or gates? Recently I realized that gatehouse can be connectent to roads not only from the opposite sides but from any. What’s about that scheme? Here ware and gate-houses connected the same way, are they equal in any instances?
North is top-left, also pulley tower must be top-left aswell (glyphy don't allow to change that).
Also, do u have any example city where it uses as roadblocking kind of a tool?
Quote from
Where intersections are a must, gatehouses come in, and they also have the advantage of reducing walking distances from workshops to warehouses.How is this «advantage» works?
[This message has been edited by Arclite (edited 01-10-2019 @ 07:33 AM).]