M Cicero
Pleb
posted 04-14-18 17:46
ET (US)
6 / 21
I suppose the problem is consistency - if just one tower is destroyed once, then it follows that the defences will eventually whittle down. I'm thinking you'd have most your towers on the hill, and then finish them off with lions/gladiators - with perhaps a final group of towers as a last resort before they reach your city. Probably very labour heavy in any case, so high rating and/or housing goals would certainly be tough.
By the way, I've updated my Tarsus and Valentia, having removed the offending gatehouses. Also, I decided your call regarding palaces in Valentia was a good one after all; they are now medium palaces. Valentia's palaces should be extremely stable since each should be covered by a market trader when she either leaves or returns to her market. (Another trick I've seen whisperwind777 use.)
jaroslav80
Pleb
posted 04-16-18 14:00
ET (US)
9 / 21
I like the cities. Different and nice. Especially the villa block in Miletus on the inland hill. I have never built there anything.
Also the rule "only one governor house per city" is interesting. But I like 3 different governor's estates in a city.
As for me, I like the gatehouses and loops. It is simple and I like long distances and no need to pack buildings on a small area. Roadblocks would be nicer, cheaper and smaller; but this is C3.
trolgu
Pleb
posted 04-24-18 09:22
ET (US)
15 / 21
I see at least two problems with Londinium having only oil consuming houses:
1) The location of the dock in an undefendable position, which is not very good for an attractive city. (Maybe you found a better location?)
2) The'contaminated water' events, which - at least at a very hard level - do not allow bilding a stable census.
Maybe we should decide what events can be removed after how many years of play?
For example, sea/land trade problems did also influence the design of my cities.
M Cicero
Pleb
posted 04-24-18 10:38
ET (US)
16 / 21
1. I'm planning to put the dock(s) on the small island - and then build the city 'around' the water.
2. I'm planning to remove the contaminated water events as I eventually did for my Miletus. For that city, I removed the events after the city was built because I didn't realise they would be a problem. I don't know whether I'd do the same for Londinium, or just remove them from the start.
The main problem is the worker shortage - I'll need to be very efficient with my food distribution and services. I can see this city taking a long time if I ever do succeed in making it.
jikzik
Pleb
posted 07-16-18 07:55
ET (US)
20 / 21
I have restarted playing c3 a few weeks ago and have never used gatehouses as blocks in that game, but I do use roadblocks when I play pharoah. My recollection is, and perhaps I am wrong, that originally it was not foreseen in c3 that gatehouses would be used to control walkers, and that pharoah, which was a later game, introduced roadblocks for that purpose. Overall I think aesthetically that games without blocks are better and the city is a bit more 'organic' (but I don't know how you would define that concept in a computer game), but the problem is of course that the market walkers spend of a lot of time walking through farmlands looking for non-existent people.