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Caesar IV Heaven » Forums » Pharaoh: Game Help » Housing Blocks
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Topic Subject:Housing Blocks
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VitruviusAIA
The Architect
posted 11-24-00 17:49 ET (US)         
No one has posted any new housing blocks for a while, and I thought that it was time that someone (me) did so. You won’t find anything really new here, as this subject has been covered very well. Most of what I’m posting are just my variations on housing blocks that others have developed.

I have supplied the glyphs in this post with “tags”. To see what the glyph represents, just move your cursor over the symbol, and the tag will pop-up.

I have also posted housing blocks in the threads Baki-Balancing Housing Blocks and Ratings, Estate Block Alternatives and A New Concept for Housing Blocks.


Vaia

[This message has been edited by VitruviusAIA (edited 01-26-2006 @ 03:05 PM).]

AuthorReplies:
Jayhawk
Eminence Grise
posted 10-10-02 01:20 ET (US)     51 / 434       
You're welcome.
Should have been done a week ago, but it seems to have fallen off my to do list...
Felix
Pleb
posted 12-26-02 10:54 ET (US)     52 / 434       
I'm having a bit of a problem with this worker block.
I'm using the 2nd version, and the priest covers only half of the block. Every single time he walks out, he walks down the road to the pavilion, hits the road block, turns back, and heads toward the tax collector, hits it, then instead of continuing the loop he just turns back and heads back to the temple. Any suggestions?
VitruviusAIA
The Architect
posted 12-26-02 14:03 ET (US)     53 / 434       
Hello Felix.

I never had that happen to me when I was testing the block (or I wouldn’t have posted it), but on closer examination I see how it could happen. For a quick fix, try swapping the locations of the Courthouse and the Temple.

The service walker from a Courthouse makes a longer walk than the one from a Temple, so the Courthouse walker will not get “short-circuited” by the Pavilion like the Temple walker did. I try to test these blocks with all possible orientations, but other roads near the block can affect walker behavior. The only “fool proof” solution to housing block design seems to be the “intersection free” layout. For that reason, I now typically use a layout similar to the one I posted in Reply #42 of this thread.

I might be able to come up with an alternate layout (48 tile loop in lieu of 50) that will avoid the problem that you experienced. I will play around with it today and see what I can come up with. I had another member send me an email that said that the block could be improved if it would provide labor access from the end of the block with the Temple and Courthouse (by moving them to the interior of the block).



Vaia
Felix
Pleb
posted 12-26-02 14:47 ET (US)     54 / 434       
Thanks a lot, I'll try that if it happens again. I just finished the map that happened on though, and I just put in a 2nd temple to solve the problem.
VitruviusAIA
The Architect
posted 01-12-03 17:16 ET (US)     55 / 434       

Worker Housing Block – Very Hard Difficulty

GrassGrassGrassDance SchoolGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrass
GrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrass
GrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrass
GrassGrassFirehouseGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrass
RoadRoad BlockRoadRoadRoadRoadRoadPlazaRoad BlockPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaRoad BlockPlazaRoadRoadRoadRoadRoad
GrassGrassConservatoryJuggler's SchoolPlazaStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, LargePlazaGranaryGrass
GrassGrassPlazaGardenTempleSpacious ResidenceSpacious ResidencePhysicianSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidencePlazaGrass
GrassGrassGrassGrassPlazaGardenPlazaGrass
GrassGrassGrassGrassGrassGrassGrassPlazaStatue, SmallPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaSpacious ResidenceShrinePlazaGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenGardenTax CollectorPlazaSpacious ResidenceWater SupplySpacious ResidenceSpacious ResidenceShrineShrineShrineFirehouseBazaarPlazaShrinePlazaStorage YardGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenGardenPlazaPavilion-m4PlazaSpacious ResidenceShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaStatue, SmallSpacious ResidenceShrinePlazaGardenGardenStatue, SmallGardenGardenStatue, SmallGardenGardenSpacious ResidencePlazaShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaStatue, SmallApothecaryPlazaRoad BlockPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaRoad BlockPlazaRoad BlockPlazaStorage YardGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenSpacious ResidenceDentistPlazaSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidencePlazaSpacious ResidenceShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenShrinePlazaShrineShrineShrineArchitect's PostPlazaShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaStatue, SmallCourthousePlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaMortuaryShrinePlazaStorage YardGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenSpacious ResidenceSpacious ResidenceScribal SchoolSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidenceSpacious ResidenceShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaGardenStatue, MediumShrinePlazaGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenStatue, SmallGardenGardenStatue, SmallGardenGardenStatue, SmallGardenGardenShrinePlazaFirehouseArchitect's PostGrassGrassGrass
GrassGrassGrassGrassGrassGrassGrassPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaPlazaRoad BlockPlazaRoadRoadRoadRoadRoad
GrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrassGrass

(See Reply #80 for improved version of this Housing Block.)

[This message has been edited by VitruviusAIA (edited 01-12-2005 @ 04:46 PM).]

VitruviusAIA
The Architect
posted 01-12-03 17:22 ET (US)     56 / 434       
I have been at it again, and have a new housing block to post (see previous reply). What started me working on this new design was Reply #52 in this thread by Felix and the post by ken b VAIA Updated Worker Housing and Entertainment Coverage.

The housing blocks posted in the first few replies of this thread were made when I was playing on Normal Difficulty, and served me very well. As I have posted previously in this thread, they don’t always work at Very Hard. In Reply #42 of this thread, I posted an “intersection free” block that I created for playing on Very Hard. Entertainment in that block was provided by Entertainment walkers from the Schools passing by housing on their way to the venues. To assure complete coverage, two venues (Pavilions) were required. I wanted to see if I could provide complete coverage to the block using only one Pavilion. The solution is my latest housing block design.

(A comment on the housing block in Reply #42: The housing blocks in that reply contain a 52-tile loop. If you are considering using a similar layout, and playing at Very Hard, I would recommend that you reduce the loop to 44 tiles. The major problem (at Very Hard) is the Architect. (Such irony!) Instead of completing the loop on his “short walks”, the Architect simply disappears. This leaves a portion of the block uncovered. At Normal Difficulty (or below), this usually doesn’t cause a problem. There is often a “long walk” or a walk in the opposite direction that will provide adequate coverage. At Very Hard, you need complete Architect coverage on every walk. Buildings will collapse if you don’t get it.)

How (and why) the new block in the previous Reply works:

Entertainment to housing can be provided by destination walkers from schools walking by the housing on their way to a venue. Entertainment can also be provided by so called random walkers generated by the venues. To avoid intersections in the block, the first method must be used (for anything more than a Jugglers Booth). The walkers must pass within two tiles of a house for it to receive coverage. Also (very important), the destination walkers always take the shortest path, by road, to the entertainment venue.

In this block, the walkers from the schools follow the road along the top of the diagram on their way to the housing blocks entrance, turning on the road between the Large Statue and Granary. When they enter the block, they will take the lower road (shortest path). When they enter the roadblocked road to the Pavilion, the last of the houses (those adjacent to the Water Supply) will receive coverage.

Additional comments:

Houses that form as 1x1 and are more than two tiles from the road traveled by the walker will remain Rough Cottages until the covered house evolves to Common Residence (unless a “teleporting” entertainer from the venue provides coverage). I did receive “teleporting” coverage in my tests, but I wouldn’t count on it happening every time.

A roadblock was placed to direct the Fire Marshal down the road to the left of the Temple. As luck would have it, in my test layout the two houses between the Temple and Courthouse formed as 8 1x1’s instead of 2 2x2’s. The housing closest to the “outer road” would remain Sturdy Huts (no water coverage) until the inner housing evolved to Common Residence. The housing closest to the “outer road” also would not receive fire protection from the Fire Marshal in the block. I knew that this might happen, but I placed the housing in this location anyway because I wanted the block to be able to provide access for labor seekers from all four sides of the block.

The Granary and Storage Yards are part of a “looped road” service block. If the road is not looped, roadblocks should be added to direct coverage from the Fire Marshal and Architect.

[edit]

I forgot this part: Desirability of the block has been tested for Spacious Residences at Very Hard. Desirability would have to be increased for Elegant Residences by replacing some of the gardens and small statues with Shrines (and providing Architect coverage for the shrines). Gardens and small statues in the diagram are interchangeable. I just like the look when the two are combined. Fancy Residences would require a second Temple.



Vaia

[This message has been edited by VitruviusAIA (edited 01-12-2003 @ 05:48 PM).]

Nero Would
Pharaolympics 2000 Competitor
posted 01-12-03 21:30 ET (US)     57 / 434       
Nice work Vaia. I've often tried to design a block with foolproof musician/dancer coverage and no "spurs" on the service loop, but I've never been able to do it without having two venues. It seems so obvious now that you've done it, but I had given up a long time ago. Well done!
Felix
Pleb
posted 01-12-03 22:53 ET (US)     58 / 434       
Well done, Vaia. I didn't like the other one with the 2 pavillions at the end because it was kind of unrealistic; I prefer my venues to be a part of my block, and this one makes it look like I can finally do that and have no intersections!
Felix
Pleb
posted 01-12-03 23:03 ET (US)     59 / 434       
Oh, and just one little problem with your block: Pavillions will burn down without fire marshalls
Merepatra
HG Alumnus
posted 01-12-03 23:24 ET (US)     60 / 434       
Felix, buildings will get coverage from firemen (and other service walkers) if they are within 2 tiles of the road they are walking on. Therefore Vaia's pavilion will get fire coverage from the firehouse that services the main loop.
VitruviusAIA
The Architect
posted 01-12-03 23:33 ET (US)     61 / 434       

Quoted from Felix:

Oh, and just one little problem with your block: Pavillions will burn down without fire marshalls.

Actually, the Pavilion is the best protected structure in the block.

Fire protection will be provided if a Fire Marshal passes within two tiles of a structure. The Pavilion is a 4x4 structure and is only one tile from the top and bottom roads of the inner loop. On every walk by the Fire Marshal, the Pavilion will be "hit" with fire protection 40 times .

(I will follow up with a diagram explaining this better.)


Vaia

[This message has been edited by VitruviusAIA (edited 01-13-2003 @ 02:53 AM).]

VitruviusAIA
The Architect
posted 01-13-03 02:06 ET (US)     62 / 434       
The red, pink and purple tiles represent the area covered by the Fire Marshal's "zone of protection" from the white tile location. If the Fire Marshal is walking clockwise around the block, he will first provide coverage to the Pavilion when he reaches the white tile.

The gray (& pink) tiles are the road tiles.
The blue (& purple) tiles are the Pavilion.

The purple tile, where the red and blue tiles overlap, represents protection provided to the Pavilion by the Fire Marshal from the white tile location.

As the Fire Marshal travels around the block, he will provide protection at each tile marked with an *. On each walk by the Fire Marshal, one of the tiles of the protection "zone" will "hit" (overlap) the pavilion 40 times.

From the white tile there is a one tile overlap. From the next * tile there is a 2 tile overlap. For each of the eight * tiles on the top road there are 1+2+3+4+4+3+2+1=20 "hits". There are another 20 hits as he travels the lower road.

By compairison, the 2x2 Physician gets 20 hits. The Bazaar gets 32. A 1x1 house, one tile away from the road, only gets 5 hits.


* * * * * * * * * * * * *
                         
                         
      * *** * * * *    
                         
                         
                         
                         
                         
                         
      * * * * * * * *    
                         

[This message has been edited by VitruviusAIA (edited 01-13-2003 @ 02:53 AM).]

Uthr Rhain
Pleb
posted 01-20-03 13:45 ET (US)     63 / 434       
Vaia,

I've been trying to develop some of my own housing blocks using some of what I've learned here. Once thing that I have noticed is making sure houses don't de-evolve because of coverage issues. I've had housing evolve to a fair level and then de-evolve because of lack of goods from the bazaar. To combat this I have come up with a variant on your block that I think will work. I've not had a chance to test it yet but I expect that it will work out well.

You can see the block here. The graineries each hold two different types of food and the storage yards hold two different types of goods. This should reduce the walk time of the bazaar buyer and hopefully maintain the block.

Brugle
HG Alumnus
posted 01-20-03 16:05 ET (US)     64 / 434       
Uthr Rhain,

Which Vaia block did you vary to create your block? Your block does not seem to have much in common with Vaia's latest block in this thread (reply #55) or to any other that I have seen recently. Of course, it's great if you develop your own blocks without using any other as a specific model--I'm just curious which of Vaia's blocks you meant.

Your block is missing a physician and a mortuary, both of which are required for estates. There is plenty of space for more buildings, so that's not a big deal.

If north is up-right, then bazaar traders will leave the bazaar in the booth (and therefore cover no houses). In any other orientation, bazaar traders will leave the bazaar on the loop road. For details, see my thread Random walker start and finish points.

One potential problem is the large loop size--60 road tiles. Most "random" walkers usually go around 26 or 27 tiles before returning to their buildings. With a given road network, a "random" walker from a given building generally repeats the same set of 4 walks. In a set of 4 walks, a "random" walker often (but not always) leaves the building in different directions, and often (but not always) goes farther than normal in at least 1 of the walks. It is certainly possible for blocks with larger loops to work well (there are some of them in the Downloads), but you're taking a chance that one (or more) of the service providers will only cover half of the block. You may not mind that, since such problems can often be fixed by changing the position of the offending building. I like to build blocks with short intersection-free loops, knowing that they're sure to work properly.

At Very Hard difficulty (and maybe at Hard), the long loop length may make fire protection inadequate (especially for the school). If you play at Normal difficulty or below, fire protection should be OK.

Entertainment is also questionable in your block. Jugglers, musicians, and dancers that are going from their schools (outside of the block) to the venues will only cover one or both end houses. Dancers and musicians may cover the rest of the houses if they "teleport" onto the loop--some people use blocks that depend on teleporting entertainers, but I do not know enough about teleportation to judge whether it is reliable. The houses in the middle can't get juggler coverage, but senet players, dancers, and musicians are enough for estates.

Putting granaries and/or storage yards inside of a housing block is certainly workable (I've done it a few times), but it either makes the block larger than necessary or reduces the number of houses that can be supported. While mixing housing and other structures looks "realistic" to me, I'm usually more concerned either with fitting housing into a limited space or with getting the most houses out of a set of service buildings.

Putting granaries and storage yards close to a bazaar does increase the amount of food and goods that the bazaar can obtain in a given time. For that reason, I generally put bazaars close to an entrance to a housing block, and sometimes put granaries and storage yards close to that entrance (outside of the block). Quite a few houses/people can easily be supported by a single bazaar in that way. However, if you're not trying to maximize the number of houses, the easiest way to supply more food or goods is to build more bazaars--I often put 2 or even 3 bazaars in a housing block (once I used 4) so they'll be able to supply the houses from granaries and storage yards that are somewhat farther away.

[This message has been edited by Brugle (edited 01-20-2003 @ 04:33 PM).]

Uthr Rhain
Pleb
posted 01-20-03 17:13 ET (US)     65 / 434       
Brugle,

My design is based on reply 5 in this thread.

I double checked the block and there is a mortuary below the water source. I wanted it back there because it has a negative effect on the desirability of housing. I did however forget the physician. Oops

I seem to be having a difficult time with the whole block concept. I understand the basics but can't seem to find something new that will work. I understand limiting the intersections for walkers is important and it is also necessary to squeeze particular buildings into an area to improve the housing quality.

Back to the drawing board

Brugle
HG Alumnus
posted 01-20-03 18:49 ET (US)     66 / 434       
Uthr Rhain,

I must have been blind to miss the mortuary. Sorry.

If you want to design a general-purpose plug-in housing block, it's hard to find something new. On the other hand, since I design custom blocks for every mission, I'm always building something that's at least a little new (although some themes recur frequently).

As for using particular buildings to keep the neighborhood desirable, that's not really necessary. A house simply needs a certain level of desirability, and doesn't care where it comes from. Naturally, it's most efficient to take advantage of the nice buildings that a housing block must have, but sometimes (at least when building custom blocks) other considerations are more important. For example, my On (one of my favorite cities, with a lot of industrial buildings inside the housing blocks) has limestone quarries across the street from the city's best houses (stately manors), because that fit well with the overall city design and the required desirability could be achieved with other buildings.

[This message has been edited by Brugle (edited 01-20-2003 @ 06:54 PM).]

annamarie1
Pleb
posted 01-21-03 10:43 ET (US)     67 / 434       
Uthr Rhain,

I have a couple questions about your housing block. The entertainment area has no housing near it so where does the labor seeker get the employees from?

Secondly, having your bazaar next to the road with the juggler's booth has me wondering. Won't the bazaar lady travel down the road in front of the entertainment sometimes and not around the block like you wish her to?

Brugle
HG Alumnus
posted 01-21-03 12:13 ET (US)     68 / 434       
Hi annamarie1, it's good to hear from you again. I hope you don't mind my commenting on your questions about Uthr Rhain's block.

You're certainly right that the entertainment area will not have access to labor. I must have been doubly blind not to have seen that.

As I mentioned in the third paragraph of reply #64, the place that the bazaar trader will emerge from the bazaar depends on the orientation of the block. If north is up-right then she'll go into the entertainment section, but if north is up-left, down-left, or down-right then she'll go along the loop road.

annamarie1
Pleb
posted 01-21-03 13:20 ET (US)     69 / 434       
Brugle,

Of course I don't mind you answering. I'm just now starting to pick up on some of the games little quirks. But I am still confused when people talk about blocks being oriented North or South. Can you help to explain and try to put it as simple as possible.

Thanks for all your help.

Brugle
HG Alumnus
posted 01-21-03 14:59 ET (US)     70 / 434       
annamarie1,

When a "family history" mission is started, north is straight up on the screen. The orientation of the screen may be rotated by clicking the arrows around the little pyramid to the left of the date (or using the Page Up or Page Down keys), and may be returned to the default (north up) orientation by clicking on the center of the little pyramid.

Let's say that you wanted to build one of the housing blocks diagrammed in this thread. Since roads on the screen run diagonally and roads on the diagram run vertically and horizontally, you'd have to (mentally) rotate the diagram to get it into a position where its roads line up with roads on the screen. Depending on how you rotated the diagram and how you rotated the screen, the block could be built with any of four orientations. For example, if your screen had the default (north up) orientation and you built a block so it looked like a diagram that had been rotated 45 degress clockwise, then that would be acting as if north was up-left in the unrotated diagram.

(Actually, the mirror image of the diagram could be considered essentially equivalent, so there are four more possible "orientations". And there's another complication--a pavilion cannot be built with its intersection in the eastsoutheast edge tile. Let's ignore both of those complications for now.)

Most of the time (in other words, ignoring teleportation and other strange things that walkers occasionally do to confuse us), when a building touches multiple connected road tiles, its random walker(s) will start his/her walk in a specific road tile and end his/her walk in a specific (maybe the same) road tile. The tile chosen is determined by the compass direction, as described in the thread linked in reply #64. If a building touches multiple connected road tiles, many (but not all) random walkers, including bazaar traders, will start their walk on the first non-roadblocked road tile adjacent to an edge that is encounted when going clockwise from the north corner of the building.

For example, let's look at the bazaar trader in Uthr Rhain's block that is linked in reply #63. If north in the diagram is up-right, then the first road tile adjacent to an edge that is encountered when going clockwise from the north tile of the bazaar is the roadblock. A bazaar trader won't start her walk in a roadblock, so she'll start in the the next tile encountered, which is part of the booth (and she'll stay inside the entertainment area since there's no way out). However, if north in the diagram is up-left (or any orientation other than up-right), then the first road tile adjacent to an edge that is encountered when going clockwise from the north tile of the bazaar will be on the loop road, so that's where the bazaar trader will start her walk.

I hope that's clear. It's not necessary to understand it all--for a long time, I avoided the problem by not giving random walkers the chance to start on the "wrong" street. For example, I wouldn't place any service provider next to a road that led out of a block (whether or not that road was roadblocked). Recently, though, I've taken advantage of knowing where "random" walkers start and finish their walks, so blocks in my recent cities may not work if they are rebuilt with a different orientation. (Now that I think about it, a few of the blocks in my older cities might not work either, since some of them have fairly long loop roads. )

[This message has been edited by Brugle (edited 01-21-2003 @ 03:16 PM).]

Uthr Rhain
Pleb
posted 01-21-03 16:51 ET (US)     71 / 434       

Quote:


I have a couple questions about your housing block. The entertainment area has no housing near it so where does the labor seeker get the employees from?

Secondly, having your bazaar next to the road with the juggler's booth has me wondering. Won't the bazaar lady travel down the road in front of the entertainment sometimes and not around the block like you wish her to?

Yea, I have some design flaws
I'm still farily new to the game and am just trying to get a feel for making things work well. The more I think about it, the more I realize that having bazaars that "specialize" in specific items (like I do with my storage yards) will be much more beneficial than having one bazaar try to handle it all.

I'll go back to the drawing board tonight with some of the things that I am learning and try again

annamarie1
Pleb
posted 01-22-03 10:04 ET (US)     72 / 434       
Brugle,

I think I understand now and I'm like you were. I try not to put service buildings next to a road. If I do place one there I make sure I roadblock up the side next to the building. So far it works but I have a feeling that this strategy might cause short circuiting.

Thanks for helping. I'm like Uthr Rhain I consider myself a beginner and I read alot of the forum to try and get a feel for the game and all it's little quirks.

Katalaeia
Pleb
posted 01-22-03 22:57 ET (US)     73 / 434       
Another lurker comes out of the closet

I just picked Pharaoh back up off the shelf after a couple months of being too busy for lots of computer games, and have been beating my head against the wall trying to overcome housing issues and design better blocks. I'm a pretty green player (Ok, VERY green, I play on Very Easy and am currently stuck at North Dashur, but that's another thread), so a guide like this is like gold. Thank you VitruviusAIA for putting this together.

I should probably get myself a desirability chart as well. I had no idea statuary was so valuable. I use almost exclusively gardens unless I want to be able to stare at pretty statues while I play. I've also been shrine-ignorant as well.

Thanks again for some great information!

Brugle
HG Alumnus
posted 01-23-03 02:50 ET (US)     74 / 434       
Katalaeia,
For desirability, I recommend VitruviusAIA's structure charts, found here (in the Strategy section). The housing charts are also useful.
Djed djedi
Pleb
posted 01-24-03 03:17 ET (US)     75 / 434       
Vaia,

I've been thinking about this comment

If you are considering using a similar layout, and playing at Very Hard, I would recommend that you reduce the loop to 44 tiles. The major problem (at Very Hard) is the Architect. (Such irony!) Instead of completing the loop on his “short walks”, the Architect simply disappears.

and I had a few thoughts.

1) Similar to your post 62 in this thread, the architect "reaches" an additional 2 squares. So if he walks only 44 tiles, his reach is really 46 squares. You should be able to make your loop 2 longer.

2) Very few standard housing block buildings have any damage risk at all. They are shrine, temple, library, courthouse, palace, mansion and of course the architects post itself. If you make sure none of these buildings are within 6 (7, 8) squares of the architects post, then the architect will touch them every time around, even if he doesn't make a full walk in one direction.

3) The only "high" damage risk building is the Temple. No matter which way you go, you'd want to make sure it is opposite from the architect so that it gets touched on a very regular basis. Its a long time between visits if the temple gets passed at the beginning of one walk and at the end of the next.

4) The "damage risk" of the temple at very hard (15) is still lower than the "fire risk" of most buildings on easy. I would think that the same statement "you need complete Architect coverage on every walk" would apply to the fire marshal at easier levels. I'm not sure the fire marshal has made full coverage every time in my cities, but maybe he has...

DJ

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