sylvant
Pleb
posted 09-22-16 10:26
ET (US)
27 / 61
my problem is, when i lay down large housing blocks, i get large inflow of workers, so i open jobs respectively, but at some point population grows old, die etc. and some services may cease to function, then i either delete existing jobs or lay more housing areas, but this only solves the problem temporary. There must be some rate at which you should open vacant houses, to reach a certain number of population and labor force, which remains stable thru many years to come.
Brugle
HG Alumnus
posted 09-22-16 14:24
ET (US)
28 / 61
sylvant,
Let's say that a city grows rapidly for just a few years and then becomes stable. For a while (perhaps 15 years) the work force shouldn't change very much, with some people retiring and some immigrant children becoming adults. After that you'll need to add people (or eliminate jobs), at an increasing rate. When your city gets much over 20 years old, new children will eventually start working. The number of children born each year varies a lot, depending on vacancies, city health, and demographics. So there won't be a constant rate.
There are various ways of trying to handle aging. I recommend keeping the city small (although it obviously needs to make money and may need to defend itself and build monuments). Gradually increase the size over time to keep the amount of work force you need. If monuments are being built, you may be able to delete some buildings as the monuments get closer to completion.
By the way, handling aging in a growing city has little to do with this thread. If you want to continue the aging discussion, either start a new thread or put a reply in a more appropriate thread.
Brugle
HG Alumnus
posted 09-27-16 10:37
ET (US)
30 / 61
I redid the NE land mass design so that all NE block houses would be covered by entertainers generated by their schools on either of the other land masses. Now all houses should have juggle coverage, even if it isn't necessary. The negative is that the NE land mass now has 2 architect posts. (It no longer has a space for the work camp, but that doesn't matter.)
Using the same assumption (that the teacher doesn't turn around in the pavilion's intersection), the NE block school should now consume less than 334 papyrus/year.
I added a conservatory and bandstand to the entertainment complex on the N land mass. This gives me more options when designing the SW land mass, since it no longer has to supply musicians or jugglers to the NE block or N block.
I designed the dock and most industries on the SW land mass. I assumed that 3 breweries are enough, which (if my calculations are correct) requires that the senet player make less than 6.64 walks/year. That should be possible, but is tricky without having the senet player take a "long walk" (or "forced walk"). There are places for the work camp and bricklayers guild, if I put the mastaba on the SW land mass.
The industrial housing block (with 12 fancy residences) is sort-of designed, but many buildings will be shared with the estate block (so they haven't been placed yet). The only non-entertainment buildings that aren't shared are the firehouse, tax collector, and bazaars.
The industries and industrial housing block (without the shared buildings) use 4 firehouses and 1 architect post.
There are only 2 bazaars, both getting food and goods, since the granary and storage yard positions were selected to prevent the bazaar buyer food-loss bug.
The only "long walkers" (or "forced walkers") are 3 fire marshals and bazaar traders.
Entertainment buildings are 2 bandstands and all entertainer schools.
The bazaars will upgrade.
Brugle
HG Alumnus
posted 10-02-16 09:39
ET (US)
32 / 61
Even if the senet player reverses direction at the first intersection (in a bandstand or pavilion), the senet player will take no more than than 6.4 walks/year. The city will consume no more than 1680 beer/year. (3 breweries produce over 1694 beer/year.)
The city will consume less than 1792 linen/year.
Even if a teacher or librarian reverses direction at the first intersection (so the NE block's school's consumption will be higher than in reply #30), the city will consume less than 1472 papyrus/year.
As I understand upgraded bazaar trader teleportation, at most 6 fancy residences (in the industrial block) may be passed by a teleported trader from the estate block's food bazaar. In the worst case, assume that those fancy residences will always have chickpeas, which would cause total chickpea consumption to rise to 1584/year (along with a fall in fish consumption), and also assume a modest delivery of meat to those fancy residences. I was a litle surprised to find that the estate food bazaar buyer could obtain all that food, given that she has to travel 50 tiles each way to the meat/fish granary and 60 tiles each way to the chickpea storage yard. (All other food bazaar buyers have a lighter load.)
Given that I want to avoid the bug that caused my original Immortal Iunet to fail, I expect a single goods buyer in each housing block to handle the load. I couldn't guarantee that for the N block and the estate block. I added a storage yard (getting some goods and accepting a good) in each case. The estate block storage yard was in the shared buildings, which (in the design at that point) caused the industrial block goods bazaars to get some goods from there. To fix that problem, I had to add a 3rd new storage yard (in the empty space near the ferry terminal).
I now think (and hope) that the design is really complete.
Compared to the estimate I made long ago, my current design has 1 fewer firehouse, 2 fewer architect posts, 1 fewer brewery, 1 fewer juggle school, 2 more bazaars, 3 more storage yards, and perhaps 1 more copper mine, for either 5 fewer or 5 more workers. Not bad!
When I said I would ask questions, I thought that removing a warship wharf (and building only 1 copper mine) would eliminate the worker shortage, and I wanted to see if that was important to anyone. But now, with 3 additional storage yards, it looks like eliminating the worker shortage would remove more buildings than I like, so I'll accept the worker shortage (and build the 2nd copper mine).
The only question remaining is about the mastaba. It fits nicely with the "front door" up against a luxury palace. Does that seem a little cheesy? Would it be better out in the desert, or near the entrance? (evil_live_vile, are you reading?)
Cfilorvy666
Pleb
posted 10-12-16 04:58
ET (US)
37 / 61
Nice to see you building cities again, Brugle, and I'm looking forward to see the finished city.
And as far as I can see, you're not using gold mines?
Brugle
HG Alumnus
posted 10-14-16 00:24
ET (US)
39 / 61
4th Year (2548 BC)
Jan: The first wood was bought.
Mar: The 1st warship was built. At month-end, Abu requested 200 meat in 12 months.
Apr: 3 vacant lots were placed for a residence in the N block (which now has 8). The transport was built. The 1st cattle ranch was running.
May: 6 infantry were loaded onto the transport and taken to a central location. (This will be done before each invasion until each land mass has its own infantry.) 7 archers were positioned on the NE coast not far from the SE Nile entrance. The 2nd warship was built. Both warships took positions that were farther from the SE Nile entrance than the archers. At month-end, 1 Kushite warship invaded from the SE Nile entrance.
Jun: The Kushite warship was sunk with no damage, since it stopped (becoming an easy target) and fired on the archers. Also, the Kushite warship turned around and attacked a trade ship from Dahshur (that entered a few days later), taking a few missile hits before beginning to attack our forces. The soldiers returned to their forts.
Sep: 200 slabs of meat were dispatched to Abu. Two 1x1 meager shanties in the NE block had a high crime risk. (When they turn into a residence, it will be regularly passed by a magistrate, but they hadn't been passed by a magistrate in a while.) 8 infantry were positioned to block a criminal's path to the courthouse or tax collector.
Nov: 2 criminals were created: 1 was killed by a soldier, 1 went toward the N block courthouse (but criminals aren't carried on ferries).
Dec: The soldiers returned to their fort. The 2nd archer fort was built, on the N landmass.
The year ended with 1309 people (480 in ordinary cottages, 829 in meager shanties), 177 Db, Cu 15, Pr 20, Ki 36, and very good health.
Brugle
HG Alumnus
posted 10-17-16 00:17
ET (US)
41 / 61
6th Year (2546 BC)
Jan: The first houses (in the estate block) evolved to spacious homesteads.
Mar: The last archer fort (making 3) was built, on the SW land mass. The first house (in the estate block) evolved to a common residence. At month-end, Selima Oasis requested 1500 pottery in 12 months.
Apr: Since city health fell to below average, I got the mortuary running earlier than planned.
Nov: At month-end, Kushites will invade in 9 months.
Dec: The 2nd infantry fort was built, on the SW landmass. 1500 pieces of pottery were dispatched to Selima Oasis.
The year ended with 1726 people (295 in common residences, 900 in ordinary cottages, 531 in meager shanties), 764 Db, Cu 15, Pr 30, Ki 47, and average health.
Brugle
HG Alumnus
posted 10-20-16 00:02
ET (US)
42 / 61
7th Year (2545 BC)
Feb: The 2nd and 3rd cattle ranches were running. At month-end, Ki increased by 10 (because Selima Oasis liked the pottery).
May: The 5th warship was built.
Jun: 16 archers (from the SW landmass) began heading to a position on the unoccupied SE landmass near the SE Nile entrance. The first houses (in the estate block) evolved to spacious residences. 16 archers (from the N landmass) began heading to a position on the NE landmass near the SE Nile entrance. The last warship (making 6) was built.
Aug: The 2 new warships joined the other 4 guarding the SE Nile entrance. 16 archers (from the NE land mass) joined the N landmass archers near the SE Nile entrance. At month-end, 2 Kushite transports and 4 warships invaded from the SE Nile entrance.
Sep: When one of the SW landmass archers was killed, their formation was changed. The Kushite transports and warships were sunk with the only casualty being 1 archer. The soldiers began heading back to their forts.
Dec: 8 vacant lots were placed, for parts of 2 estates (which now has the complete 6). The festival square was built.
The year ended with 1767 people (336 in spacious residences, 900 in ordinary cottages, 531 in meager shanties), 620 Db, Cu 35, Pr 32, Ki 57, and good health.
It appears that money will soon be plentiful, with little need to quickly build anything that costs more than 225 Db.
Brugle
HG Alumnus
posted 10-23-16 01:02
ET (US)
45 / 61
evil_live_vile,
I haven't included as many details this time. Maybe that was a mistake.
Perhaps I should submit a set of progressive saves?