Kite_Builder
Pleb
posted 06-08-18 17:19 ET (US)
There are some monuments, they can be grouped in a category "tomps" (you can send tomp-gifts if using them in your mission).
In the maps i created there is a small islant in the river-delts.
That island is just big enough to hold the monument, some construction-buildings (work-camps, building-guilds), ferry-landing and houses for the workers.
If the monument is finisned, i erase the work-buildings and houses on the islnd and also the ferry.
After that, the island just holds the monument and some streets.
at last step i fill the island with plazas (to upgrade the streets), gardens and statues to make the whole island look like a complex monument.
so no people can enter the island now.
If i send out tomp-gifts now, are they safe then (that no one can steal them)?
user3
Pleb
posted 06-08-18 20:47
ET (US)
1 / 4
Tomb robbers may not be spawned but if unrest/crime is an issue then you will get thieves instead that will rob your vaults(tax collector, Palace, Mansion, Courthouse).
Addressing the cause of tomb robbers and thieves is a better strategy, yes.
maydayp
Pleb
posted 06-08-18 23:29
ET (US)
2 / 4
Because I like having the rush of theives events in my custom missions, I've come across an easy way of handling tomb robbers. Just block off the entrance to the monument once it's completed and you'll be fine.
I don't know if the game would spawn tomb robbers or thieves if they cannot reach the monument at all.
Brugle
HG Alumnus
posted 06-09-18 09:43
ET (US)
3 / 4
Criminals and tomb robbers are generated if houses have enough crime, but if they can't get to a building that has what they want to steal they will disappear. (Criminals require a road, but tomb robbers do not.)
Neither criminals nor tomb raiders will cross a ferry, although either will go to a staffed ferry (and then disappear) if that is the way to get to a building that has what they want to steal. So if there are no houses on the island that has the monument with the grave goods, the grave goods are safe.