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Author |
File Description |
Narf |
Posted on 02/10/19 @ 04:19 PM
File Details |
Campaign: |
Custom |
Rank: |
Procurator |
Mission: |
Custom |
Difficulty: |
Hard |
Population: |
6933 |
Culture rating: |
64 |
Prosperity rating: |
100 |
Peace rating: |
100 |
Favor rating: |
98 |
Minimap:
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This is my first eternal city!
The map choice may be a bit odd, because the scenario itself isn't suitable for that, but I disabled most random events after awhile - see the txt file inside, it contains extensive notes.
Noteworthy comments:
- The city has 9 ghosts and it doesn't look like it would produce much more. I've logged them appearing at 44BC, 31, 72, 127, 149, 159, 193, 252 and 344AD. With Average health rating, this appears to contradict Brugle and equl's findings in the "Are there any truly eternal cities in Caesar 3?" forum thread. However, keep in mind that a) I've played very, very slowly; almost surely outside of the growth patterns they've tested for; and b) this scenario had water contamination events for 60+ years.
- Of course, the city can be way, way more profitable. It is intentionally kept to make the least profit possible (but without loss potential), so that the treasury doesn't reach integer overflow anytime soon.
- According to the data I have, Medium Palaces need 60 entertainment points and I can only account for 55 of those (Theather - 10, Amphitheather - 15, Colosseum - 25; Perfect city-wide Theather coverage - 5). To my surprise, they evolved when I put down the second Colosseum ... I'm guessing the sum of 4800 capacity of Amphitheathers + 3000 capacity of Colosseums adds up to cover the entire population, thus giving me another 5 points? This is weird.
- There are exactly 80 houses - the limit of my Oil and Furniture production, especially since I've cut down most trees. It's possible to produce more, but the options are very limited.
- The southernmost (single non-loop) block was only added because I had ambitions to have a Large Villas block instead of the Grand Insulae one, and I had calculated that it would net me another 15 workers. In the end, it didn't work out as intended, but at least the cliff-dwellers are fun. Too bad there's no Hippodrome on this map - there's enough room to fit a Luxury Palace on that cliff and that would've been very cool! :)
- That School in the Furniture industry block was added because the stupid kids inside the housing block changed their paths after I glued that Gatehouse next to the Granary ...
- The last change I made to the city was in 300AD, fixing a Lion House that wasn't producing for a very weird reason, but I'd added that just because I wanted all venues to have all kinds of shows; everything worked just fine even before I build it in the first place.
- A minor devolution happened around Dec233-Jan234AD, which I couldn't observe because I was running at 100% speed and it just flew by. I only noticed that population dropped by 6-8 for a second, but it must've been 1 of the palaces or 2 insulae somewhere running out of something just as the market seller was approaching.
- Other than that, I only had to fix 2 instabilities, both on the western shore. First, there was only one Warehouse supplying 3 goods and it couldn't keep up because the Furniture was too far away - added a second Warehouse dedicated to Furniture. Shortly after that, there was a single house running out of furniture, again just as the marker seller was approaching it - had to move the Markets and the School around to fix it.
- That very same Warehouse that couldn't keep up became bugged at some point. If I put down a new Granary or Warehouse anywhere on the map, it would assume its orders - a bug that I've found described by Pharaoh and Emperor players, but not for Caesar 3. The solution I figured out is to slow down the game, put a Warehouse somewhere unreachable (linking the bug to it), then put your *desired* Warehouse/Granary wherever you want, correct the bugged orders and finally delete the unreachable one. I still don't know what causes the bug.
- If anyone intends to trigger the victory screen, you only need to put down some schools/libraries/academies, but make sure to leave space between the Colosseum and the Large statue in the Grand Insulae block. Cartpushers from 2 getting warehouses go through there and at least one of them might not be able to keep a steady supply if forced onto a longer path.
- Speaking of leaving that space, the single Small Villa by the Granary can be upgraded to Medium if you just put a Hospital down, and that same empty space looks like the perfect place for it. Despite having the employment reserves, 30 workers just aren't worth it for 2 patricians ...
- I wrote too much and most of this is probably only interesting to me, so I'll stop now! :) |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Brugle |
Posted on 02/11/19 @ 02:15 PM
There will be many more ghosts. Assuming the city is stable and regular intervention prevents Favor from getting too low, roughly 4 ghosts per hundred years will be produced. It would take around 10000 years to develop a worker shortage.
Entertainment points are calculated for non-perfect coverage. This is not weird.
"Random" walkers will often change their routes when the road network is changed. (Before I knew much about predicting "random" walker routes, I would usually design a housing block to have 2 schools.)
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Narf
File Author |
Posted on 02/12/19 @ 06:17 PM
> There will be many more ghosts. Assuming the city is stable and regular intervention prevents Favor from getting too low, roughly 4 ghosts per hundred years will be produced. It would take around 10000 years to develop a worker shortage.
Well, I'll have to take your word for it.
For all the great research you and equi did on this topic, there's not much info for the casual observer to digest, except for the end numbers of course. I guess I made the wrong conclusions about how the whole thing works. Is there a chance that you'd release your number cruncher's source code? :)
Still, I'm happy with losing 1 worker per century. At that rate and with my employment priorities, the city shouldn't fall into complete disarray for a further 10,000 years after worker shortage starts. For all we know, the human civilization itself might not survive that long. :D
> Entertainment points are calculated for non-perfect coverage. This is not weird.
Well, it's weird for me since I haven't found this mentioned in any major summary of how entertainment points work. Is my guess correct? Or is it calculated in a different way?
> "Random" walkers will often change their routes when the road network is changed. (Before I knew much about predicting "random" walker routes, I would usually design a housing block to have 2 schools.)
Yes, I already knew that. I was just trying to explain why this is the only school that appears outside of housing block limits. :)[Edited on 02/12/19 @ 06:17 PM]
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Brugle |
Posted on 02/13/19 @ 08:29 AM
I don't like commenting in the Downloads, but since I already did I'll continue. However, if you want to continue this conversation, start (or add a reply to) a thread in the Caesar III: Game Help forum.
The "end results" (replies 96 and 97 in the thread "Are there any truly eternal cities in Caesar 3?") are the only eternal city information I use when designing an eternal city, such as the Pharaoh city "Improved Immortal Iunet".
The number cruncher (including source code) was released as "Trium's C3 / Pharaoh Utilities".
I don't know what you mean by "major summary". When I want to know something about C3, I look in the Caesar III: Game Help forum (although it takes a little experience to know whose posts are usually accurate). For entertainment, try reply 10 of the "Entertainment" thread originally posted by Theo.
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Narf
File Author |
Posted on 02/13/19 @ 09:49 AM
Alright, thanks. |
HGDL v0.8.2 |
Statistics |
Downloads: | 94 |
Favorites: [] | 0 |
Size: | 249.56 KB |
Added: | 02/10/19 |
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