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Downloads Home » Completed Cities » Happy, eternal Mallorca

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Happy, eternal Mallorca

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Campaign: Custom
Rank: Procurator
Mission: Custom
Difficulty: Hard
Population: 6933
Culture rating: 64
Prosperity rating: 100
Peace rating: 100
Favor rating: 98
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! :)
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