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Stable Miletus

Author File Description
File Details
Campaign: Peaceful
Rank: Quaestor
Mission: Quaestor: Miletus
Difficulty: Hard
Population: 6773
Culture rating: 43
Prosperity rating: 100
Peace rating: 100
Favor rating: 98
This is the first complete city I've built after finding these forums and reading a lot on the game. Before that I built more like in a grid style with lots of intersections. It felt more natural, but sadly it's not working well in this game. I still managed to play through the career a few times (having revisited the game again and again every few years) but my cities were extremely far from being solid.

About this save:
- After all people moving in (by June, BC 196) the city will house 6986 inhabitants. Worker shortage problems start around BC 182 but the town runs without any devolution to housing for 21 years till early BC 177 when slowed down industry finally takes its toll.
- The city consists of three separate parts: the one on the three islands, housing close to 3000 people, the main city housing another 3000 and a basically eye-candy Roman fort which I tried to build quite authentic.
- The main city is fully connected (I don't like using gatehouses inside blocks) so there's a serious race for the imported wheat.:D
- I used the culture rating to avoid promotion. To win simply build one more theatre.

Unfortunately the contaminated water events make Miletus unsuitable for an eternal city but I'm quite satisfied with this 20 year stability, too. Since this is my first more "professional" city I'm sure there's still a lot to improve so comments and advice on where/what to improve about my city would be much appreciated.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Senseisan Very nice Miletus, the more real city-like I ever seen .
A good job , as having both efficiency and real roman city aspect is not so easy !

Eswen Awesome! I've just finished Miletus again last week and I was interested to see your view for map completion. Very nice.

File Author
I'm honestly flattered. Most uploaded cities get no comments and my first one got 3 (one was at the forum) within a day. And all positive ones. Thanks.:)

Btw I made a mistake in my description. Wheat is of course up for grabs not because of the lack of gatehouses but because I didn't want to build a separated villa block. Anyhow the big number of villa block markets and their proximity to the wheat granary guarantees that they get at least 50% of the wheat which is sufficient for the grand villas to stay well supplied.

Some problems with my current design:
The Northermost block and the villa block are not that sturdy. There are walkers that pass certain houses only in 1 out of every 4 walks and I had to add quite a lot of markets, too. In the Northernmost block the market buyers' constant tries to get wheat are probably an important factor in keeping about 6 GI from devolving every few years for a few seconds. I was anxious to see whether the block would remain stable in later halves of each year when there's no more wheat to go for. Luckily it held together.:D

Unfortunately I couldn't make the city fully connected in this design for various reasons so I'm not perfectly satisfied yet. (The most important reason being that if the islands were connected to the main city then the Eastern island would start eating fruit. And to be able to feed them I'd have to build another city section at the Northern farmland. Also I'd need to increase city-wide entertainment bonus to 10 to make most of them evolve to Grand Insuale to make them still eat fish, too.)

I'm sure I'll revisit Miletus sometime to make a fully connected city resembling this one. But next I'll probably try to create a stable Carthago with a realistic flavour.

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