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Downloads Home » Completed Cities » Lutetia by PM

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Lutetia by PM

Author File Description
Prefect Marty
File Details
Campaign: Military
Rank: Praetor
Mission: Praetor: Lutetia
Difficulty: Hard
Population: 9986
Culture rating: 100
Prosperity rating: 100
Peace rating: 100
Favor rating: 97
This Lutetia is very interesting stuff to see for TheOldGovernor (but of course not only for him, who asked how to prevent plebs to become villas in the game help forum. There are all 3 ways to prevent GI to become villas: acess to only one god, distance from wine warehouse and desirability. Also notice that double block of GI.
Hope you don´t mind that big number of markets, because supply line had been thin in the beginning and as I´m rather impatient... Of course, to make it perfect, I must´ve had gotten rid of those 9 shacks, but I didn´t figure out how (only to reduce their number, but that´s not so satisfying.) Labor access is a problem in farming area, but it´s not interfering with smooth city running, as food is being overproduced.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Eswen Nice! I have few questions though, why evolve everything to GI. Ok, here it doesn't matter, because it's a northern province, but I've seen other saves where you prefer GI over LI. And another question, I see you use some kind of block, I've not seen around, would you explain a little bit how do you construct it (glyph diagram would be great - tool is available in the forums). And lastly, how do you proceed when there is not enough space to place the block, do you twist it somehow, or change it?
Prefect Marty
File Author
Hi Eswen
I evolve houses to GI because it´s one of my personal goals, as well as no rescue loan, no gatehouses except in walls (and all roads interconnected, except for gatehouses in walls, which serve only to move my troops faster), of course if it´s possible. Another benefit from GI´s is that their dwellers pay a lot more taxes, which is useful as a complementary income source. I also use to have big problems with unemployment, even if I reach culture 100. It´s a price I have to pay, because I evolve my cities very fast. Then I just wait to get things stabilised.

About blocks
As you can see, they´re efficient and flexible. I do not use any particular block, and when the space is too narrow to put one in, I do not use them entirely, or just partially. See my Miletus, although not the best of my cities, for an example. I also tend to make my blocks bigger than needed to put some culture venues in. A diagram would be useless, as I do not build them in any fixed way, the basic is to build 5x16 to 8x 20 road rectangle and connect is with rest of the city on one of the shorter sides, so entertainers from schools can go only one way. There is also a possibility to connect 2, sometimes even 3 of those blocks together to put more people near food sources and to save workers, if needed (walker will almost always use 4 different ways on his walk, if possible, and for service acces is one of those 4 walks sufficient). Good example of these are all Whisperwind 777´s cities, but those required a lot of planning and adjusting, I fear.

That´s the greatness of C3, you can use uncountable ways to evolve, I´ve used rib road network, forced walkers, single crooked road (can accomodate a lot of people), even something simmilar to your style of playing, and now i ended up with these blocks, as it´s very simple, effective, and nice to look at.

Any other questions?

[Edited on 04/22/11 @ 03:28 AM]

Eswen No not really, I was more curious than anything. I too use looping roads, though not exactly as systematic as you, but I've checked your Miletus, and I understand what you'r trying to say. If no space, no block, or half block, or however fits your needs. Yeah C3 is great that way, challenging, with different possible styles of playing, and yet pleasurable :)

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