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Author |
File Description |
GovernorSimulus |
Posted on 05/15/11 @ 10:33 AM
File Details |
Campaign: |
Peaceful |
Rank: |
Quaestor |
Mission: |
Quaestor: Miletus |
Difficulty: |
Hard |
Population: |
4907 |
Culture rating: |
79 |
Prosperity rating: |
77 |
Peace rating: |
93 |
Favor rating: |
67 |
Minimap:
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My goal here was 6 "fountains" of Medium Insula and 9-10 Large Villas. There are 5 granaries; two "accepting" fish near the E and W fisheries, two "getting" fish integrated into the corners of the "L" neighborhood and one accepting fruit as centrally located as possible so that every market lady who wants the fruit over the fish (which is all of them) doesn't have to travel any farther than necessary and thus improve their market's efficiency.
Miletus requires some management to keep going beyond simply fulfilling requests and greeting invaders with plenty of javelins. The trade situation is a bit tricky and in hindsight I could have designed the warehouse system better. One warehouse holds all of the city's supplies of both pottery and furniture, which almost every household in the city uses, and there is a tendency for one of those two commodities to run low due to supply-and-demand and the other commodity to rapidly fill the warehouse-space left over. This cycle magnifies itself over time such that it requires persistent monitoring and intervention.
Generally I will tell the warehouse not to accept that commodity which is squeezing out the other for a wile. But I had to be careful not to have the newly un-accepted commodity get too depleted. Wile the city's villas never were at risk of devolution, I did occasionally have some Medium Insula devolve to Small Insula from not watching this situation closely enough.
Next to the pottery/furniture warehouse is the oil/wine warehouse. In hindsight (or if I were to choose to govern for 5 more years) I would try to redistribute the good in these two warehouses so that pottery and furniture (the two goods more heavily in demand) would be in separate warehouses, sharing them with one of the two lesser-demand goods (oil and wine). I did not do this wile playing the city out of fear of possible distributional chaos, which could have REALLY wrecked by supply chain, that might have arisen if I tried.
Also Wine has to periodically be imported (it is not done all the time so that it does not "overwhelm" the warehouse space for oil).
Winning population met shortly before year end (I think Oct). In order to collect maximum personal funds I have set personally salary to "Caesar" level for Jan-Nov and back to Quaestor for Dec.
City Features:
Senate, Governor's Palace part of villa "loop" but also near center of city. Behind the Senate and Palace are the "Senatorial Gardens."
Notice proximity of forts to villas and government-center.
Only one completely strait aqueduct in the whole city, running past the Senate, near both pleb and patrician housing and farms looks good to my eye. Only three reservoirs serve the whole city.
I consider the E corner of the map a much neglected area by most builders of Miletus, so I put a nice block with 30% of my population there (which happens to be JUST large enough to be fed only by the eastern fishery). I even made plans for building around the E and N sides of the lake, but those never proved necessary.
There is space for a third olive farm to the NW of the lake, but it was never built.
The weapon industry is off, as its trade revenues are unneeded and the city faced a worker shortage in its later years (unless Caesar requests some weapons, of course).
Road to Rome carefully integrated into city design as much as possible.
Western fishery has no adjoining community (just three labor-draw shacks) as I wanted to avoid my city from becoming too "drawn out" and wanted to avoid having any significant areas of the city near the W invasion point. Half of the W fishery's catch is stored in a granary inside the city's walls so if that fishery gets mauled by Greeks it is of minimal loss (even if my Peace Rating may not totally agree with this).
In this career path I am making my cities with the following "rules":
1. No loans, debt or bailout from personal funds.
2. All gatehouses only part of defensive walls, not as internal roadblocks.
3. Senate and Governor's Residence in every city, ideally in a "city center," that is as near as possible to the...city's center.
4. Some villas or palaces, scenario resources permitting (i.e. not in Tarraco or Syracuse), even when not required by the Prosperity Rating.
5. No disconnected areas.
6. Forts should be part of the general urban zone, not in a far-flung fortress out "in the boonies."
7. As few reservoirs and aqueducts as possible. None of this aqueducts-leading-all-over-the-map-to-isolated-communities business.
8. I try not to unnecessarily cut down any trees or any part of the Road to Rome.
9. I am not trying for perfect all-100 "century" ratings. I have already done that and so doing it again would be quite redundant. Actually over-achieving for technical stuff like that can be uncreative and dull once you know how to do it. So Instead I am aiming for "good" ratings (certainly good enough to win) but don't need uniform one- or two-types of housing of the best kind the mission offers. Instead I'm aiming for "aesthetic appeal," in my eyes anyway. |
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Downloads: | 272 |
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Size: | 82.92 KB |
Added: | 05/15/11 |
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