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Caesar III: Game Help
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Caesar IV Heaven » Forums » Caesar III: Game Help » Recognizing Merger Tiles
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Topic Subject:Recognizing Merger Tiles
DDR Jake
Pleb
posted 02-04-21 04:35 ET (US)         
Recognizing where 2*2 housing will naturally merge is something I find to be very useful, especially when playing maps where I have neither the money nor time to get experimental with layout. Laying down lots of housing plots, only to delete 1*1s gets expensive in time and money real fast.

At a glance, there are only really two tiles I recognize, and even then only on Central maps. I also don't fully understand why sometimes these tiles become visible then dragging the delete tool over the ground.

Before I go and visually categorize all such tiles (including fertile ground variants, if such a thing even shows) does anyone already have this information, or other information that would help here?
AuthorReplies:
Brugle
HG Alumnus
posted 02-04-21 07:34 ET (US)     1 / 3       
Recognizing where 2*2 housing will naturally merge is something I find to be very useful
Back when I used future history, sometimes I'd test the parts of a map where I might build housing to find the merging tiles, then I'd start the map over and play it "for real". Nowadays, I usually find it more fun to not know the merging tiles.
Laying down lots of housing plots, only to delete 1*1s gets expensive in time and money real fast.
I used this technique for 2x2 tents in Lugdunum To Farm Island Only--it wasn't too bad.
I also don't fully understand why sometimes these tiles become visible then dragging the delete tool over the ground.
For northern tiles, this is discussed by Trium in Merging 2x2's, terrain graphics (and random walkers). I used this technique for 2x2 tents on non-fertile ground in Palace Peaks. I think it would be difficult or impossible to recognize merging tiles when fertile or in central or desert maps.
does anyone already have this information
Nero Would has made Excel maps of career assignments, which I've never used (although I did use a Pharaoh version at least once).

Trium's C3 / Pharaoh Utilities has a C3 desirability calculator which can show merging tiles, which I've used but not to find merging tiles.

[This message has been edited by Brugle (edited 02-04-2021 @ 11:56 AM).]

rFontana
Pleb
posted 02-14-21 21:17 ET (US)     2 / 3       
For northern tiles, this is discussed by Trium in Merging 2x2's, terrain graphics (and random walkers). I used this technique for 2x2 tents on non-fertile ground in Palace Peaks. I think it would be difficult or impossible to recognize merging tiles when fertile or in central or desert maps.
The test map linked in that thread helps identify the tiles graphics. it's annoying but not impossible.
there are 8 tile designs plus their 'inverted' designs for each climate. 3 (6) out of those being the northern tile of the 2x2 houses will merge, so you can train your eye a bit to recognize those in each map. I actually find the northern tiles harder to spot than desert, with central being the easiest. they are specially hard to spot when they are covered by the fertile grass thingy.
Also, it's easier to spot the differences if the game is running in 4:3 resolution or with the widescreen or julius mods and not being stretched into a widescreen resolution.
Also, this is just a simplification of what is explained in a lot more detail in that thread but it's a more direct answer to what you're asking

[This message has been edited by rFontana (edited 02-14-2021 @ 09:20 PM).]

Brugle
HG Alumnus
posted 02-15-21 06:07 ET (US)     3 / 3       
there are 8 tile designs plus their 'inverted' designs for each climate. 3 (6) out of those being the northern tile of the 2x2 houses will merge
No, 5 out of 8 (or 10 out of 16) types of tiles will allow merging.
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