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Caesar III: Game Help
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Topic Subject: Walker ranges
posted 03-30-00 02:50 ET (US)   
Ave All
Another number cruncher question. Assuming a straight road with no intersections, how far (how many squares) do the walkers go before turning?

As I understand, there are three classes of walkers

1) Destination walkers such at market buyers and cart pushers

2) Random walkers such as prefects, workers and priests

3) Schoolchildren

Thanks in advance

Replies:
posted 03-30-00 10:09 ET (US)     1 / 14  
Ave TEP,
Here is my less than perfect attempt to answer your questions:

1) Destination walkers such as cart pushers, actors (coming from a colony), market buyers, etc. will go almost any distance to fulfill their purpose.

2) Random walkers vary with type. I know that some will amaze you at how far they go and others frustrate you with their obvious laziness. Not a good answer I know, but a good illustration is in my post about 12 palace blocks. In that you get a good idea of how much of what you need and where.

3) And I think it has been documented that school kids go 20 tiles.

Hope this helps.


Cheers,

C
herub
M
arcusLindicus
-----I always wanted to be someone....I guess I should have been more specific.-----


posted 03-30-00 12:11 ET (US)     2 / 14  
I think most walkers walk between 28 and 30 squares.
posted 03-30-00 12:52 ET (US)     3 / 14  
Engineers and prefects on patrol (and maybe tax collectors?) go farther than most "random" walkers--over 40 tiles.
posted 03-30-00 15:27 ET (US)     4 / 14  
While we're on this topic, I've got a question about the evil of all evils, MARKET LADIES. [scream]

HOW and WHEN do they bring food back to their markets?????
I've had the idiots wander in EVERY direction EXCEPT towards the granary!
I mean, you'd think these things would stand out??? Ya know, the big tall cylindrical things with moving baskets and stuffed with food?????
[sigh]

Also, why is it that once they find one granary, they've found all of the ones in your city? I mean, if the one they usually visit runs out, they've no problem finding food elswhere!!
What about the first one? If you can find the 2nd, 3rd, etc so easily, why not the first???

Please, some input???

Aedile Eric Liu

posted 03-30-00 16:27 ET (US)     5 / 14  
Eric Liu,
You may be confusing market traders and market buyers. (Click on a market lady to find out what type she is.) Market traders wander around, like other "random" walkers. Only market buyers collect food/goods from granaries/warehouses. And of course market buyers walk across the city to get food--people are hungry!
posted 03-30-00 16:49 ET (US)     6 / 14  
Nope, uh uh.
When I build a market, I've seen'em go several years without any food whatsoever.

Aedile Eric Liu

Brugle
HG Alumnus
posted 03-30-00 17:09 ET (US)     7 / 14  
Eric Liu,
If a market is fully staffed, has market traders that go by houses that need food (not small tents), has a road connection to a middle tile of a not-too-distant granary with food that is fully staffed, and doesn't touch another unconnected road, then it should send out a market buyer within a few months. If this doesn't happen, it's a puzzlement.
Brutus Forci
Pleb
posted 03-30-00 21:43 ET (US)     8 / 14  
Ave Eric Liu,

LoL

I feel your frustration. How many of us have found ourselves leaning to the left/right when the prefect passes the crucial junction to prevent the inevitable fire storm and have them go right/left/turn around instead.

The Manual suggests that it may take some time for the market buyers and walkers to 'get a grip' but once they do they settle down. Ha Ha Ha Ha Ha Yer right. If in doubt build two markets you will probably end up needing both anyway (check your employment with <1> and then with a right click on the new market).

Pax Brutus

Garry
Pleb
posted 03-31-00 01:36 ET (US)     9 / 14  
I actually saved a game, built a building in the same place to watch what happens. Regularly, of course not all the time just to ruin a good theory, the walkers will follow the same path and repeat that path at least twice before going elsewhere.

Brutus I agree about the leaning. Although I tend to think a stint as a training device in Gladitor school would help. But that's being to kind!!

Garry

TEP
Pleb
posted 03-31-00 01:58 ET (US)     10 / 14  
Ave All
As ususal, thanks for all your help. I conducted some simple experiments myself yesterday which seem to confirm a range of 20 or just under for schoolchildren and 30+ for random walkers.

On the subject of market buyers, the site www.geocities.com/SiliconValley/Horizon/2974 /
has, along with a wealth of other useful information, some indispensable explanations why they do the things they do. It is highly recommended. Just to clarify, the beef on market ladies is in 2 posts in the "Grab Bag" section. It comes directly from Impressions. I find that knowing the logic (yes, it exists ) behind the market ladies actions relieves the frustration somewhat, and enables you to use them more efficiently.

[This message has been edited by TEP (edited 03-31-2000).]

Caesar Alan
Pleb
posted 03-31-00 18:56 ET (US)     11 / 14  
TEP Have to agree with you - the information from (I think) Lancer27, is one of the hidden gems on Grumpus' site. Reading that was what really kickstarted my C3 career. I rate it as essential reading for any budding governors (much like the rest of the info on the site).

Alan

TEP
Pleb
posted 07-03-00 03:34 ET (US)     12 / 14  
*Smack* for Bump errr.... I mean *Bump* for Smack
Theo
Pleb
posted 07-03-00 15:54 ET (US)     13 / 14  
I did some testing way back and here are the notes I made at the time

Random walkers have 4 routes which are repeated in sequence.
The 4 routes can be all different, all the same or any combination in between.

Buildings which produce walkers do not produce citizens as long as the walker keeps passing houses,i.e. the walker seems to act as a citizen. A prefecture will not produce a citizen if the prefect passes sufficient houses etc.

Two types of test were carried out.
1. On a straight road, sign indicates direction, d means walker disappears at that point, r means that he returns home.

Citizen (warehouse) +39d, -25d, -25d, +33d
Citizen (prefecture) -33r, -27r, +35r, -33r
Academy 1 +29, +33, +24, -35
Academy 2 +37 +31, +30, -32
Academy 3 +31, +37, +31, -31
Academy 4 -33, +32, +36, +26
Actor +35, +39, +45, -41
Barber +31, +35, +26, -33
Baths worker +27, -32, +30, +36
Doctor +30, +34, +25, -34
Engineer +48, +52, +44, -50
Gladiator +35, +40, +46, -40
Librarian -32, +31, +36, +33
Lion +48, +38, -38, +40
Mission post +13, +17, +23, -19
Prefect +48, +52, +44, -50
Priest (small temple) -32, +31, +36, +32
Priest (large temple) +31, +37, +31, -31
Surgeon -32, +32, +36, +25
Tax collector +42, +43, +44, +40

Every building put on this road produced the same pattern, 3 routes to the north east and one to the south west. (except citizens)
Changing the position had no effect as shown by the academies. The 2th academy and the hospital were put on the opposite side of the road.
The same building put in the same place at a different time produced an identical pattern.

Enertainment venues with 2 shows only produce 1 walker, e.g. the colosseum only produced lions.

2. In a housing block, 18 by 4.

Note that walkers seem to cut across the corners of many buildings, warehouses, houses, etc. I've counted as if the walker had followed the road. There are at least 6 such shortcuts on any route.

Doctor 51, 46, 38, 58, 65, 79, 65, 66
Engineer 91, 70, 84, 93, 75, 71, 84, 84
Librarian 64, 52, 49, 59
Lion 67, 67, 79, 67
Market traders 50, 65, 65, 63, 66, 64, 40, 40, 38, 52, 68, 66
Priest 45, 47, 52, 66


There seem to be three ranges :-
Long prefects and engineers
Medium most of the rest.
Short missionaries.

Hope that this is of some use.

TEP
Pleb
posted 07-04-00 03:22 ET (US)     14 / 14  
WOW, that's pretty amazing, Theo
My mind is boggling trying to comprehend it all!
Good work!
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