Brugle
HG Alumnus
posted 01-30-22 07:47 ET (US)
I want to continue my family history, but don't feel like fighting Hyksos chariots, so it's time for Hetepsenusret. (Finishing will leave me with only 3 family history missions unbuilt: Khmun, Byblos, and Rowarty.) Hetepsenusret has lots of space and can produce grain and straw (from floodplain and meadow), fish, game meat (from birds), clay, reeds, and wood. It requires Culture 80, Prosperity 80, Kingdom 75, 12000 people, a grand brick pyramid complex, a large brick pyramid, a mausoleum, and burial goods. Initially, there are no sources of beer, linen, or limestone, which must become available later.
My Hetepsenusret will be humble: not completed quickly, only a little over the required population, the minimum Culture, and no personal funds or debt or "rescue" gift. (It will have Prosperity 100 and probably Kingdom 100, but those are too easy to be a concern.) I will use Cleopatra with many of my typical peaceful mission personal goals, including Very Hard difficulty, all roads (including the rerouted Kingdom road) connected in the final city, and no festivals or blessings.
Beginning the mission will be difficult, with only 850 Db left after opening the Dakhla Oasis route. The wage rate will be at least 30 Db (which I have always observed before, but it hasn't been important until now).
All houses will have physician coverage, so health will end up high--my guess is excellent. The plan is to have a small population (but enough to make money and construct the monuments at a reasonable pace), then grow the population only as needed. I hope there will be less than 12000 people as we approach the end of the mission.
Building Hetepsenusret without future history could be interesting, but I don't feel like doing that either. Instead, I will look at completed Hetepsenusrets to see trade routes and quotas (which will be my only use of future history) and will design the city in advance. This allows another goal: no deleting anything that I build.
SPOILERS from here on.
Brugle
HG Alumnus
posted 07-21-22 17:48
ET (US)
31 / 103
No more colds, just age that's slowing me down now. (Maybe I should have less strict personal goals in the future.)
SE Housing Block
The SE housing block is somewhat similar to the SW housing block: built around a 44-tile loop with two kinks and no architect on the loop road.
1 warship wharf is nearby.
Two possible towers are planned, but may not be built.
I have not decided where in the city to put charioteer forts and bandstands.
Brugle
HG Alumnus
posted 09-19-22 12:43
ET (US)
35 / 103
People starting to move up (and liking senet coverage) will be in the Mid housing block, so it should have a fair number of spacious residences. (Also, I prefer less linen imports.) Adding desirability boosters to get a low-desirability house to a spacious residence tends to make nearby houses elegant residences. Eventually, using a few desirability reducers, I made a design with only 18 elegant residences (as in the original plan). In critical places I recalculated desirability several times (which will be rechecked again later). Replies #4 and #6 were edited.
The grand brick pyramid complex valley temple will be on the more northeast 2-tile straight coastline. A corner of the pyramid is on the edge of the floodplain if the causeway is only 2 tiles long (not counting the valley or mortuary temples), although a longer causeway may be built.
1 or 2 carpenter guilds are not too far from the pyramid complex construction platform. Initial demand for ramps will be slow, but later it may take effort to keep the carpenter guild(s) supplied.
Brugle
HG Alumnus
posted 09-22-22 19:13
ET (US)
36 / 103
A few stonemason and bricklayer guilds will be built early. More will be added. I don't know many, so will guess: total of 6 stonemason and 5 bricklayer guilds.
Hippos
In the NE, hippos should only attack reed gatherers. But other hippos could attack other people, so I edited reply #4 (again).
In the SE, a charioteer fort is near attack locations. (Hippos appear to be impervious to charioteer arrows, but die when directly fighting charioteers.)
In the SW, a charioteer fort is not near attack locations. However, a second tower was added, which I think will be enough since the hippo breeding ground is fairly far away. I edited reply #30.
In the Middle, one tower should allow fire and damage protection for 2 warship wharves.
In the NW, hippos might rarely attack hunters, not important.
Brugle
HG Alumnus
posted 10-12-22 13:59
ET (US)
38 / 103
In my last Pharaoh city (Keeping Up With The Hoteps), each loop housing block has 2 booths on the loop road (a fun challenge), so I kept doing that in Humble Hetepsenusret. 7 "extra" booths were required, but so far I have designed 9 "extra" booths, and there will be more. (Also, I prefer new challenges in each mission.) Therefore, I changed my mind: one booth inside each block was replaced with 3 plazas and a garden, so 12 "extra" booths are required. The Mid block has 1 more fancy residence and 1 fewer elegant residence, so replies #4 (once again) and #37 were edited.
(Without this effort, 2 significant roads would have little or no traffic. One goes to the towers in the NE marsh, which will get a juggler. The other goes along 2 sides of the temple complex, which will get an architect, allowing shrines that I think look good.)
The festival square is close to the NW (Luxury) housing block. Once the roads are connected, all caravans will go through it (since that's the only route to the exit).
The large brick pyramid is just northwest of the pyramid complex. The mausoleum is between the river, industries west of the Mid block, temple complex, and floodplain farms. (I probably won't decorate the monuments, to be humble.)
Other than a few details, only the tricky NE area is left.
Brugle
HG Alumnus
posted 10-21-22 11:05
ET (US)
41 / 103
Starting the Mission
On the existing Kingdom road, build 16 tiles of crude hut (in 4 squares, separated by 1 tile), a reed gatherer, 2 papyrus makers, a storage yard, perhaps a firehouse. When money is available, add the firehouse (if not already built), new roads, more houses, more papyrus makers, an apothecary, an architect, and a second firehouse.
Labor will be highly micromanaged.
NE Housing Block
The NE housing block is built around a 44-tile loop road with one kink. As with the other blocks, one of the booths on the loop road was replaced by 3 plazas and a garden. Like the other blocks, it uses 2 pavilions, so the city will have only 4 bandstands. It has only 1 bazaar, unlike the other blocks that have 2 each. It has 3 libraries and 1 or 2 schools. (When there are multiple libraries or multiple schools in a block, they might not be close together as described in reply #24.)
Nearby are 3 more libraries and 1 or 2 more schools.
There are BSYs nearby to distribute imported papyrus.
There are 3 meadow grain farms nearby.
As mentioned earlier, 2 towers should give some protection to reed gatherers.
Libraries and Schools
10 libraries are needed. Assuming city health is excellent, the school fraction for a long-term city is 0.205, which would mean 7 schools are needed. Perhaps I can shrink the number of children and reduce it to 6 schools. But maybe I'll goof, and end up needing 8 schools.
Assuming my calculations are correct, when libraries and schools are fully staffed and kept supplied, average annual papyrus consumption is 8549 with 6 schools, 8970 with 7 schools, and 9385 with 8 schools. However, education may be understaffed, reducing papyrus consumption.
Papyrus and Reeds
Reply #1 says that the final city would harvest around 6000 reeds/year, which is too much (since it would take many papyrus makers), but maybe not earlier in the mission (when much less papyrus is sent to distant buildings). With low unemployment, taxes will be large and, if Sandstorms are rare, we could buy close to the quota (7500/year) of papyrus.
Most of the harvestable reeds are in the NE marsh, so it will be the only marsh exploited. But the NE marsh is spread out, so extra reed gatherers are necessary (compared to a more compact marsh). 4 reed gatherers should be sufficient: 3 near the N edge of the map (allowing papyrus makers to be a bit closer to the rest of the city) and 1 along the original Kingdom Road.
The design has up to 15 papyrus makers. I might build 13.
It may be best to have just enough BSYs distributing papyrus so that schools and libraries do not quite run out (schools with less than 40 or libraries with less than 60). Schools and libraries could run out for short periods, although I'd prefer to avoid that.
Brugle
HG Alumnus
posted 10-26-22 19:01
ET (US)
45 / 103
Hetepsenusret begins (at Very Hard difficulty) with 0 people, 1500 Db, Cu 0, Pr 0, and Ki 40.
First Year (1382 BC)
42 vacant lots (16 in Jan) in the NE and NW blocks, a reed gatherer, 5 papyrus makers, a storage yard, 2 firehouses, an apothecary in the NE block, and an architect post were built. The trade route to Dakhla Oasis was opened.
Dakhla Oasis bought 1400 papyrus, first in Apr. Menat Khufu requested 800 wood in 12 months.
The 1st year ended with 200 people (in crude huts), 1086 Db, Cu 0, Pr 1, Ki 39, and very good health.
Brugle
HG Alumnus
posted 11-04-22 08:50
ET (US)
46 / 103
2nd Year (1381 BC)
East ferry crossing, 28 vacant lots in the SE, NE, and NW blocks, 2 work camps, 6 floodplain grain farms, first roadblocks, 3rd through 6th firehouses, both wood cutters, a water supply in the NE block, a physician in the NE block, a granary, a bazaar in the NE block, a Ptah shrine, and 2nd storage yard were built. The pyramid complex was placed.
Menat Khufu requested 500 Db in 6 months, which was dispatched immediately. 800 wood was dispatched to Menat Khufu in time.
The 2nd year ended with 446 people (336 in sturdy huts, 110 in crude huts), 788 Db, Cu 5, Pr 8, Ki 39, and almost perfect health.
Brugle
HG Alumnus
posted 11-08-22 12:22
ET (US)
47 / 103
About 2 weeks ago I caught another cold. Fortunately the design was done (since I couldn't keep everything in mind), but building was possible for short periods. The first year wasn't slowed a lot, since I had already decided how to build much of it.
I expect to continue to micromanage labor for a while. It has gotten a bit easier (that's normal), but some is laziness. For example, I turned wood OFF for over half a year.
Brugle
HG Alumnus
posted 11-09-22 07:35
ET (US)
48 / 103
I think a housing block looks better if the replaced booth has a small statue instead of a garden (plus 3 plazas).
3rd Year (1380 BC)
30 vacant lots in the Mid, SE, and NW blocks, 2nd and 3rd apothecaries in the NW and SE blocks, 4 Bast shrines, 2 Ra shrines, 2 Osiris shrines, 2nd Ptah shrine, 3rd and 4th storage yards, 3 clay pits, 3 brickworks, 2nd through 4th architect posts, 7th through 9th firehouses, 2nd water supply in the NW block, a potter, first small statue, first gardens, a hunting lodge, and the bridge were built. The flood failed (but the next should be better). The trade route to Menat Khufu became available and was opened.
Ki rose 3 since Menat Khufu appreciated the Db. Ki rose 4 since Menat Khufu appreciated the wood. Menat Khufu requested 1100 game meat in 12 months. Menat Khufu bought bricks.
The 3rd year ended with 740 people (432 in meager shanties, 168 in sturdy huts, 140 in crude huts), 295 Db, Cu 5, Pr 11, Ki 45, and perfect health.
Brugle
HG Alumnus
posted 11-12-22 18:52
ET (US)
49 / 103
4th Year (1379 BC)
36 vacant lots in the SE, NW, Mid, and NE blocks, 4 courthouses in the NW, NE, Mid, and SE blocks, 2nd bazaar in the NW block, 2nd granary, 10th and 11th firehouses, 5th through 7th architect posts, 3rd and 4th water supplies in the SE and Mid blocks, 5th and 6th Bast shrines, 3rd Ra shrine, 3rd Osiris shrine, 3rd Ptah shrine, 4th apothecary in the Mid block, 5th storage yard, 3rd through 5th work camps, and a brewery were built.
1100 game meat was dispatched to Menat Khufu in time. Ki rose 4 since Menat Khufu appreciated the game meat. Menat Khufu sold barley.
The 4th year ended with 1099 people (756 in meager shanties, 343 in sturdy huts), 526 Db, Cu 5, Pr 13, Ki 49, and excellent health.
Brugle
HG Alumnus
posted 11-16-22 15:42
ET (US)
50 / 103
Still haven't shaken the cold. Gave it to my wife.
5th Year (1378 BC)
4 vacant lots in the NE and NW blocks, the city palace, 4 tax collectors in the NE, SE, Mid, and NW blocks, a Bast temple in the NE block, a booth in the NE block, a juggler school, first large statue, first medium statue, first plazas, 12th and 13th firehouses, 6th and 7th (last) work camps, 4th Ra shrine, 4th Osiris shrine, 4th Ptah shrine, 3rd bazaar in the Mid block, a pavilion in the NE block, 6th storage yard, and a dance school were built. The tax rate was set to 15%. The wage rate was raised to 38 (Kingdom+8).
The 5th year ended with 1493 people (780 in ordinary cottages, 531 in meager shanties, 182 in sturdy huts), 241 Db, Cu 15, Pr 22, Ki 48, and average health.