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Downloads Home » Scenarios » Blood Under the Bridge

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Blood Under the Bridge

Author File Description
Governor Jon
File Details
Climate: Central
Difficulty: Very Hard
Population goal: 8000
Culture goal: 0
Prosperity goal: 85
Peace goal: 95
Favor goal: 90
Salve Governor,

The Empire is in need of weapons and the iron around a small outcrop along the anatolian coast has proven to be very well suited for the needs of our legions. I'm sending you there to establish a city that can produce them in large quantities. I trust you will do well, despite the dangers that are present in the region.

There is also a drought in the area, so you will have to import food, nevertheless, I expect a healthy sized city that is able to support itself and fend for itself to set an example to the region of the might of Rome in the face of adversity.

Do not let me down Governor.
AuthorComments   ( All | Comments Only | Reviews Only )
DDR Jake This map beat me senseless. The numbers do add up to show that the criteria are possible, but how one designs the city is beyond me.
mathieu Same for me. I can't find a good solution. I tried a solution with forced market ladies... But my loop was way too big. Devolution all the time. It's so hard to move food in Julius. If you place the granaries in the middle, the efficiency of the farms is not enough to feed 7.2k plebs.

My current strategy is 94 SI together with 8 GVs. This should lead to a prosperity of ~92. Just enough to compensate for SC labor access. The biggest issue here is the import of food for the GVs. With the earthquake there is not enough space for granaries and the trade routes become very awkward. Same for dock placement. At least there is a somewhat feasible spot for a dock up north.

Governor Jon
File Author
Thank you Mathieu! :)

Yes, it is perhaps hard to the point of being cruel, it is not something I usually strive for in a map! I'm glad you took the time to give it a whirl though, the feedback is appreciated.
Brugle I have a question, especially for DDR Jake, mathieu, and Governor Jon:
Do you use "future history"? The map would be much easier knowing invasion locations, and it would help knowing the quake location, where four 1x1 houses would merge, requests, and trade changes.
I might give this scenario a try if I can use "future history".
DDR Jake Salve Brugle.

I play and stream my maps blind, so I do not have future history to use.

That said, anyone can play these maps however they wish to. Indeed, for this exceptionally brutal map, I would encourage you to use every advantage you can including future knowledge.
mathieu The future history I use, is brute forcing my way through and jumping back in the save games :D I uploaded my "winning" save in the completed cities section a couple of minutes ago. If it can even be called like that with all the hacks I had to use. At least I know the 1x1 spots for mergers. I actually don't know them when building on fertile land. But on this map you need every bit of fertile land anyway :D

[Edited on 02/06/23 @ 09:55 AM]

Governor Jon
File Author
For Brugle, I don't typically design a map with the necessity of 'future knowledge' in mind for the player, however this map is a little cruel so I would not begrudge anyone that makes use of it in order to finish it, by all means, play how you wish to, as it is not my place to say otherwise.

For Keinwyn, thanks for the feedback, those are all good points and some that I hadn't even considered before. I'll definitely remember to lay off trade route troubles in future maps where I want food imports to be a significant factor so that was a good shout.
Glad you were able to finish it!

[Edited on 02/06/23 @ 08:25 PM]

Brugle Eventually I expect to try this scenario, copying DDR Jake and not using "future history". (I rarely use "future history" in C3 missions--Rebel Lugdunum was an exception where I needed to check a few things to ensure that an "eternal" mission was possible.)

I'm not fond of battles, and there's no military academy. However, there aren't many invasion routes: near the entry, near the exit, and some on the fertile E land mass. Those are far apart, so where should forts go?

Prosperity should be doable, but designing everything will take me a long time.

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