The map is quite difficult, so the goals had to be reduced to a few points.
Settings:
* Julius 1.7.0
* Very hard level
* God effects on
Goals:
* Min. housing level: Large Shack -> Everyone gets food
* Stable city for some years
* No blessings
* No protestors
* No gatehouses
At the beginning only the important blocks were designed, during the game it was necessary to rebuild some things.
But food distribution is essential here, this is the adjusted plan:
Area 1
Imported food for 12 GV, 1 LI, 2 SC, 1 LS1 need -> 3684/2304/2304 (The figures between the food types can vary)
The Medium Villa will be long time prevented from expanding to collect food in numerous markets located around.
Area 2
4 Farms (7680) for 14 LI, 1 SC1, 2 LS1 -> 7272
Two forced markets supply the distant LI block.
Area 3
6 Farms (11520) for 20 SI, 3 SC, 4 SC1 -> 10320
Some markets a long distance from the granary get wheat for the SI block.
Impressive! Finding a permutation that fits 22 farms there is quite a feat. Also the sheep are safe :)
That was also a rather favorable earthquake - is there a way to manipulate them or is it entirely random?
trolgu File Author
Posted on 03/03/23 @ 02:19 AM
Thanks Keinwyn, the button "Replay map" can help, see thread "Random spreading of earthquakes".
DDR Jake
Posted on 03/03/23 @ 04:45 AM
Extremely impressive, and I quite like seeing the mix of housing levels. It's not often that Shacks make an appearance.
ChrKn
Posted on 03/03/23 @ 05:24 AM
Is it just me or are some Small Casa in the final save bugged out and displayed as Large Hovels? (Julius 1.7.0) See: https://cdn.discordapp.com/attachments/831561280333545482/1081175145093279794/image.png
Otherwise: Holy, bloody hell. Great city.
[Edited on 03/03/23 @ 05:39 AM]
Brugle
Posted on 03/03/23 @ 05:48 AM
ChrKn,
That can happen with C3 as well, if something is done, the house evolves, and undo is pressed.