Article View: comp.sys.ibm.pc.games.strategic
Article #308339Re: CaesarIII - Market and granaries / warehouse problems
From: Steven McAllister
Date: Wed, 28 Oct 1998 00:00
Date: Wed, 28 Oct 1998 00:00
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3701 bytes
I'm on this level too. I haven't beat it yet, but started out by doing two things. First of all I identified my priorities. I knew what I wanted to build ... I also knew what I HAD to build. So, I carefully planned, and only built first exactly what I needed to get my city up and running. Prefectures, granaries, markets, engineer's post, (bridges), a forum, warehouse, iron mine and two weapon factories, and of course housing. I splurged a little bit and built one reservoir. I like my citizens to have clean drinking water. I built a mission post near the natives. This seems to quell their natural nastiness. I also budgeted 600 denarii on a trade route to trade weapons. I considered this crucial spending to my long term plans. . I essentially concentrated my settlement on the two islands. There's enough fertile land there on the second island to build half a dozen farms. I also allocated some denarii to build city gates to seal off the two islands from the wolves (the first time I tried this scenario I didn't do this and the wolves invaded and ate my populace!) So far the city gates seem to act as a barrier. The really difficult thing to do is keep things in perspective and stay on budget. This is difficult for me because I am very fastidious about how I build my cities. I like everything neat and square. These two islands don't always lend themselves well to my utopian ideals and this serves as a constant source of frustration. There's enough room on the first island to build an iron mine and a couple of weapon factories. Build your farms on the second. You'll need two granaries. It's important to toggle the "getting food" button on the second granaries in order to induce the cart pushers to move food across the bridges to your iron mine/weapon factory island. Of course you'll need a market in each community to distribute the food. (The plan is): Eventually, the natives will make nice, and I can make a bee line up the slopes and gobble up the fertile farm land that lies so tantalizing behind those rocks. I haven't gotten this far yet, but I remain ever hopeful. A 50 prosperity rating does seem steep for this scenario especially when you consider the paltry trade potential. S. Mc Allister Calvin Kong wrote: > Granaries are suppose to be bad for community . Cannot be put too close to > housing area . And further more , the new granaries will be too far from the > farm . > > I'm now on the level where on a very rocky map ( peaceful ) . The fertile > land is totally separated from my starting area and between that , is a > group of barbarians . In this map , I have built various community > everywhere in the map due to rocky terrain . The far most area from the > fertile land just can't get a chance to get the food . And I can't beat this > level because my prosperity is very low ( 29 and 50 is needed ) because my > house standard is very lousy due to unavailable of food supply in most of > the housing area . > > How to play this level ? I had met the requirement for others except > prosperity . > > Thanks > Calvin
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From: Steven McAllister <smca...@tdsnet.com> Subject: Re: CaesarIII - Market and granaries / warehouse problems Date: 1998/10/28 Message-ID: <3637A792.3B558756@tdsnet.com> X-Deja-AN: 406100659 References: <36334ca6.0@news1.tm.net.my> <363390d9.202945839@news.mindspring.com> <36343b5a.0@news1.tm.net.my> To: Calvin Kong <ypk...@tm.net.my> Organization: TDSNET Internet Services(http://www.tds.net) Mime-Version: 1.0 Newsgroups: comp.sys.ibm.pc.games.strategic Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit