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Article View: comp.sys.ibm.pc.games.strategic
Article #308339

Re: CaesarIII - Market and granaries / warehouse problems

#308339
From: Steven McAllister
Date: Wed, 28 Oct 1998 00:00
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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>
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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>
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