Article View: comp.sys.ibm.pc.games.strategic
Article #308343Re: Caesar III - I really hate this level. SPOILERS
From: ch... Chris Schirlinger
Date: Tue, 03 Nov 1998 00:00
Date: Tue, 03 Nov 1998 00:00
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On 1 Nov 1998 15:32:10 -0500, satu...@newstand.syr.edu (Ayse) wrote: >I still love this game in theory, but the "peaceful" level with three >bridges and the natives and the nine-farm fertile area in the middle of an >island is about to make me quit it forever. It's not quite there yet, but >it's close. I am starting to suspect that if I don't build exactly the ---CUT--- When I first looked at this level, I couldn't believe you had to walk your road down, build three bridges and place you entire starting population including farms on a small island *WITH* wolves *AND* natives. I spent about half an hour trying to find another route that I must have missed in the rocks to that nice farm land. Anyway, I didn't find it, here is what I did to win... Build your road and bridges to the island. Don't build a bridge over to the natives yet. Build a starting pop and grow on the island till you are using all three farms and have a LITTLE unemployment. (all that was really obvious) PROBLEM 1 : The natives : Ok, the native risk (red area) can be reduced by missionary posts. Each post *seems* to have a area around it where walkers from the post reduce the native risk to normal territory. The walkers NEED roads and there is at least one hut (The northern one, to the NE actually) that can't be reached by roads! I had to build a road close to the red area (NEVER INTO IT) and then build another missionary post near by. Once ALL the red is gone (It took four posts with me but I was paranoid) you can walk through the native areas and do anything you want. I never had any problems with the natives but made sure there was NO red risk are before I let anyone wander around. PROBLEM2 : The Wolves : Sure, you can build some troops, Javelins are nice, but they take up area which you need for population (There was barely enough for me). I build a LOT of prefectures (4 on the island side of the bridge and generally three instead of where ever I would put one. This keeps the wolves down a little. Second, I watched where the wolves went. Often, the walk in a pack over to the far left of the screen, I just built a wall once the walked far enough over top the left. I lost a little land, but during the game they move about in their area, you can reduce their corral if you wish. The remaining wolves (only two or three) were killed by prefectures which were dismantled once they were dead. The wolves remained in the corral for the rest of the game. PROBLEM 3 : The Prosperity Rate : Population and the rest of the requirement are easy enough. I managed about 1000 over the requirement but prosperity was only 15 or something silly. To fix that, try and get ALL buildings to the MAX you can get them to. Get pottery up and running and respond to ALL "this building cannot advance because it has no xxxxxx". My final employment rate was terrible, I required 600 for education and only had 200 or something, still, the schools with 2 of 10 workers STILL advances the buildings near it, just not as fast or as well. I spent a lot of time getting my farm houses (Usually just tents near the far away farms to they would have workers near by) advanced. To finally raise my prosperity level I had NO TENTS ANYWHERE on the map, if I couldn't give them AT LEAST fresh water and a market, I flattened them. On the wealth graph, there were no bars on the left most three, all the bars were in the middle. Prosperity was the hardest since it seems to only increase once a year, you have to wait till december and then it raises or not. If it doesn't the requirements screen will tell you if you click on prosperity button and it will tell you why. Usually because you have tents or others like shacks. Tents (Even three of four squares) REALL holds your prosperity back. Hope this helps, after re-reading it, it looks a little long winded. Oh well Chris
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From: ch...@is.co.za (Chris Schirlinger) Subject: Re: Caesar III - I really hate this level. SPOILERS Date: 1998/11/03 Message-ID: <363f64f3.832854@news.cosmos.net.au> X-Deja-AN: 408050312 References: <36334ca6.0@news1.tm.net.my> <363390d9.202945839@news.mindspring.com> <36343b5a.0@news1.tm.net.my> <3637A792.3B558756@tdsnet.com> <718r26$ji5$1@news1.abac.com> <363cc54a.0@news.syr.edu> X-Complaints-To: ab...@telstra.net X-Trace: nsw.nnrp.telstra.net 910125873 203.24.73.3 (Wed, 04 Nov 1998 07:44:33 EST) Organization: Telstra Big Pond Direct MIME-Version: 1.0 Reply-To: ch...@is.co.za NNTP-Posting-Date: Wed, 04 Nov 1998 07:44:33 EST Newsgroups: comp.sys.ibm.pc.games.strategic Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit