|
Author |
File Description |
Cherub Baltic |
Posted on 02/29/00 @ 12:00 AM
File Details |
Era/Kingdom: |
Middle Kingdom |
Score: |
42204 |
Difficulty: |
Hard |
Baki - city of disconnected blocks
Description
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City: Baki
Difficulty : Hard
Score :
Culture : 70
Prosperity : 100
Kingdom : 100
Population : 10447
Funds : 318369
Time : completed in 373 months (saved before completion)
All is completed, but pottery needs to be dispatched to grave to win the
mission.
Baki with its size and distribution of resources is a perfect site for a
city split into several parts, not connected by the road. You would have
hard time organizing the production of everything in a single, connected
city. On the first glance, you may even overlook that some roads are not
connected, but if you check the dock area carefully (e.g. in Fire
overlay), you'll see that it is fully separate. This helps to speed up
trading in such extent, that in most cities one dock is enough. Mark the
long road connecting eastern part to the rest of the city (between forts
and mausoleum). One tile of this road is always deleted, right now it is
the one near forts. When 2 granaries near eastern housing block are
empty, I can just delete one road tile between the SY near housing, and
connect the road near forts. Both granaries are already set to Getting,
and as soon as the road is restored, delivery men will go off. When the
granaries are full again, I just bring the road into current status, and
market buyers have enough food at hand. Precisely the same thing I was
doing with luxury block near pyramids.
Brickworks were already deleted, but because of the slow limestone
import I never had many (around 6), just enough to keep the pace with
limestone. Many production buildings are switched OFF to compensate for
decreasing number of workers (aging population). I didn't have any
serious problems though - if I would, there is room enough for
optimization...for example I'm overproducing pottery heavily.
Luxury block is not as nice as in other missions, many estates are half
empty. Reason for this is, that they devolved a few years ago and didn't
have time to fill completely since that time. Problems started when I
found out that the librarian goes always in one direction and gets
confused by the pavilion; half of the houses couldn't get library
access. I tried to solve this problem with library relocation, but I had
to repeat it once again before the librarian started to visit all
houses. Unfortunately, I forgot that library costs a lot of papyrus, and
together with newly established residence block in other part of city
(near docks) the demand papyrus was too high. That resulted into a
school in luxury block becoming inoperational, and all wonderful manors
and estates devolved to apartments before I could do anything.
Unfortunately, when 4x4 and 3x3 buildings devolve to smaller, they leave
free room around - not houses - and you lose up to over 90% of
population of these houses. (Yes, one residence, leftover of a devolved
estate with some 150 people, held 3 /THREE/ inhabitants.) The other
people have vanished into thin air, didn't even show up as homeless. You
can see this problem perfectly on the population chart. What more, I
also lost a proportional part of food and goods stored in these
houses...from 1200 of each of the three food types, I had only 100-300.
Terrible. I will remember that for a long time, and I'll never let my
estates devolve anymore!
Cherub Baltic
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HGDL v0.8.2 |
Statistics |
Downloads: | 567 |
Favorites: [] | 0 |
Size: | 235.36 KB |
Added: | 02/29/00 |
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