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View Full Version : Capua ~ Continuing Play


MarkDuffy
09-28-2006, 12:26 AM
Kingdom Campaign ~ City #3

So who had fun with this one? :rolleyes:

Tiny map. One food type. One Basic Good. One Lux Good. No money. Oh, NOW they get mad!

And TM wants Patricians? :p

With a HUGE Theater !?!?!?! :rolleyes: :rolleyes: :rolleyes:

lololololol :D

(I KNEW I shoudda deleted the preexisting roads...)

dorn
09-28-2006, 03:35 AM
Your carrer will prosper as well- that i hope for you my friend!!:D
oh, as i cannot play, please everyone gimme more such good stuff to laugh and cry...:D

Anya
09-28-2006, 03:42 AM
The game wants those patricians far earlier than I'm ready for them. Clearly there is a hint there, we won't be prosperous without them.

Barbara
09-28-2006, 08:46 AM
I brought all my preconceptions from the last citybuilder game I played - Emperor. I still don't understand this one and am stumbling through making silly mistakes. I took forever to finish this one - forgot to place a Luxury Market - silly me. I was able to fit everything in on the provided roads but I am sure there is a reason why everything I did was wrong.

Maybe things will become evident to me as I continue. But what about roadblocks, walker distances, road loops? I am lost and have no clue where to place basic buildings for reasonable effect. Pump houses, reservoirs and aqueducts are brand new concepts to me.

It's all fun! :)

Will this message board be providing tips from the experts on the perfect city layouts?

Pat D.
09-28-2006, 11:36 AM
Anyone having trouble with the pump houses and water systems not working in Capua? Or am I missing something feebly obvious!!

pat!
EDIT: Never Mind..I'm an idiot! Equites!

curtadams
09-28-2006, 01:55 PM
Maybe things will become evident to me as I continue. But what about roadblocks, walker distances, road loops? I am lost and have no clue where to place basic buildings for reasonable effect. Pump houses, reservoirs and aqueducts are brand new concepts to me.

It's all fun! :)

Will this message board be providing tips from the experts on the perfect city layouts?

Caesar 4 doesn't have walkers, in the old sense, anymore. The delivery system changed from market women wanderingly aimlessly around the city giving stuff to houses they wandered past, regardless of who needed it, to houses sending people to shop when they need stuff. Blocks and loops were kludges developed to force the mindless walkers to stay in particular areas. Shoppers now know where they want to go and so you just want plenty of convenient ways to get around. Artificial limitations on travel are now mostly counterproductive.

Distances to destinations still matter but there are no longer hard limits. Citizen will go a good distance to do stuff and any *particular* thing can be rather far off - but they have only a certain amount of time and on *average* their destinations must be fairly close.

I don't expect there will be "perfect" layouts anymore, as a result of the incresed flexibility. In Children of the Nile, where the new "push" system was developed, there are general principles but the details can vary a lot. For example - you generally want your elites (roughly patricians and equites) concentrated in one area with their services, organized roughly into blocks. But the size and shape of the blocks is pretty flexible, and so is the arrangement. Likewise peasants (plebs) are best in clumps with their services. If I need a lot a stuff in a area the usual best arrangement is a residential zone in a vaguely crescentlike structure around a central service/commercial area, with an opening in the direction the central area needs to go to get its own stuff. But however, I slice it there are a lot of "good" arrangements which are not all that obviously different in effectiveness.

Milo
09-28-2006, 10:03 PM
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You have saved me from looking stupid as I quietly run off and build an equite house or too to work in the blasted pumphouse I build an hour ago!! Thank you for the comments! Hope to returnt he favor some day. Milo ;)