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  #1  
Old 11-05-2005, 09:47 AM
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Default Will housing evolve/devolve?

I thogught of a system that combines the housing system in Caesar 3 and CotN: Housing could evolve, but instead of the walker that gets to the house and supplies it, the inhabitants would walk to a service and acquire it. Do you think this is a viable system? Should plebean huts evolve to patrician villas? What goods and services should be required for each evolution? Post your ideas!
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Old 11-05-2005, 11:07 AM
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Quote:
Originally Posted by Baba Hotep
I thogught of a system that combines the housing system in Caesar 3 and CotN: Housing could evolve, but instead of the walker that gets to the house and supplies it, the inhabitants would walk to a service and acquire it. Do you think this is a viable system? Should plebean huts evolve to patrician villas? What goods and services should be required for each evolution? Post your ideas!
i believe that these issues have been discussed before. where? i don't remember. as for evolution, the residents would have to be reponsible for getting their own goods and services. we saw that with the townhouses in cotn. and there is no way that plebian insulae would advance to become patrician villas. thus we we would get two types of housing just like in cotn.
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Old 11-05-2005, 11:10 AM
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that i know, but i'm asking if the two separate levels of housing (poor and rich dudes) will be able to evolve. per example, you could make a tent become a house, then a casa and an insulae. there it stops. then you build a patrician residence, and it becomes a villa and then a palace. These are just examples, and it's just like it worked in Zeus and Emperor. Is this what is going to happen?
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Old 11-05-2005, 11:16 AM
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that would be good. have you seen the screenshots? you might be able to recognize the different housing.
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Old 11-05-2005, 11:19 AM
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Quote:
Originally Posted by Baba Hotep
I thogught of a system that combines the housing system in Caesar 3 and CotN: Housing could evolve, but instead of the walker that gets to the house and supplies it, the inhabitants would walk to a service and acquire it. Do you think this is a viable system? Should plebean huts evolve to patrician villas? What goods and services should be required for each evolution? Post your ideas!
This is the sort of system introduced in their previous game, Children of the Nile. There are no "walkers" as you think of them in their older games. The residents of a home go out and get what ever they need. They shop when they need food or wares, they go to temples to meet religious needs, and visit doctors when sick, etc. This is the sort of system that we will more than likely see in Caesar IV.

I'm guessing that the same sort of common and elite housing system used in Zeus, Emperor, and Children of the Nile will also be used in Caesar IV. Common homes will not evolve into patrician homes, There will more than likely be many levels of evolution for each the common and patrician housing. As for what goods should be needed for each type's evolution, there are several threads already discussing goods and products and ideas of what sort of influence they should have.
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Old 11-05-2005, 11:20 AM
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In this screenshot, the phrase "Hope the fire brigade is fully staffed" makes me wonder about the return of certain walkers (praefects!), while this one makes me guess if there will still be desirabilty of neighborhoods? I sure hope they do!
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Old 11-05-2005, 11:41 AM
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Quote:
Originally Posted by Baba Hotep
In this screenshot, the phrase "Hope the fire brigade is fully staffed" makes me wonder about the return of certain walkers (praefects!), while this one makes me guess if there will still be desirabilty of neighborhoods? I sure hope they do!
Having a prefect or praefect patrolling the streets makes sense, because that's what they do or did. So services like that make sense having patrols in the streets. The ones that didn't make sense were the market lady, the priests, doctors, etc. since those were services that people would most likely seek out themselves.
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Old 11-05-2005, 01:57 PM
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And what about desirabillity? Hear my idea: Maybe this wouldn't be a requirement for evolution, or a cause of devolution, but still people could get upset living aside a heavy industry or a granary. One thing that i found not realistic in CotN is that people could leave with a smithy aside and would never complain, which i didn't like.
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Old 11-05-2005, 05:06 PM
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Quote:
Originally Posted by Baba Hotep
And what about desirabillity? Hear my idea: Maybe this wouldn't be a requirement for evolution, or a cause of devolution, but still people could get upset living aside a heavy industry or a granary. One thing that i found not realistic in CotN is that people could leave with a smithy aside and would never complain, which i didn't like.
You should browse through the info on the Caesar IV website. I believe there is an indication that "desirability" will come into play in the new game in some manner. There are indications that this may be the case.
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  #10  
Old 11-05-2005, 05:14 PM
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Quote:
Originally Posted by Keith
You should browse through the info on the Caesar IV website. I believe there is an indication that "desirability" will come into play in the new game in some manner. There are indications that this may be the case.
Where? I can't find them anywhere...
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  #11  
Old 11-05-2005, 05:51 PM
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Do houses evolve like in Caesar III?
Yes, as you provide a better life for your citizens their lifestyle and living arrangements will flourish. As property values increase, you get more taxes. Evolution runs according to social class, and your primary focus is on the property (and tax payments) of the elite "patrician" class. You won't have your insula-dwelling pleb workers evolve into rich patricians living in villas.


Hopefully, property values will be attached to desireablity/location to workshops(poor), civics(good). Statues and decorations would be desireable and increase property values. **fingers crossed**

Last edited by MAX-1; 11-05-2005 at 05:56 PM.
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Old 11-05-2005, 06:12 PM
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Sorry, i hadn't seen it. But and the desirability? i haven't seen a place that says how it will come into the game, could you reveal it to me? please?
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Old 11-05-2005, 08:56 PM
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www.caesariv.com
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  #14  
Old 11-05-2005, 10:08 PM
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Hopefully they will have a system a little more complicated than a simple proximity (for positive/negative adjustments). Living near the Forum might be good, but living right next to it (where there is excess traffic/ where mobs like to riot and set fire to things) isnt too good. This would be implemented via a histogram like table that allows different good/bad ratings for various ranges of distances (including bad for next to and good near but then not good for further away -- to work for my Forum example above).

Whether the distance is walk distance (taking obstacles into account) or simple linear distance might actually be selectable. The negative effect of a a tannery is a matter of smelling it (linear distance). A shop selling desired goods would be a matter of walking distance.

The desireability calculations for walking distance would have to periodicly be recalculated as building placement would alter the available paths.


Hmm I wonder if one of the 'buildings' TM is going to be will be the City Dumps
which usually stunk up Rome during the summer even though it was located outside the city walls. No doubt houses close to the dump were much less desireable.
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Old 11-05-2005, 11:55 PM
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Quote:
Originally Posted by Baba Hotep
In this screenshot, the phrase "Hope the fire brigade is fully staffed" makes me wonder about the return of certain walkers (praefects!), while this one makes me guess if there will still be desirabilty of neighborhoods? I sure hope they do!
Maybe it'll be like a SimCity type thing where there are "zones of influence." ?
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  #16  
Old 11-06-2005, 06:43 AM
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Quote:
Originally Posted by imhotep3147
Maybe it'll be like a SimCity type thing where there are "zones of influence." ?
Instead of the SimCity 'circles of influence', there will be a 'coverage area', that says 'this building covers x tiles...'. As the CIV site says there will be no walkers, i guess we'll no longer see praefects wandering the streets , instead, they'll only show themselves up when there IS a fire going on at the city. So hope that it is not only fully staffed, as well as within its coverage area!

PS:I still don't find a note in CIV site about desirability! Am i blind?
PS2:Will all the carachters have the same face (242 vagrants in the city and they all look the same)? That isn't realistic!
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Old 11-06-2005, 05:35 PM
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Prefectures could patroll easily. Similar to commanders in CotN.

The fire brigade was an eliment of the armed forces for the Romans.

So all you have to do is build stations in which the prefecture goes to, a-La patrolls CotN style, and part of the city guard's job descriptions is fire brigade.

The prefecture could be an educated workers job, thus he gets a wife and kids, house and gets paid. Could shop for more luxurious items, etc.

**Fingers crossed**
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Old 11-06-2005, 05:38 PM
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This makes me guess...did the patrolling soldiers in CotN use some sort of 'random walker mind', with intersections making them randomly choose? And did they have a tile walking limit?
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Old 11-06-2005, 05:46 PM
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The Caesar™ Legacy and the Enduring Appeal of Ancient Rome

Caesar™ IV
Put simply: It's still all about building efficient, attractive, functional cities, but the tools you have to do this (including feedback) are more powerful and informative than ever before.



Of course, I'm makeing an assumption and liberty to include desireability as an eliment of attractive.
**Fingers crossed**
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  #20  
Old 11-06-2005, 06:07 PM
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Quote:
Originally Posted by Baba Hotep
This makes me guess...did the patrolling soldiers in CotN use some sort of 'random walker mind', with intersections making them randomly choose? And did they have a tile walking limit?
The design of the game engine allows for each person(walker) in the game to have their own AI. This is to say that each time a citizen needs to do something, it figures out HOW to get it done, be it go there from here, or time to do this then do that, or any combination of such.

Yes, each City Guard Commander goes to each guard post, or as many as possible, in each period of patroll duty. Depends on what needs he needs to take of too, such as worship, shopping, hospital/apothocary visit etc. Sometimes he'll only get to one guard post, sometimes he goes to three or four. Also depends on distance as part of the need/time/job assignment/distance calculation.

Distance isn't tile spaces. Distance referrs to a job assignment in which the citizen must go to from where they are at currently. This is true for most job assignments. In CotN, if the City Guard Commander was housed across the city from the guard post, that distance to the guard post is a factor as to how much time he has to perform the job. The closer to the job site, the more work you get from him.

The military, each hut filled to three max, males only, could be set as Charioteers, Spearmen, City Guards, or Archers. Why not make a job description as Brigadier for the Commander and Brigade Patroll for the military in Caesar.

Just makeing a CotN inspired application/suggestion/observation/idea.
**Fingers crosse**

Last edited by MAX-1; 11-06-2005 at 06:12 PM.
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