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Han Dynasty, Jiyauguan, Silk and Spice Endgame
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Author |
File Description |
andyblast |
Posted on 03/01/03 @ 06:26 PM
File Details |
Origin: |
Han |
Score: |
2125 |
Population: |
2444 |
Difficulty: |
Hard |
Han Dynasty, Jiyauguan, Silk and Spice Endgame
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Author: Andyblast
Contact: andyblast@rediffmail.com
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Included Files: 1. 5 Han 7 Jiayuguan (Silk and Spice).sav
2. 5 Han 7 Jiayuguan (Silk and Spice).txt
Han Dynasty, Hard Difficulty, Perfect Harmony, No worker Deficit/surplus.
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Final score: 2125, Population: 2444. Finished in ~9.5 gameyears.
Notes:
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1. Perfect Harmony quite easy to establish except to be able to fit trading stations in existing service/industry blocks.
2. Elites almost impossible in this arid city, so only 1 company from admin. city (Cavalry). Hence no vassalated cities.
3. If I started this game right after Luoyang (Han 6, where I conquered ALL cities including this one), it starts with this city as vassal & paying 480 cash/year (changing to 1 clay/year after some time) & mission goals stating that "You cannot win while you are a vassal". There being no scope for my military companies, I reached this game after applying "I win again" to Start of Luoyang (Han 6, without conquering anybody). I have both starter saves if anybody wants to check this (!?!)bug (Why should I have to pay a price to conquer rivals in further scenarios :( ).
4. Tried taking out Religion Buildings out of the housing block (Vaia's Common Housing-block) (Result quite gratifying as i got 2 extra Elegant houses with 52 residents each!) except that Ancestral shrine having ONLY 1 Diviner walker resulted in some unstability at 1 end of the clockwise loop of ancesrter-coverage. Daoist temple having 2 walker gave stable coverage. Added 1 more ancestral shrine on opposite end of block with 1 accompanying Inspector (total 9 extra employees, VERY worth it) solved coverage issue completely. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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ramases_88 |
Posted on 03/02/03 @ 01:58 PM
Nice job with an arid map. Fit the farms in nicely and the housing and admin. city. The only problem is you should have fit the mill and market on the other side of the housing block nearest the farms. Why didn't you? Construction of the wall could have gone a little faster, but it was a timely mission in the end. A solid 4/5. |
andyblast
File Author |
Posted on 08/19/03 @ 05:54 PM
Ramases,
My startegy on starting a basic common block in Arid map is to find a watersupply tile, next i put guard & watch towers on dry tiles near, then put tax on a watered tile nearby. My aim is to cluster service buildingswhile keeping Perfect FS. Now, As for farms, I ALWAYS overproduce & due to infinite deliverymen of farms, always have a few standing with produce near the mill. So even if mill is diametrically opposite to farms in a map, there's has never been ANY food shortage for me. |
andyblast
File Author |
Posted on 08/19/03 @ 08:07 PM
PS: I went & checked the save i had & turns out that Mill in other area would make it too distant from salt mines & if i used the mill on "GET SALT" from a disconnected SY close to salt-mines, it would really mess up the logistics as i was "GETTING SPICES" from a trading station & it's not advised to have mill orders as GET from 2 different places. |
HGDL v0.8.2 |
Statistics |
Downloads: | 229 |
Favorites: [] | 0 |
Size: | 228.71 KB |
Added: | 03/01/03 |
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