This is the 4th peaceful mission, and your job is to
learn how to fit lots of people into a small amount of high-level housing, which is one of
the key ingredients to prosperity. The other key ingredient is that of managing your
money. Although you've been doing a lot of trading on previous levels, you will be
introduced to a lot of stops and starts on your trade routes here, which will pressure
your financial control.
Targets
Population
5000
Culture
65
Prosperity
50
Peace
50
Favor
45
Trade Partners
Mediolanum
(land route)
sells 15 fruit [per year]
sells 25 timber
buys 15 weapons
Massilia (land route)
sells 15 vines
sells 25 oil
buys 15 marble
buys 25 pottery
Important Events
Jan 170 BC
The level begins
Jan 168 BC
New trade route available to Massilia
Mar 167 BC
Emperor requests 10 meat
Oct 165 BC
Emperor requests 10 meat
Apr 162 BC
Emperor requests 10 meat
Jul 159 BC
Emperor requests 10 marble
Sep 157 BC
Emperor requests 10 marble
Jul 155 BC
Pottery price decreased by 20 Dn
Apr 154 BC
Emperor requests 10 marble
Apr 150 BC
Emperor requests 10 meat
Note: there are no barbarian invasions
Disasters
Occasional landslides will stop land traders from
reaching your city for a few months. Be prepared for these cuts in your main source of
income, by keeping city funds at 1000 to 2000 Dn. Don't spend every cent as soon as you
earn it. Otherwise you'll go into debt, Caesar will be mad, and you'll be forced to deal
with a lot more troubles than is strictly necessary.
Hints & Tips
The main problem that most players have
with Lugdunum, is food distribution and lack of workers. Here are a few ideas to overcome
these problems:
Pause the game at the beginning and build
aqeducts around the 2 packs of wolves (they work just as well as walls, for wolf control,
and cost less). Build a javelin unit later on, and move them near the wolves. They can
shoot over the aqueducts to kill the wolves, and can do it quickly enough to stop any
wolves from being reborn. Once the javelin unit has been built, demolish the barracks to
reclaim some workers.
Build low bridges to connect the islands.
There are no ships on this level so don't waste money building ship bridges.
Demolish the natives' roads and rebuild them
in such a way that you can cover all of the native's houses with only 2 or 3 missionary
posts
Don't build prefectures, hospitals or the
hippodrome. You don't need them on this level. Keep your people happy by managing
unemployment and throwing a festival once in a while so that you have no problems with
riots.
Try to fit 99% of your population in the
natives' area, between the two farmlands. If you can't manage this, the next best thing is
to build on the large farming hill. Try not to build anything but houses and the bare
necessity services in this population center. This way, you'll have less trouble letting
people live near the food supplies, and also it may encourage you to keep away from
building more services than you need, and that will help alleviate pressure on workforce
shortages.
Don't build academies or colosseums in the
population center. Build them elsewhere if you think you need them for the culture rating
or "overall" entertainment level.
Build a few tents, but not too many, to
support your workers for the export industries which you'll want to build somewhere away
from your main population center.
Build only enough (small) temples to provide
religion "coverage" for the populace. Have at least 1 to each god, and the same
number for each, except maybe build one extra to Neptune or Venus (not both), to keep
him/her permanently exalted. After the small temples, build only oracles, and build them
away from your population centers.
Don't import fruit.
Don't import vines to make wine. You can
achieve the prosperity rating without building any villas. If you do build villas that
will only make matters worse because of the workforce shortage problem. You can, and will
want to, achieve the prosperity by having almost all of your houses at insulae level. By
not importing vines, you also reduce pressure on your purse string, via lesser imports and
increased trader turnaround time, ie. traders can get out of the city quicker, allowing
the next group of traders to arrive sooner. You also save on warehouse and workshop
workers by not making wine.
Build only one pig farm. Use it , a nearby
warehouse set to accept only meat, and tell your trade advisor to stockpile meat. Use this
only to satisfy Caesar's requests. All the rest should be wheat farms. Feed your people
nothing but wheat.
Try not to make the same mistake I did, of
building the export industry too far away from the domestic industry. You'll have fewer
hassles with the traders if you build them closer.
Don't get your population too high too
early. Take some time to get the food production & storage well and truly rolling
along, before you build any markets. 5 to 10 full granaries would be my suggested minimum
before building any markets. If you like, you can segregate your housing into sectors
using gatehouses. This way, you can build markets for one sector before the others, and
gradually phase in the initial food grab. After the initial grab for food, empty out and
then demolish any granaries that are just taking up space. 4 half-full granaries are not
as good as 2 full ones. You also save on workers.
Build more markets than you usually would,
but don't go mad with them. One market for every 500 people should be sufficient. More
markets equals more stable housing, but the people won't consume more just because there
are more markets! You especially don't want your houses to constantly evolve/devolve on
this level because it takes so long for new immigrants to get to the houses and replace
those you lost during the devolution.
Right click on your granaries and
warehouses, and use the special orders screen to set some of them to "get"
certain types of food & goods. The granaries furthest from farms (and coincidentally,
should be nearest to houses) should get the food from other granaries. This saves your
market ladies some legwork, so that they can spend more time making subsequent trips to
either get more food, or to get other types of goods.
Don't build barbers until you're nearly
finished. In the meantime, fill up one warehouse full of oil, and stop. Leave the advisor
on "importing" oil, but don't let any other warehouses accept it. This will help
you spend less on imports, while improving turn-around time for the traders from Massilia,
who buy marble and pottery. When the end is within sight, build the barbers, and watch as
your medium insulaes evolve to large insulae (fingers crossed), to give you that final
push for prosperity, if you needed it.
When your prosperity rating is taken care
of, use areas away from the population center, for building the schools, libraries,
theaters and academies you need to achieve the culture rating.
If you wish to download an example of this
level, you can visit the Cities
download page.
Click here to go
back to the Peaceful Walkthroughs home page.
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