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Baki (Kuban) , by Trev

City ID = 152
Date Submitted = 2000-02-24

Author's Description:

Culture: 75
Prosperity: 100
Funds: 255983
Pop: 10006
Time: 428 Months
Difficulty: Hard
Score: 31672

First, the simple trick here to get the results, and to have a “continue for 5 years”, was to achieve all goals except the last 2 weapons for burial goods. I saved at that point, then sent the goods and accepted the promotion to get the scores, the re-loaded, sent the goods and continued.

Another reason for hold back some goods was to ensure that I had the palaces, which I was determined to keep. At the time I hit 10,000 (my last goal to meet) I still had the palaces, but as you can see by inspecting, there is a risk of the third type of food running out at one of them.

This level went smoothly, with no bad problems. I think the worst was beer distribution. There was also no “clever trick” to finishing (no stockpiling of papyrus or linen needed). This is saved as a working city. Just please the gods and it will continue to grow.

Entertainment is perfect (up to 10,500). My tactic here is to try to have a pavilion at the end of each housing block, and, if it fits, a juggler in the middle. To keep the balance correct, there is a bandstand at the end of some blocks, especially where space is short.

I have no “clumsy” library farms, or other tricks. I tried to make this a practical city.

Note the central palace location, to try to be in the center of all production. Several yards set to get ¼ linen and papyrus keep the flow of goods steady. Beer was my worst issue (the only population drop on my chart was a beer issue). I accidentally wasted time at my port exporting surplus bricks, causing an import shortage. Because of the tight beer supply, beer production was relatively central, but still close enough to the port. It was deliberately near the palaces. If I did this again, perhaps the beer would have been produced a little nearer the port.

Plenty of money is made with taxes and gold. The only export is copper, efficiently stocked by the docks. Imports cost up to 17,000 per year, but net income is around 6k to 8k.

On housing blocks and block design: The only thing close to “classic” is the palace block, which is a simple circular route block, with a juggler on one corner, and pavilion at one end. Perhaps there should be a third bazaar, but 2 worked OK. Most other blocks are made to fit the space, and the need to string the town from the gold mines to the ports.

Note that services worsen further from the port (no education). It is best to start building schools etc. near the point of production, and then to move out as culture needs require. Going crazy and putting all building that people want where they want it can cause instability, as then there is not enough to go around. Long delivery routes are also a big issue with doing that.

A common feature of mine is service roads, which connect between houses with a roadblock. These only need fire and engineering posts to maintain industry on the road, and get workers from the houses on each side of the block, without causing other walkers to stray.

Finally: Just like some of the others submitted, I refused to pay extortion, and was never invaded

All in all, a very pleasant town. Would you like to move in?

Trev

  

   
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