| This is one
of the best posts I've ever seen in any forum. If you truly want to get to grips
with the Rostja scenario, then you need to read this. Take it away, Baltic! 1) Preparation. You should
try to perfect your skills before you get to Rostja. Starting Rostja while you are still
having problems with some basic concepts would cause the mission to appear too hard,
unmanageable. On the other hand, if you are skilled and don't set yourself any additional
target (time, prosperity), playing it could lead to boredom, as the mission would be too
long with nothing to do - just waiting for monuments to be built.
Both Dahshurs and On are ideal training grounds. In Dahshur I learned how to start the
city effectively and how to build pyramids. On helped me a lot with logistics, because it
is laid out on several islands.
2) Choosing the layout.
On starting the mission, pause immediately and check where the ostriches (4 flocks) are.
These are breeding grounds, new ostriches will reappear there, even if your hunters killed
them far away. Near them is the right place for housing, but remember you can't build
right on the breeding grounds. Check resources, production and trade possibilities, valid
places for docks, valid places for Pyramid complex. Try to place the pyramid complex as
near to river as possible, build docks, check whether all transport routes (from future
mining area to docks and pyramid) will be straight and decide where to place the housing
blocks and how large, depending on food available in the vicinity. Calculate the correct
distance of housing from docks, so that there is enough place for 2 rows of warehouses.
Try to remember the layout. Set speed to 10%, restart mission and start building. One of
the first things you place should be Pyramid complex. Save often, especially just before
building sg. vital or expensive and go back to one of your saves if you realize it wasn't
done correctly. Your city should consist of several blocks (settlements), not connected by
road - at least 3 : mines&quarries, docks, monument building centre.
Just to give you the picture, this phase takes me some 20 minutes on average, but can be
much longer in some missions. Any time a new trade route is available, you should stop and
consider how it will help, what changes do you have to make and what are potential
problems that can arise when you open the route (dock & SY capacity, production rate,
new goods available or the same in bigger quantity etc.)
3) Starting the
industry. Funds are limited, although you get a bail-out. The only way to earn money
is to mine gems and produce jewellery from them. You can sell a fair amount of both every
year, plan a special gem-mining area with jewellers and accepting storage yards nearby.
All trade, at least in the beginning, has to be conducted via Nile; you'll need 2 docks
and a lot of SY near them.
First housing block should be near docks, second not far from mining area - and both close
to food source. Start hunting the ostriches immediately, build markets, but set them to
"Don't buy" for all items. Only when you have at least 800 meat in a granary,
change orders for game meat in the respective market. To start quickly and spare money at
the same time, I used concentric blocks (standard or condensed variant). Quick supply of
food helps to reduce costs of starting. Set up gem mines and jewellers as soon as you have
free labour and immediately open the routes and export as much as you can. Don't be afraid
to go into debt for a short time (up to 1 year) when the exports are running - but try to
avoid it before. Place third small patch of housing near the pyramid to supply labour
access to camps, guilds and SY; this housing will never get water or food, but you should
provide it with good medical care. Build some more houses in "better" parts,
then add basic entertainment (jugglers, maybe musicians). Build palace and tax collectors,
set tax to 12-14%; don't try to collect taxes from any areas below Cottage level. If you
use more than 12%, don't leave it for long - always make a break for a few months (with
tax around 9%) as soon as you get first message about people complaining about high taxes.
BTW, wages... I'm using Egypt+2 as standard, as I was in C3, but have no proof how it
works now. Anyway, the higher taxes are, the more significant is how much you pay to
workers.
Don't forget the gods, Ra's blessing (double trade income for 12 months) can be a turning
point. When you have recuperated from palace building costs, check free labour and if
possible, build Temple complex to Ptah. As soon as it is built, gem mines and jewellers
should produce more quickly, giving you the possibility of higher exports. Adding Altar of
Amon later does the same to quarries, Oracle of Thoth is virtually useless in this mission
and I didn't build it - but can help where papyrus is scarce.
Build some additional housing block(s), but be cautious and consider the amount of food
available on site. As the labour pool is increasing, build more work camps, later some
stone quarries (5 for the beginning, 9-10 is enough for the whole mission. Having started
export industry and plain stone production, concentrate on optimisation of trade.
4) Developing trade.
As I already mentioned, start exporting as soon as possible. You should export maximum
quota every year, that'll give you enough income per year to stay in positive balance once
you safely get there with most of the city built. When mines and jewellers are
overproducing, your getting SY cartpushers never return with bare hands to the dock area
SYs, exports run smoothly and you'll have enough stored to comply as soon as some request
comes, without affecting the trade. Don't be afraid to assign enough labour force and
money for such production, especially don't be afraid to build gem mines (these are really
expensive) right in the beginning, even though it will probably throw you into debt.
Export is the only way how to earn enough money.
Next you should set about importing limestone. The pyramid complex base could soon be
completed (depending on how many camps you built), and you'll need some supply of it to
start with. Start importing it as soon as you can afford it and don't import anything
other, until you have imported 40 blocks from every city that is trading it (you have 1 at
start, 2 other routes open later). As the ships enter map near from docks, you can have 40
blocks imported in September, and - depending on financial situation - import other goods
or wait for another year. Don't forget to switch again to limestone import only right in
the moment when a new year starts. Always import something if you can afford it - you can
use it later.
Water trade route to Iunet opens after complying to one of the requests, land route to
Dahshur after saving it with your armies. Both new routes bring in additional limestone
imports; from Iunet you can buy granite needed for grave goods, from Dahshur barley and
beer - in case you want to upgrade the housing.
5) Transport.
Divided city with efficient transport speeds both trade and monument building, and also
helps evolve the housing gradually if you wish to do so. Divide the city into separate
settlements not connected by road, and build enough SY in every part of the city to move
the goods as needed. If there is a connecting road, getting cartpushers use the road no
matter how long it is (roadblocks don't work for this!). If there isn't any, they take the
bee-line to their destination - shorter than any possible road. Stone pullers behave
precisely like a getting cartpusher. The docks should always be independent and all goods
should be brought there (and from there) by getting. Otherwise you risk that dockers will
roam the city for months every time they'll try to buy something that is stored in more
places.
Dock area : Before you start importing limestone, one dock with 5 SY set to
getting 1/4 of one export item, 1/4-1/2 of the other, and accepting the rest of something
that does not require handling (e.g. wood or limestone) is enough. Such setting should
help to avoid the "labour-lost-when-getting" problem in SY. Later you'll need to
add a second dock and 4 more SY, set to accept 3/4 of limestone and 1/4 of clay.
Mining area : This can be either 1 or 2 separate parts (gem mining,
quarries). My solution was one housing area with several blocks and a long road winding
along the rocks. Gems were mined in northern part, plain stone quarries occupied the
southern part. You'll need some 3-4 SY for gems and luxury goods, and at least 4 (better
5) SY for the plain stone.
Monument area : Several solutions are possible. SY cartpushers are able to
bring only 1 block of stone per trip, therefore I decided to move only the limestone from
docks to the monument (unavoidable, as you need to have free space in SY near docks).
Plain stone was stored near the quarries and stone pullers brought it from there (4 blocks
per trip).
6) Monument building.
You have three monuments to build - Large pyramid complex, Medium pyramid and Sphinx. You
should know enough about pyramids by now; Sphinx requires stonemasons, carpenters and some
wood (not much, probably 1000); no stone is needed. Although the manual states that
building several monuments at once can cause problems, I never had any. On the contrary,
the only time when I was having problems was when I was building a single monument.
Basic things you should do to avoid problems : Build the pyramid complex close to water,
and so that the tunnel touches the shoreline (not floodplain). If the tunnel is too long
and your stonemasons can't finish it later, build gardens between the end of tunnel and
shoreline. Make sure you don't build any structure so that it touches the monument at any
point; also if you want to place two monuments nearby, leave at least one tile of free
space between them. (Just for safety reasons, sometimes it doesn't matter.) Start building
large pyramid complex first, start Sphinx when complex is 30% complete and small pyramid
latest when the Sphinx is complete.
Stone pullers, stonemasons and carpenters don't need roads to go to the construction site,
but carpenter guilds have to be on a road where a SY full of wood is nearby. You are
importing the wood, and you should import it as soon as your finances allow it, as it all
has to be moved to monument area before you need first ramp (otherwise getting orders
could interfere with supplying the carpenters). Set import to maintain 3600, so that there
always is something left in the dock area for quick resupplying. Of course, it is best to
start wood import gradually - first maintain 400, then 800 etc. Mentioned 3600 is a target
value.
You'll need 3 carpenters and lot of stonemasons. 5 masons and 1 carpenter should be
working in the moment when base levelling is finished, later you can add more as money and
free labour force allows. I had as many as 10 stonemasons in the end. I'm still not sure
whether the number and placement of work camps was correct, so I'll let it be - just check
in the saves how I did it.
7) Military. Don't forget the military side - there was only one
attack (6 soldiers), but also a request to help Dahshur against invaders. If you win the
distant battle, new trade route will open. One company of skilled archers can defeat the
invasion against your city, and gain veteran status after the battle. Together with
another skilled company of archers it is enough to win at Dahshur. I built weaponsmith
later and produced weapons from the copper I got as thanks for complying to one of the
requests early in the game, but I didn't need the infantry...
8) Gods. I received some very helpful blessings from Ra,
doubling the income from trade or increasing the traded amount. Ptah helped all the time,
thanks to the temple complex - but his blessings had little influence on the game. I often
forgot to throw festivals for several years, so you can get more blessings if you take
care to do it regularly.
Some afterthoughts... looking at the saves
now, I think I could have done better. Especially in the beginning I could have increased
the population quicker, build more work camps earlier and closer to pyramid, and more
stonemasons in the beginning. Also the material could have been brought to construction
site by getting. But until someone tries it, I can't be sure whether this wouldn't cause
other problems I have avoided... Well, that's it.
This is the description of steps
taken, as shown in various stages. You can download all of these saved games by
clicking HERE:
Rostja 5 - Sep 2507, 1400 population, industry working with full speed (7 mines, 7
jewellers), export about to start. Palace is working some time, collecting taxes. I saved
this just before placing the temple complex to Ptah. This will mean going into debt for
the first time (bail-out already used).
Rostja 10 - Nov 2504, 2500 population; base being finished, starting stone import.
5 plain stone quarries, 116 blocks stored. Still only 1 dock and 6 dock SY, will expand
soon. I will never be in debt again until the end of mission.
Rostja 13 - Sep 2503, 2800 population; just got info about pending attack - 10
months. No defenses, I have to build recruiter, academy and Archer fort quickly.
Rostja 14 - May 2502, 3000 population. First course of the pyramid nearly finished.
Attack will come soon. 1 month before the attack it is time to move the soldiers to the
right place (fort is far from invasion point).
Rostja 19 - May 2500, 3800 population. In January of this year I started to
distribute pottery to some houses. Request to help Dahshur against enemy army. I'll be
able to send 2 archer companies only, but it's enough.
Rostja 22 - Feb 2498, 4200 population. 9 masons and 2 carpenters working,
material streaming to the pyramid from both quarries and docks. Pyramid 25% complete. In
July of this year I'll place the Sphinx.
Rostja 27 - Dec 2497, 4200 population. Storms stopped trade ships for a few
months, but even so I managed to trade maximum quantities. Sphinx is beginning to get
shape.
Rostja 29 - Mar 2495, 4400 population. Sphinx finished, placing the other
pyramid. Beer production started, some beer distributed by mistake (forgot to switch it
off in the market). It will take one more year to produce enough beer and create stocks
that will ensure stability of housing... Dispatching grave goods gradually, all will be
done by Jan 2493.
Rostja 39 - Dec 2488. Population reaches 5000 for the first time in this
mission. 10 loads to complete the smaller pyramid, 20 loads to complete the big one. I'm
not importing limestone anymore, I have enough stored. Preparing to import reeds instead
and give people some education. I'll reach Common residence only, because I was
concentrated on speed and didn't want to play around with entertainment, dentists etc.
Rostja 43 - Oct 2485, population slightly under 5000 (problem with devolving
block). Pyramids will soon be complete. Basically, this is the end - I don't know of any
possibility how to influence the speed of polishing the surface of pyramid. You just have
to wait, in 317 months it will be finished.
Cherub Baltic
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