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Caesar 3: warehouse/market question

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Kin Ho Tung

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Nov 5, 1998, 3:00:00 AM11/5/98
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I'm now on level 7 of the peaceful branch and *still* a little confused about
the warehouse and markets. Here goes:

1) warehouse set to "getting goods" will send out carts and get those goods
from other warehouse, that I know. But does it stop after a while? I had an
area on the map where I'm making weapons and got a warehouse there set to
"accept". I have docks elsewheree on the map and a warehouse next to it set
to "get". I notices that the warehouse will stop sending carts to get weapons
after it have 4 or more units in the warehouse. This is obviously a problem
because a ship can hold 12 units of stuff and it'll need to get the rest of the
weapons from a far away warehouse.

2) I try to rectify that problem by building another warehouse right next to
the one next to the dock and set that to "get weapons" also. And I don't know
if I'm the only one that seen this but the second warehouse would simply get
the weapons from the 1st warehouse(the one next to the docks). THEN the 1st
warehouse would get the weapons from the 2nd warehouse. THEN the 2nd warehouse
would get to the weapon from the 1st warehouse.......and that would go on
indefinitly with the same 4 units of weapons moving between 2 warehouse next
to each other. Both of them are set to "get weapons". I have the save game
to prove this one too.

3) How do you folks solve the problem with the market ladies trying to get
everything to satisfy their neigborhood. I mean I have resisted from making
ANY villas because as soon as a single drop of wine gets into my warehouse.
All of my market ladies would walk from one end of the map to the other just
to get their hands on it(all of my house are grand insulaes). I know that
there is no way to "tell" those buyers to stop getting an item. I've read
post after post about how people have "villa zones" and is completely confused
on how they limit wines to just those zones?

Thanks for any help, and yes, I read the manual, I read the FAQ. I played and
played with the game and now is just plain desperate. Just so you know, I
spend a week and a half on the procuser(?) level and just BARELY eeked out the
50 properity rating.

--
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|Kin Ho Tung, College of Enginnering |I Think, Therefore I am|
|University of Hawaii at Manoa |I think I Think, |
|Internet Email: kt...@wiliki.eng.hawaii.edu |Therefore I think I am |
|Web Page: http://student-www.eng.hawaii.edu/kenny | |
|Amateur radio callsign: WH6JA | -The Mysterious One |
\____________________________________________________________________________/

Aaron Baugher

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Nov 5, 1998, 3:00:00 AM11/5/98
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kt...@wiliki.eng.hawaii.edu (Kin Ho Tung) writes:

> I'm now on level 7 of the peaceful branch and *still* a little
> confused about the warehouse and markets. Here goes:

> 1) warehouse set to "getting goods" will send out carts and get
> those goods from other warehouse, that I know. But does it stop
> after a while? I had an area on the map where I'm making weapons
> and got a warehouse there set to "accept". I have docks elsewheree
> on the map and a warehouse next to it set to "get". I notices that
> the warehouse will stop sending carts to get weapons after it have 4
> or more units in the warehouse. This is obviously a problem because
> a ship can hold 12 units of stuff and it'll need to get the rest of
> the weapons from a far away warehouse.

Unfortunately, that's not what 'getting goods' is intended for. It
was originally called 'maintain level', and that's a better term for
it. It tells the warehouse to maintain a level of 4 of the item
selected. Ideally, they would have left in the 'maintain level'
option, and added 'getting goods' as another option, which would tell
the warehouse to get that good(s) as long as there is space in the
warehouse. That way, you could set all your residential supply
warehouses to 'maintain level' on domestic goods, but have your dock
warehouses 'getting' the surplus.

> 2) I try to rectify that problem by building another warehouse right
> next to the one next to the dock and set that to "get weapons" also.
> And I don't know if I'm the only one that seen this but the second
> warehouse would simply get the weapons from the 1st warehouse(the
> one next to the docks). THEN the 1st warehouse would get the
> weapons from the 2nd warehouse. THEN the 2nd warehouse would get to
> the weapon from the 1st warehouse.......and that would go on
> indefinitly with the same 4 units of weapons moving between 2
> warehouse next to each other. Both of them are set to "get
> weapons". I have the save game to prove this one too.

Surprising; I didn't realize that a warehouse set to 'getting goods'
would allow its 4 goods to be taken by another warehouse. Your best
bet might be to set the warehouses close to the industries to 'not
accepting' for a while, and let the industry workers deliver to the
dock warehouses. They'll take longer, but as long as the round trip
doesn't take longer than the production time of one unit, you should
still produce at top speed.

> 3) How do you folks solve the problem with the market ladies trying
> to get everything to satisfy their neigborhood. I mean I have
> resisted from making ANY villas because as soon as a single drop of
> wine gets into my warehouse. All of my market ladies would walk
> from one end of the map to the other just to get their hands on
> it(all of my house are grand insulaes). I know that there is no way
> to "tell" those buyers to stop getting an item. I've read post
> after post about how people have "villa zones" and is completely
> confused on how they limit wines to just those zones?

I haven't done this, since I haven't needed or wanted villas yet.
(I'm guessing that in a later level I'll need them to reach a higher
prosperity, but so far, I've been able to hit 60+ with insulae.
Insulae is plural, btw.) I would guess that what people do is to only
promote one zone to grand insulae, by giving it something the other
zones don't have, like a barber or library. That'll keep those other
zones from wanting wine while the villa zone stocks up on it. At some
point, you'd have to either run out of wine or switch it to
'stockpiling', before improving your secondary housing.


Aaron
--
Aaron Baugher - abau...@rnet.com - Quincy, IL, USA
Extreme Systems Consulting - http://haruchai.rnet.com/esc/
CGI, Perl, Java, and Linux/Unix Administration

Kin Ho Tung

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Nov 5, 1998, 3:00:00 AM11/5/98
to
Yeah, the whole thing about the warehouse is really irritating. The
grandaries seems to work great. I have 2 grandaries on "get" and they
won't have that back and forth problem. Wonder if impression's gonna
fix this......

Alan Way

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Nov 6, 1998, 3:00:00 AM11/6/98
to

Kin Ho Tung wrote in message <71rq7q$i...@news.Hawaii.Edu>...

>I'm now on level 7 of the peaceful branch and *still* a little confused
about
>the warehouse and markets. Here goes:
>
>1) warehouse set to "getting goods" will send out carts and get those goods
>from other warehouse, that I know. But does it stop after a while? I had
an
>area on the map where I'm making weapons and got a warehouse there set to
>"accept". I have docks elsewheree on the map and a warehouse next to it
set
>to "get". I notices that the warehouse will stop sending carts to get
weapons
>after it have 4 or more units in the warehouse. This is obviously a
problem
>because a ship can hold 12 units of stuff and it'll need to get the rest of
the
>weapons from a far away warehouse.
>

I'm not too sure about this. Originally "getting goods" was "maintain
level" which would maintain a level of 4 items. This was apparantly changed
at the last minute, I wonder if the 4 item thing is still in there. I cant
remember what my wharehouses have done in the past but I *think* they will
continue getting stuff.

My solution has always been to build the workshops as close to the intended
warehouse as possible. Especially for export products. Then have that
warehouse the only one accepting that product. This is expecially true of
the warehouses feeding the docks (which should be right across the road from
the warehouse.)

>2) I try to rectify that problem by building another warehouse right next
to
>the one next to the dock and set that to "get weapons" also. And I don't
know
>if I'm the only one that seen this but the second warehouse would simply
get
>the weapons from the 1st warehouse(the one next to the docks). THEN the
1st
>warehouse would get the weapons from the 2nd warehouse. THEN the 2nd
warehouse


ROFL. I've never seen this happen, and I sympathise with you. But somehow I
can easily imagine your plebes doing this. Probably what you need to do is
to add more schools to educate the iggerant buggers. (kidding!)
In theory though (and I'm pretty sure it works this way for granaries)
warehouses on "getting" should ONLY get from warehouse on "accepting."

>3) How do you folks solve the problem with the market ladies trying to get
>everything to satisfy their neigborhood. I mean I have resisted from
making
>ANY villas because as soon as a single drop of wine gets into my warehouse.
>All of my market ladies would walk from one end of the map to the other
just
>to get their hands on it(all of my house are grand insulaes). I know that
>there is no way to "tell" those buyers to stop getting an item. I've read
>post after post about how people have "villa zones" and is completely
confused
>on how they limit wines to just those zones?
>


This is true, the market ladies will cross the North Pole to get at the
liquor. What you need to do is to have a warehouse close to your villa zone
set to getting pottery,furniture,oil and wine. Probably have a couple of
warehouses nearby so that there is a decent supply to the markets.

What you will find is that the villa areas will evolve then devolve and
generally fart around for a while until the supply pipe is full. i.e. Untill
the markets have a cache of good and the warehouses have a constant supply.
This is because the market bitches will walk miles to get the wine ignoring
a more pressing need for food in the meantime. Eventually though the supply
line will catch up with the demand and things will settle down.

Note that the market ladies will ALWAYS get stuff for houses that need it
only when they need it. What I "try" to do is to hold the value of my villa
area down by not putting in the gardens/plaza's etc UNTIL I have a warehouse
with a supply of the luxuries nearby. Then plop down gardens/plazas/statues
whatever to bump up the value. The warehouse ladies will go get what they
need from the nearby warehouse and away you go.

Good luck.
Alan

Alan Way

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Nov 6, 1998, 3:00:00 AM11/6/98
to

Alan Way wrote in message <71t5eq$era$1...@fep5.clear.net.nz>...

>
>Kin Ho Tung wrote in message <71rq7q$i...@news.Hawaii.Edu>...
>>2) I try to rectify that problem by building another warehouse right next
to
>>the one next to the dock and set that to "get weapons" also. And I don't
know
>>if I'm the only one that seen this but the second warehouse would simply
get
>>the weapons from the 1st warehouse(the one next to the docks). THEN the
1st
>>warehouse would get the weapons from the 2nd warehouse. THEN the 2nd
warehouse
>
>ROFL. I've never seen this happen, and I sympathise with you. But somehow
I
>can easily imagine your plebes doing this. Probably what you need to do is
>to add more schools to educate the iggerant buggers. (kidding!)
>In theory though (and I'm pretty sure it works this way for granaries)
>warehouses on "getting" should ONLY get from warehouse on "accepting."
>


I tried this tonight and could duplicate the problem, though this time with
oil. 2 warehouses a few squares from each other, 1 had a single jar of oil,
the other had 2. The 2 pushers were shuttling back and forth moving those 3
jars of oil. I also had 3 dock pushers chasing them trying to intercept the
oil for delivery to a waiting ship. (Who's Captain was probably getting less
amused by the minute.)

I seemed to solve it by bulldozing one warehouse and moving it further away
from the other. Still, I think the best option would be to specialise for
export warehouses and have them as close as possible to the docks. Its
better, I think, to have the workshop pushers do the leg work rather than
the dock boys.

Alan

krsa...@gmail.com

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May 1, 2018, 11:06:19 AM5/1/18
to
On Thursday, November 5, 1998 at 1:30:00 PM UTC+5:30, Kin Ho Tung wrote:
> I'm now on level 7 of the peaceful branch and *still* a little confused about
> the warehouse and markets. Here goes:
>
> 1) warehouse set to "getting goods" will send out carts and get those goods
> from other warehouse, that I know. But does it stop after a while? I had an
> area on the map where I'm making weapons and got a warehouse there set to
> "accept". I have docks elsewheree on the map and a warehouse next to it set
> to "get". I notices that the warehouse will stop sending carts to get weapons
> after it have 4 or more units in the warehouse. This is obviously a problem
> because a ship can hold 12 units of stuff and it'll need to get the rest of the
> weapons from a far away warehouse.
>
> 2) I try to rectify that problem by building another warehouse right next to
> the one next to the dock and set that to "get weapons" also. And I don't know
> if I'm the only one that seen this but the second warehouse would simply get
> the weapons from the 1st warehouse(the one next to the docks). THEN the 1st
> warehouse would get the weapons from the 2nd warehouse. THEN the 2nd warehouse
> would get to the weapon from the 1st warehouse.......and that would go on
> indefinitly with the same 4 units of weapons moving between 2 warehouse next
> to each other. Both of them are set to "get weapons". I have the save game
> to prove this one too.
>
> 3) How do you folks solve the problem with the market ladies trying to get
> everything to satisfy their neigborhood. I mean I have resisted from making
> ANY villas because as soon as a single drop of wine gets into my warehouse.
> All of my market ladies would walk from one end of the map to the other just
> to get their hands on it(all of my house are grand insulaes). I know that
> there is no way to "tell" those buyers to stop getting an item. I've read
> post after post about how people have "villa zones" and is completely confused
> on how they limit wines to just those zones?
>
> Thanks for any help, and yes, I read the manual, I read the FAQ. I played and
> played with the game and now is just plain desperate. Just so you know, I
> spend a week and a half on the procuser(?) level and just BARELY eeked out the
> 50 properity rating.
>

Dimensional Traveler

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May 1, 2018, 2:00:07 PM5/1/18
to
On 5/1/2018 8:06 AM, krsa...@gmail.com wrote:
> On Thursday, November 5, 1998 at 1:30:00 PM UTC+5:30, Kin Ho Tung wrote:
>> I'm now on level 7 of the peaceful branch and *still* a little confused about
>> the warehouse and markets. Here goes:
>>
NECROPOST!!!


--
Inquiring minds want to know while minds with a self-preservation
instinct are running screaming.

Spalls Hurgenson

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May 2, 2018, 9:07:07 AM5/2/18
to
On Tue, 1 May 2018 08:06:17 -0700 (PDT), krsa...@gmail.com wrote:

>On Thursday, November 5, 1998 at 1:30:00 PM UTC+5:30, Kin Ho Tung wrote:
>> I'm now on level 7 of the peaceful branch and *still* a little confused about
>> the warehouse and markets. Here goes:
>>
Welcome to Usenet! As someone pointed out, you are (reposting) a
20-year old message. If this wasn't an intentional troll, it is
probably a result of using Googlegroups, which is really a lousy
interface for Usenet. You're better off getting a dedicated newsreader
(Gravity is free https://sourceforge.net/projects/mpgravity/) and
signing up to one of the free NNTP services
(http://www.eternal-september.org/, for instance).

I can't answer these questions; it's been at least fifteen years since
I played Caesar 3. So instead, I'll ramble. It's what I do, see?

I liked Caesar 3, but it was the last game of the series I played (I
bought Caesar 4 - multiple times, in fact - but never even installed
it. Something about a money and a fool seems appropriate). I liked the
whole concept of the game, but the mechanics never came together for
me.

The worst part of Caesar 3 was the size of the maps; they were just
too damned small. I was supposed to be building giant Roman cities but
I was hard pressed to fit 100 buildings onto the map. Part of the
problem was that - in addition to building the city - I was also
expected to squeeze all the surrounding infrastructure - farms,
lumber, mines, etc. - and it really took a lot out of the fun of
building. Of course, the technology of the time wasn't able to support
huge maps (and, if I remember correctly, the game did have a regional
map where you could plop down little hamlets that would support your
city) but I still wish Caesar3 had allowed me to build on the scale of
SimCity2K.

Another of my I dislikes was the inclusion of combat in the game. If I
recall, the fighting was made optional in C3 so obviously I wasn't the
only one who had that complaint. The combat system was clunky and
limited, and I wish they'd focused the resources used on the tactical
combat to improve the main city-building.

Nor did the game have a sandbox mode, which - honestly - was all I
really wanted. Instead, there was a campaign and you had to satisfy
little missions to build up the city. Worse, you didn't have full
access to all the city tiles from the start (and most missions
restricted what tiles you got) so I never could build the Roman City
of my Dreams.

Still, the graphics were gorgeous and the sub-systems (for instance,
requiring the citizens to walk over and pick up the necessary
resources for the homes and buildings) - while balky and annoying -
were innovative and interesting. Caesar 3 was a flawed game but it had
its moments.


Ross Ridge

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May 5, 2018, 4:12:59 PM5/5/18
to
Spalls Hurgenson <spallsh...@gmail.com> wrote:
>The worst part of Caesar 3 was the size of the maps; they were just
>too damned small. I was supposed to be building giant Roman cities but
>I was hard pressed to fit 100 buildings onto the map. Part of the
>problem was that - in addition to building the city - I was also
>expected to squeeze all the surrounding infrastructure - farms,
>lumber, mines, etc. - and it really took a lot out of the fun of
>building. Of course, the technology of the time wasn't able to support
>huge maps (and, if I remember correctly, the game did have a regional
>map where you could plop down little hamlets that would support your
>city) but I still wish Caesar3 had allowed me to build on the scale of
>SimCity2K.

I don't think that hamlet thing is in Ceasar 3, at least I've never seen
it but I've never been able to complete the campaign. My problem is that
campaign in the later stages almost becomes a like a puzzle game, the goal
being to figure out what exactly you need to do to complete each mission.

>Another of my I dislikes was the inclusion of combat in the game. If I
>recall, the fighting was made optional in C3 so obviously I wasn't the
>only one who had that complaint. The combat system was clunky and
>limited, and I wish they'd focused the resources used on the tactical
>combat to improve the main city-building.

I don't think it was completely optional. In the campaign you could
choose from either a peaceful or non-peaceful province, but in the later
stages of the campaign even the peaceful option wasn't so peaceful and
you had to defend your cites. But yah, the combat is awful. I've also
played Pharaoh by the same developers and it has the same awful combat.

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rri...@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //

Spalls Hurgenson

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May 6, 2018, 9:34:37 AM5/6/18
to
I stand corrected. As I said, it has been at least ten years since I
last played this game and it didn't leave all that memorable a mark. I
may very well be confusing features in Caesar 1 and 2 with those of 3.
But regardless, I stand by my general assertion: I loved the overall
concept of the game(s) but the actual implementations were less
exciting.

Just give me a big sandbox Roman SimCity (with a mix of Serf City
built in), call it Caesar 5 and I'll buy it. But nix the mission-based
structure and the combat; big map and freedom to build is what I want.


Ross Ridge

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May 6, 2018, 11:22:35 AM5/6/18
to
Spalls Hurgenson <spallsh...@gmail.com> wrote:
>Just give me a big sandbox Roman SimCity (with a mix of Serf City
>built in), call it Caesar 5 and I'll buy it. But nix the mission-based
>structure and the combat; big map and freedom to build is what I want.

Just remembered I have the GOG version of Caesar 3 as well the retail
version I'm too lazy to get the disc for, so I checked and it does in
fact have a sandbox mode. Just select "City Construction Kit" when you
start the game. I don't think the maps are any bigger though.

Also checking through my Steam collection CivCity: Rome, Grand Ages:
Rome, and Imperium Romanum all seem to have sandbox modes. CivCity:
Rome is the only game I've played from these though. It's basically
Ceaser 3 with tech trees and wonders.
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