![]() If you want only 8 palaces, you can safely take out the duplicate Academy and Hospital (they are not really necessary here either, just a matter of security). ![]() ![]() In case of island scenarios, you can have the palaces on a central island, while entertainer schools are on another island and venues on third. Fountains cover every single tile of the palaces, so that in case of devolving the houses stop somewhere at Insula level and the loss of population is not high.Īll entertainment except theaters is provided by passing destination walkers (entertainer school south from block/venue in north and vice versa). The game that invented the walker mechanic as we know today, leading to any future city-builder that used that kind of. None of the palaces ever devolved.Īll roads /black/ near palaces were with plazas, and any free space nearby was filled with gardens. Caesar 3, the massively popular Roman city-building game from 1998. I had lots of free labor and money, so I simply doubled any structure where I saw any possibility of problems. It is not optimized in any other way then stability and space. Sorry, I don't have the time to convert it into standard glyphs. On maps with limited space, this could be a good idea: ![]()
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