Initiation Walkthrough
By Martinu
Although I was not of course eligible to compete in the Initiation contest,
I tried it for fun, and (as usual with a Granite Q map), I found it very
enjoyable. Given the substantial number of newcomers who have taken part
in a CBC Pharaoh contest for the first time, I thought it might be helpful
to describe how I set about the planning and playing of the mission.
Step 1: Preparation.
First a good look around the map, then start my data sheet. On this I
record all the available resources (raw materials and industries), types
of food and which gods. Then each trade route opened in turn (noting beforehand
the cost and whether water/land route) and all available export/import
goods and quantities logged.
Step 2: Reconnaissance runthrough.
A rapid run right through to the end of the mission, solely for data gathering
purposes. Just a single housing block, some food to evolve it to Cottage
level, a bit of production of every industry, and a dock to enable some
export income. It is important to fulfill every request during this run,
so I save frequently. Then if I can't meet a request on time, I am able
to revert to a previous save and try again. I didn't bother with constructing
the monument on this run.
The key information gathered from this run was:
· The events schedule, all noted
· Additional land trade routes (Bahariya and Serabit) become available,
trade quantities noted
· Jewelers become available when Serabit is opened. This is a
designer's trick, to catch the unwary! If a new trade route appears during
the game and makes a new raw material available (in this case gems), always
check whether the corresponding industry has now appeared on your list
of industries you can build. (GQ caught me nicely with this trick in a
recent contest!)
· Immigrants enter the map from the NE
· Ships enter the map from the S, so ideally I want the dock down
there as well
· A bailout of 1000db is available if needed
· The floods are mostly good, which will help grain production
· The Kingdom Rating was above 80 at the end, way above the mission
goal of 45, so certainly won't be a constraint
Step 3: Reread the instructions!
Before going any further, another read of all the instructions, particularly
the designer's advice. Also a particular check of the completion criteria
(mission goals) - more than one experienced competitor has overlooked
one of these before now, and had an otherwise good entry rendered invalid.
Step 4: Decide overall strategy
The designer's advice has already made it clear that the monument can
easily be finished in the time allotted. Therefore the leading places
in the contest will almost certainly be determined by WC2 (winning criteria
2), and the strategy must therefore be to maximize cash all the way through.
There are a lot of export opportunities, which will generate substantial
income, and will be the major earner in the early years. However after
that taxation has the potential to be the biggest contributor.
Once jewelry becomes available, I can evolve up to Stately Manor. Playing
at Easy, a tax rate of at least 20%, and probably up to 25%, can be maintained.
A single fully occupied Stately Manor generates tax income of 2790 per
year at 25% (Easy level). A block of 17 manors would therefore produce
47,430 per year. I can also take my normal housing up to Fancy Residence,
each of which (fully occupied) would generate tax of 690 per year at 25%.
A block of 30 of them would therefore produce 20,700.
In comparison, some quick calculations suggest that the most I can get
out of exports will be in the 25,000-30,000 region per year.
My overall strategy is now clear. Maximize exports, then push to evolve
as many Stately Manors as possible. To achieve this will require packing
as many people as possible onto the map.
Time now to reach for the calculator and get down to some detailed planning.
Step 5: Food plan
Map resaved as Initiation_Food, and as many farms and fishing wharves
as possible positioned. Since the floods are generally good (and I can
go for Osiris blessings if necessary), no need to bother with irrigation
ditches. In total I could place about 40 farms and 30 wharves.
With good floods, the farms should feed about 9,000 people. Wharf output
depends on the distance to the fishing ground; here most of them are close
to the fish and should give me enough to feed at least 500 people per
wharf, or 15,000 in total. From my initial study of the map, I reckon
I am unlikely to get much above 10,000 people (4 standard housing blocks),
so no problem on the food front (I was already planning to give both foods
to everyone), and not all the wharves will be needed.
Step 6: Plan export strategy
On paper the export potential is massive: once Bahariya opens, in theory
I can sell 8000 wood, 9000 pottery and 5000 papyrus per year. In practice,
this clearly isn't going to be possible, for two reasons. Firstly, there
doesn't appear to be enough area of wood and particularly reeds to meet
this demand once the initial harvest has been stripped. Secondly, one
can get only 6 ships per year from each city, so it would be impossible
to ship the full amounts to Abedju.
Since wood is the most profitable commodity, as well as giving the quickest
payback, I'll start with a large number of woodcutters (number to be decided
during the next runthrough) to do a fast strip of the woodland, then delete
the unwanted cutters.
Papyrus is the next most profitable, so I'll follow with that. However
I expect that the limited area of reeds, plus requests and domestic consumption,
will substantially curtail papyrus exports after the early years.
After that, pottery, which requires a bit more thought. I want to fill
all land exports to Bahariya (2500 per year), but I don't want to sell
the full 4000 units to Abedju, since this would block out some of the
more profitable wood and papyrus exports. Also, I don't want Bahariya
land traders taking pottery exports intended for Abedju. On top of this,
it doesn't look as though I have the space to concentrate all my pottery
production in one centre, as I would prefer. I therefore decide to have
my major pottery production for domestic consumption and land exports
near to the map entrance in the NE, and a subsidiary pottery production
in the dock complex, which will be further S. Provided the SY's are adequately
stocked, this should ensure that the Bahariya traders go to the intended
SY. I tentatively decide to size the dockside pottery production for Abedju
at 2500 units, and see how that works out in the game.
Exporting bricks should be straightforward as soon as Serabit opens,
particularly as it's by land - the dock is already going to be handling
a lot of traffic.
I decide grain exports aren't worth bothering with for a total income
of just over 300db per year. I want to give as much food as possible to
housing to evolve it as fast as possible
Step 7: Tentative layout plan
Before I can size my industry, I need to decide how much housing to allow
for. So resave map as Initiation_Trialplan, and start trying some
road layouts. After some juggling around with the positioning of the monument,
it looks like I can squeeze in 4 standard-sized 16x6 housing blocks (1
on W bank, 3 on E), but I won't know for sure until I've finished my detailed
layout plan. I will now do my industry planning on the basis of 2 housing
blocks of 30 Fancy Residences each, and 2 manor blocks of 17 manors each,
giving a total of 94 houses/manors when fully evolved.
Step 8: Calculate industry required
Clay/Pottery: Annual domestic consumption will be 94x24=2256 units when
fully evolved. However in the early stages there will be a lot more than
94 houses since some of them will be 1x1s. Since I want to evolve all
my housing as fast as possible, I decide to size my pottery for 4000 annual
domestic consumption. Add on 2500 units of land export sales gives 6500
units. This requires 9 claypits and 12 potters. The 2500 units planned
for water exports requires 4 clay / 5 potters.
Beer: As for pottery, fully evolved domestic consumption will be 2256
units, rather more at the start. 2500 barley imports are available, which
will supply 5 brewers. In addition there are beer gifts. I want to avoid
importing beer if possible to maximize cash.
Linen: Likewise, domestic linen consumption of 2256 units, plus a further
200 units for the 2 mortuaries. 2500 flax imports are available, which
will supply 5 weavers. This looks a bit tight, so will need to keep a
careful eye on linen stocks. As with beer, can also import linen if necessary,
but will try to avoid.
Wood: Will provisionally aim for 8 woodcutters on E bank to start (probably
delete 4 later), and 4 more on W bank. One woodcutter building situated
an average of 10 squares away from wood will produce 1200 units per year
from the original harvest, so this should be more than enough to meet
the initial export demand.
Reeds/Papyrus: Reed gatherers are immensely productive when close to
the reeds. At an average of 10 squares away, one gatherer building will
produce 4000 units per year. Even allowing for the hippos, 2 gatherers
in the SE and one in the NE should be sufficient. I will squeeze in as
many papyrus makers as possible, aiming for 8 in the SE and 4 in the NE.
After the initial harvest, this is certain to be too many and some will
be deleted. Domestic consumption of papyrus is likely to be about 400
units per year (2 libraries plus 4 scribe schools).
Bricks: 4 years of limestone imports are needed for the monument construction.
I'll aim for brick supplies at the same rate, equivalent to 1200 bricks
per year for the monument. In practice, bricks will be needed more quickly
than this for the lower levels, but I'll aim to stockpile in advance.
Add on 4000 export demand, giving a total requirement of 5200. Ideally
I should have 8 clay/10 brickworks for this. However I have already got
my eye on using the large island for my brick industry, and I can only
fit 7 clay/9 brickworks on it, so that will have to do.
Luxury goods: 34 manors require 34x24= 816 units per year. I therefore
planned to meet this with 2 jewelers close to the E bank manor block.
In practice this was a mistake, because it delayed the evolution of the
W manor block for many months. In my final run I therefore added 2 more
jewelers to the W bank (with their own gem imports) to kickstart its evolution
to manors. One on each bank can be deleted later if necessary.
Step 9: Monument requirements
Normally for efficient pyramid construction I would position the monument
as close to the floodplain farms as possible, have bricks and stone storage
close by, and place all the work camps next to the materials storage.
However, in this case I'm quite happy to place the monument in a convenient
corner where it won't get in the way of my housing blocks or industry,
and put most of the work camps near the farms. That will slow the monument
construction time, but since there is ample time to spare, no problem.
2 stonemason guilds, 2 bricklayers' guilds and 1 carpenters' guild should
be sufficient.
Step 10: Religion
Having Bast as the patron god is useful, since Bast's minor blessing will
help to keep the other gods happy as well. Plus if I can obtain Bast's
major blessing, it will accelerate my housing development. I won't build
a Temple Complex though, since this takes up far too much valuable real
estate, which I can more profitably use for housing/manors.
Step 11: Detailed layout plan
I'm now ready to start my detailed plan, on another resave of the starting
map, as Initiation_Plan_A. I will now use this to plan the full road layout
and exact positioning of all structures.
I usually start by placing the dock. In this case the optimum position
looks to be towards the S end of the E bank, on the little inlet. This
is as close to the ship entrance as possible, and it fits in nicely with
a long thin block running parallel to the coast down to the SE. The dock
and adjacent Storage Yards (SY's) fit at the top end, the woodcutters
and reed gatherers at the bottom end close to the woodland and reeds,
with papyrus, beer, linen and export pottery production in between. The
5 brewers are placed next to the SY receiving barley, and the 5 weavers
likewise next to the flax SY, so there should be no problem with barley
and flax distribution. The papyrus makers have to be alongside the reed
gatherers, or delivery times will slow down initial reed production. I
decide to have the wood cutters deliver straight to the dockside SY, rather
than an intermediate SY. This means a 30-square delivery distance, which
is a bit borderline and might constrain initial wood production. But if
that does occur, I can easily overcome it with an extra wood cutter or
two for the duration of the initial harvest.
This dock/industry block must be disconnected from the rest of the city.
I will have SY's storing wood, papyrus and pottery elsewhere, and if the
dock were connected to these, I would soon find dockers chasing across
the city to access them, with disastrous consequences for my export trade.
(On this general topic, in the earlier days of Pharaoh there seemed to
be more forum posts devoted to the discussion of disconnected vs. connected
docks than any other topic, with sometimes quite heated views expressed.
There are occasions when it can be more efficient to connect the dock
to the city. However, my own view is that you should probably only do
this if you are confident in your handling of goods distribution. For
less experienced players, it's generally much safer to put all the water
export industry, plus the water import-based industry, in a block with
the dock, and keep it disconnected - as in this case).
Before placing the remaining industry, its now time to firm up on the
housing layout. After quite a bit of juggling with various plans, I find
that (as I had hoped) I can just squeeze in a 16x6 manor block on the
W bank, and 3 16x6 blocks on the E bank, one of which has space for statues
around to evolve it to manors. I'll draw up the exact configuration of
these blocks when I've completed the rest of the plan. It's much more
efficient to have one central storage area for food/goods for the housing,
so I locate this on the E bank, close to the ferry terminals so that the
bazaar buyers from the W bank block can access it. This leaves just enough
space for the monument and construction guilds over by the E edge of the
map (not the most efficient place for rapid construction, but - as discussed
- no problem).
The food/housing goods storage area contains a granary for fish (wharves
delivering straight to it), a granary and 4 SY's for grain (using more
granaries for grain instead of SY's would have taken up too much space).
Plus SY's for pottery (delivered direct from the potters) with linen (getting),
beer (getting) with overflow pottery, and papyrus (delivered from NE papyrus
makers).
I've also allowed space for 2 granaries and an SY outside the W bank
manor block, and I'll decide whether to use these when I have a final
review of the distribution set-up at the end of the planning stage.
I now firm up on the layout of the brick industry on the island, delivering
to an SY on the E bank. The shipwright will also go at the top end of
the island. The main pottery industry fits nicely onto the coastal area
at the N end of the W bank, delivering straight to the SY next to the
ferry terminal on the E bank.
Finally the 2 E bank jewelers plus SY squeeze in a small gap outside
one of the housing blocks.
Step 12: Design housing blocks
Unlike most contests, where space tends to be very limited, this map provides
the relative luxury of being able to use a fairly standard housing block
layout. I normally much prefer to use a 16x6 or 17x5 configuration with
a pair of pavilions or bandstands situated outside the far end of the
block from the entrance and connected to it through roadblocks. This allows
a continuous 48 square loop without any intersections, with entertainer
coverage provided by the entertainers from the schools (which are destination,
not random, walkers) walking through the block to the venues. In my experience,
this layout is exceptionally stable, and will normally run hands-off for
many years without problems.
Unfortunately, I don't quite have the room for this! I could use cut-down
14x6 versions of my favorite block, but this means losing some housing
and manors. I therefore go for 16x6's with an integral pavilion, which
means incorporating a 1-square stub road. Many players seem to use this
configuration, apparently quite successfully, but I have often encountered
walker coverage problems (particular entertainers) with it. I'll need
to keep a wary eye on the coverage overlays.
I design and store my housing block designs using Excel. I already had
one with this configuration in the 'library' which was suitable for the
housing blocks with a little adaptation. However the manor blocks had
to be designed from scratch
Step 13: Review distribution logistics
As the final step in the planning process, I always take another close
look at the whole distribution setup. Many of the problems which crop
up while playing the game tend to be distribution-related, and spotting
these now can prevent much wailing and gnashing of teeth later on! At
one stage I used to make myself click on every SY on the map plan, and
check whether it was actually capable of doing the job it was intended
to. In particular, was I asking the deliverymen to do 2 jobs at once (such
as getting papyrus and delivering it to libraries/schools) - often a recipe
for disaster.
In this case, I've already noted from the layout plan stage that I've
got two potential distribution problems - grain and papyrus. Ideally,
I would like to have a single grain granary, permanently set to get from
the adjacent SY's. However, the bazaar buyers from the W bank manor block
would have to travel about 40 squares (including across a ferry) to access
it. In theory, this would be OK so long as the granary was always well
stocked (2 bazaar buyers with a 40 square road journey can still deliver
enough food to feed almost 3000 people). However, real problems arise
if the granary isn't well-stocked when they arrive, so they return with
just small amounts of food. I decide not to take this chance, and place
a second grain granary on my plan on the W bank.
Unfortunately, this immediately raises another problem: there is a bug
in Pharaoh which causes granaries getting over long distances to stop
sending out a labour recruiter, and ultimately to lose all labour access.
This bug will almost certainly prevent me from setting the W bank granary
to get the grain from the E bank SY's. I will have to check in the next
run-through whether this occurs. Assuming it does, I can get round it
by micro-managing the grain SY's, setting them to accept immediately before
the harvest, then to empty after they have been filled (the granaries
are set to accept the whole time).
For papyrus, the original plan has a single SY accepting papyrus in the
housing distribution block, which is then required to distribute papyrus
to 2 libraries and 4 scribe schools, two of which are almost 50 squares
away and across a ferry. This seems unlikely to work, so I will get round
this with one of the 'advanced' techniques - a 'Brugle Storage Yard (BSY)'
to supply the library and school on the W bank. This involves placing
an SY outside the W bank manor block, filling it full of an otherwise
unused material (in this case straw), then setting it to get maximum papyrus.
Even though there is no room in the SY, it still sends out 2 delivery
carts, which return with papyrus, Since they can't then deliver to the
SY they look for the nearest available takers of papyrus - which are the
library and the school - and deliver there instead. An extremely neat
and powerful solution to what used to be a major distribution headache
before Brugle discovered it.
One last check - is there a clear path for the land caravans through
the map without too many detours. I noticed that on my plan I was blocking
off a direct route with statues, so made a minor adjustment to leave a
gap for the traders to pass through.
After about 15-20 hours of planning and skull-sweat, it's now actually
time to start playing the game!
Step 14: Game attempt A
The first serious attempt confirmed that the W bank getting granary did
indeed lose labour access. So it's going to be necessary to micro-manage
the grain SY's. One of the manor blocks lost water coverage on one side
after several years and suddenly devolved - cured by switching the water
supply with the mortuary. Also some minor redesign of both manor blocks
was needed to improve desirability, as a number were stuck at Common/Spacious
manor. After that I completed the run, but without pushing too hard, to
at least establish a yardstick score - cash of about 500k at the end.
Step 15: Game attempt B
This run went much more smoothly, until the W bank manor block started
devolving in the final year, due to slow arrival of musicians and dancers.
Plan therefore revised to include additional entertainer schools on the
W bank. (I had suspected this might be necessary, but thought I'd try
to get away without them.)
This run also showed up my error in relying on just 2 jewelers on the
E bank, which delayed the evolution of the W bank block. So a further
plan revision needed to incorporate 2 more jewelers on the W bank, which
required the deletion of one of the woodcutters (no problem, since the
first harvest had been stripped by that stage). Final cash of 797k.
Step 16: Game attempt C
This was my final attempt and gave me my best score, so I'll describe
its progress in some detail. In addition some of the intermediate saves
should be available.
Start: Speed set to 10%, tax to 0%, wages to 32db
Labour priorities set to:
1 Industry
2 Health
3 Religion
4 Government
5 Food
6 Entertainment
7 Education
No priority Infrastructure
The thinking behind this order is that maximizing exports is the key priority
for the first 2 years, hence industry must be 1. Much of the remaining
labour over this period will go into infrastructure, which I will use
as a labour 'buffer'. I'm going to be aggressive with my rate of industry
buildup, which will mean running with labour shortages for an extended
period. All these shortages will therefore be in the infrastructure sector.
I will check the fire risk overlay frequently, and as soon as some yellow
risk bars appear, set infrastructure to top priority for a few moments.
This is sufficient for all the infrastructure buildings to spawn walkers,
and as soon as they appear, return to the previous labour priorities with
virtually no loss of industry production.
Most of the road layout is now put in place, requiring a lot of referring
back to the original plan (keep speed at 10% and game paused as much as
possible to avoid losing too much game time). I would normally use the
'free roads' feature at this point. However, since GQ has been
very generous with starting funds, I don't bother this time (I note I
could have saved about 1500db by using it). However I will use the free
gardens and plazas, since this is almost second nature by now! Monument
and ferries also placed.
Now to place housing. Two key things to remember at this point: Firstly,
immigrants are pathed towards housing in the order that the housing is
laid down. Before starting mass filling of the first housing block, it
is therefore vital to place the feeder huts for industries needed in the
early months. There is absolutely nothing more aggravating than having
all the labour you need, then having to wait 6 months for the feeder labour
for your first export industry to arrive. Secondly, each house can attract
only one immigrant arrival onto the map at any time. Therefore at this
stage place housing on only 3 out of the 4 squares of each 2x2 housing
- if you put down all 4 which immediately form a single 2x2, it will take
much longer to increase its population.
After my feeder huts are down, I start filling the housing block nearest
the entrance (since this will fill fastest), then the E manor block.
(Download save Initiation_Walkthrough_Jan00)
Now speed to 70% and wagons roll!
AD0 Mar-Apr: As population rises, progressively add 8 woodcutters, then
2 reed gatherers, 4 papyrus makers in SE, SY's for wood and papyrus, and
dock. Abedju route opened, export only wood at this stage. First export
(100 wood) at end April.
AD0 May-Jun: Water and religion to housing blocks, firehouses to cover
all occupied buildings. 2 more papyrus in SE, reed gatherer in NE. Festival
square and festival to Bast (I didn't use the free festival feature since
I want the festival square to add desirability to the E manor block).
AD0 Jun-Jul: 7th papyrus in SE. 4 papyrus in NE, plus SY. Begin food
production with shipwright and wharf. Dockside papyrus set to get, Dahshur
route opened, start exporting papyrus. Architects to cover all necessary
buildings, more temples. Granary for fish and 2nd wharf (from now on wharves
added progressively as soon as boat for previous one nears completion).
AD0 Aug-Sep: Housing placed in NW manor block. Meidum route opened. Festival
to Bast (from now on festivals held about every 4 months, mostly to Bast
but occasionally to Osiris and Ptah).
AD0 Oct: 4 work camps and 23 farms (you can never have too much food
in the early stages). Final (8th) papyrus in SE. Start wood cutting on
W bank with 4 wood cutters plus SY in NW. Malaria risk rising so apothecaries
added in high risk areas. Export pottery industry started with 4 clay
and 4 potters in SE, plus SY.
AD0 Nov-Dec: Water and religion to W manor block. Infill remaining housing
in NE and E blocks. Bazaars and food to E block. Total recorded exports
for the year: 4700 wood, 2300 papyrus, value 12,295 (if you haven't already
noticed it, trade ships and the world map under-record the number of units
you have sold. In fact the correct amounts are removed from the SY's,
and you are paid correctly - just one of those program glitches). Year
end popn 1,688.
(Download save Initiation_Walkthrough_Dec00)
AD1 Jan-Mar: Final potter added in SE, export industry now maxed until
land routes open. Export pottery>0. 3 wharves and granary (fish) on
NW bank to feed NW block. Jugglers in SE block. Food to NE block. Palace
added behind NW block, tax collectors in all occupied housing blocks,
tax set to 20% and wages to 38db. The push to evolve housing as fast as
possible to maximize tax income now starts.
AD1 Apr-Jun: Food to NW block. Pottery industry started on NW bank with
4 clay and 4 potters, for domestic use. Some additional housing in final
housing block (but not filled yet, otherwise will soon have excessive
unemployment), plus water, food and religion. Jugglers to all housing
blocks. Before harvest, granary and 4 SY's in central distribution area,
all set to accept grain, plus grain granary on NW bank. SY on NW bank
to accept straw (for later use as the papyrus BSY). Initial wood harvest
in SE completed, 4 surplus woodcutters deleted. Barley and flax imports
started (dockside SY's for each).
AD1 Jul-Sep: First grain harvest in. As soon as all grain SY's filled,
set to empty. Physicians added. NW pottery industry increased progressively
to 9 clay and 12 potters, delivering to SY on E bank, pottery now maxed.
5 brewers and 3 weavers put in dockside block. Initial reed harvest stripped
in SE, 2 surplus papyrus makers deleted. Pottery to E housing block.
AD1 Oct-Dec: 4 more farms (27 total). Checked enough wood in stock in
Dec to meet request at end of month. Exports for year: 4700 wood, 4700
papyrus, 1900 pottery, value 18,650. Year end popn 3323, majority of housing
evolved to Ord Cottage.
AD2 Jan-Mar: Wood request met immediately. Another 11 farms (total 38)
and 2 more workcamps. Pottery to all housing, beer to E block. Pavilions
to NW and E blocks (the ultimate manor blocks), plus entertainer schools.
2 more weavers (total 5).
AD2 Apr-Jun: Stop dockside papyrus getting papyrus, stop papyrus exports,
stockpile reeds (to meet the later request). Bahariya route available
and opened immediately, set pottery exports>1600. Linen and dentist
to NW and E blocks. Add desirability features (shrines, gardens or statues)
to upgrade all bazaars (since all are now buying goods as well as 2 types
of food). Pavilions to remaining 2 housing blocks. Mortuaries in NW and
E blocks. Unemployment beginning to rise, 2 work camps added near monument.
Remember to reset grain SY's to accept before harvest.
AD2 Jul-Sep: Get 800 reeds to a disconnected SY to hold for the forthcoming
request. Restart using reeds. Scribe schools in NW and E blocks. Beer
and dentists to other blocks. Start brick industry on island with 7 clay
and 7 brickworks. Start limestone imports.
AD2 Oct-Dec: Monument base finished. Construction guilds added next to
monument, get wood for carpenters. Library to NW block, plus statues.
Export income for year 23,865. Year end popn 5291, unemployment 13%, NW
block evolved to Fancy Residences.
AD3 Jan-Jun: Last 2 brickworks added. Library to SE block. Reed request
dispatched immediately (very important to meet this request at once, since
it triggers the opening of Serabit route and the resultant availability
of lux goods). Scribe schools to remaining blocks.
AD3 Jul-Dec: Serabit route available and opened in Aug, import gems,
2 jewelers plus SY near E block. Export bricks >1200. Restart papyrus
exports >1000. Linen to remaining housing. Gems and 2 more jewelers
on NW bank. Lux goods to E block in Nov., unemployment 32% at this point.
First manors evolve in Dec. Export income for year 20,480, tax income
31,920, popn 7196.
(Download save Initiation_Walkthrough_Dec03)
AD4 Jan-Jun: Most of E manor block evolved to Stately Manors in Jan (a
few houses still needed second food). Unemployment now down to 20%, filled
remaining housing in the last housing block. The 'straightforward' way
now would have been to wait for this block to fill, then evolve the NW
block to manors. However I chose the aggressive course, and started evolving
it in Jun.
AD4 Jul-Dec: The NW block fully evolved to manors in Jul, triggering
a labour shortfall of c.300 workers. The rest of the year was spent juggling
the labour priorities to minimize the impact on industry production (with
hindsight I could have temporarily closed down wood and reed/papyrus production
at this point, which would have allowed some regeneration of the wood/reeds).
Without the hit to sentiment cause by high unemployment, I was now able
to raise the tax rate to 25%, without problems. Export income for year
24,540, tax income was beginning to motor at 81,010, popn 7786.
AD5: Labour shortages continued throughout the year, although steadily
reducing as the final housing block filled. I let infrastructure take
the labour hit most of the time. However just before grain harvest time
I gave infrastructure high priority to ensure that all the ferry terminals
were manned - otherwise most of the harvest remains stuck in the fields
and drowns in the flood. The monument completed its offtake of bricks
in Jun, after which I could delete 1 clay / 1 brickworks / 1 bricklayers
guild. 1 stonemason and a workcamp was also deleted. Export income for
year 19,780 (somehow I must have lost some exports, but didn't have time
to go back and investigate), tax income 118,888, popn 8885.
(Download save Initiation_Walkthrough_Dec05)
AD6: Labour shortage finally eliminated in Jan. All housing fully evolved.
Limestone imports stopped in May. Export income for year 25,755, tax income
127,170, popn 9266.
AD7: Monument completed in Sep, remaining guilds deleted. Export/tax
income remained around AD6 levels for rest of game.
AD8-end: Basically coasting to the end. 2 bandstands and booths added
to get the required culture rating. Only problem to emerge was dancers
deciding to ignore one side of the E manor block for a while, which threatened
to cause these manors to devolve. Averted by temporarily deleting a section
of road on the other side of the block to force the dancers the other
way. After that they behaved themselves (must be the artistic temperament
).
AD11 Dec: Final numbers at the end of the mission:
Cash 875,809
Popn 9261
CR 40
PR 100
KR 94
(Download save Initiation_Walkthrough_Dec11)
Step 17: Scope for improvement
Finally, could I improve this? No matter how good the result just achieved,
the answer is always yes! The real question is; how much time and effort
am I prepared to put into improving it, before terminal boredom or pressures
of Real Life set in?
In this case, I could squeeze a little more cash out of my existing plan.
However the real potential for further improvement is to increase the
number of manors. If playing again, my next step would be to put some
ordinary housing on the unused coastal strip on the S edge, to give more
labour. Then evolve some of the fancy residences in the existing 2 housing
blocks to manors (some redesign would be needed to enhance desirability).
Converting 9 residences to 6 manors would give an additional annual tax
income of over 8000 (depending on what level of manor could be achieved),
giving an additional 50,000db by the end.
After that it would be worth investigating deleting some of the export
industry, importing beer and linen and deleting the brewers and weavers,
and using the space freed up for further manors. A quick calculation suggests
that this strategy could add another 50,000db by the end. So with some
more effort, it looks as though a nice round million debens could be achievable
- I might try it when I have more time
.
And finally:
A lot of this walkthrough has been concerned with the planning stage rather
than the gameplaying itself. For that I make no apologies! The more effort
you put into the planning, the easier the actual gameplay becomes. Simply
'winging it' might seem preferable to all that preparation work, but it
is unlikely to gain you a good result at the end of the day. Ultimately
it's the plan which will determine your end-result, and the gameplay ideally
becomes simply the implementation and fine-tuning. In practice, of course,
it seldom works out quite like that, and frequently it's a case of 'back
to the drawing board' to overcome some horrible snag that rears its head
just when you think you've got a good result in sight! Just analyze what
went wrong, adjust the plan, and try again. It also helps to take plenty
of notes all the way through, so you can recreate the bits you did right
as well as avoid what you did wrong. And, of course, save frequently!!!
Walkthrough prepared by Martinu
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