Caesar iv how many farms




















Production rates on this page assume that the buildings are fully staffed. Understaffed buildings produce substantially less goods per year. Some god bonuses improve the production rate of some industries. Bonus levels depend on number of houses with cover for that god. Two fields or pastures per farm were placed, since that is the optimal ratio for farm production quoted in the game manual, and also works best in practice.

Resources have 4 classifications for home improvements and they are: -Food -Basic Goods -Luxury Goods -Exotic Goods -The Food Class- The food class contains anything your citizens can eat, no specific citizen will deny any type of food given to them. There are three types of food that can be fed to your citizens and they are: -Wheat -Vegetables -Meat Wheat seems to be the easiest to produce and is one of the first types of food available to you in the campaigns.

None of these types of food is preferred over the other but having more than one type of food can really help you keep your people happy and their health up. Another thing you must consider is what type of citizen you are providing food for. There are three types of citizens and 1 of them doesn't work but pay high taxes instead. Plebians and Equites are generally happy with one type of food but providing them more makes them happier and helps evolve their housing.

Patricians are generally happy with two or more types of food until their housing evolves. Keep in mind that if your housing evolves then so do the citizens' food needs. These fields are found under the sickle option on the building panel. These fields can only be placed on areas with green grass and flowers because they require fertile land. Note that the field does not have to be completely on the fertile land, just enough of it so that the majority of the field is on the fertile land. This goes for any fields you put down on the map.

At this point you have placed grain fields but who is going to harvest them? To benefit from the field you just placed you must also build a farm. Note that your fields do not need road access but your farms do. Each farm type can support 2 of the fields of that type. So 1 wheat farm and support 2 fields of wheat and 2 wheat farms can support 4 wheat fields and so forth. Vegetables require a vegetable farm which also supports 2 fields a peice.

The cattle pasture is what produces meat and the cattle farm is what is used for the pasture. The same rule applies as before, 2 pastures is covered by one farm. Meat is also used for training animals which we will get into later. We need to store this food somewhere and no, not the storage yard! We need a granary to hold our foods for us so that the farms can keep on producing more and more food.

Granaries are found under the storage button on the panel. The neat thing about granaries is that you can adjust how much food is put in there and what types! Granaries are manned by plebs and must be next to a road, make sure that it is a road near the farms or housing or it will take forever for your people to get the food they deserve.

The food market is what distributes the food to the housing. Without this building your people will go hungry because they will not go to the granary. This material is what is used in the production buildings to make basic goods. For example, you need olives to make olive oil and clay to make pottery. Below is a list of what each material produces in a production building: Olives - Olive Oil Wool - Clothing Clay - Pottery Sand - Glass Usually having one of these types of basic goods is enough to make your pleb housing evolve one level.

The only difference is that you do not eat olives but produce them to make olive oil as a basic good. Olive fields require an olive farm and as you may have guessed, each farm covers 2 fields.

To actually make the olive oil once you have produced the olives you must make an olive oil factory found in the industry button on the panel. Sheep pastures do not make food and are only used for wool production and also require a fertile area of land.

Once wool has been produced and stored at the local warehouse you can then turn that into clothing wit ha clothing factory found in the same place that the olive oil factory was found. Clay pits are the orange dirt piles on the map.

Clay is produced through the means of a clay digging camp. This building does not have to be anywhere near the clay pit as long as the workers can get to the pit on foot. So if a clay pit is on the other side of a river then your going to have to build a bridge to get to it. Clay like all other raw materials is stored at the local warehouse and is used to make pottery. Pottery is produced through a pottery factory found in the industry section. Like clay, sand is gathered in a sand collecting camp and is stored at the warehouse.

Sand is used to make glass and to make glass you need a glass factory. The same rule applies to sand, if you can't get to the sand pit on foot then you are not going to have any sand! That completed the basic goods explanations. Remember, all basic goods require a basic goods market to be distributed and before the market can get the goods you need a warehouse that the market can pick the goods up at. Distance generally isn't a problem but keep in mind the farther your market carts have to go the more time your housing has to go without a certain type of good being replenished.

Plebians do not need luxury goods nor will they accept them. Equites and patricians are the only two citizen class' that need these goods. Luxury goods are goods that are produced for housing evolution purposes and keeping your middle and upper class citizens happy.

The following is a list of luxury goods and what is needed to produce them: Furniture - Timber Jewelry - Gold Utensils - Iron Wine - Grapes Each of these four goods are produced in much the same way that the basic goods where only they use different raw materials.

However, lets go into a brief description of them, nothing to lengthy since you already got the idea of how basic goods work. Once you have wood make a furniture factory to put it to good use, also note that weapons and chariots require wood. Once harvested, make a jewelery factory to start making those rings! Weapons and utensils both use iron in this game so you can make either factory to make either item. Once you have done this you need to make a warehouse to store them at and no you can not eat them.

Once done, make a wine factory then you will start producing wine. These are required to evolve the patrician housing and later in the game they will need up to six different types of exotic goods to get to a grand mansion level.

These are really expansive and you can not make them, you must import them. Money Denarii Denarii is what makes your city able to do anything, before you can even start producing items and mining raw materials you need denarii and there is a few things that you need to understand about it before you can use it efficiently.

Denarii can either work with you or against you in Caesar IV and we all want it to work with us. Here is what I mean by this. Denarii in the positives is a good thing but if it is to low than your actually hurting yourself, you may think "okay i'm still in the positives in money" but this is actually messing up your economy. Low denarii upsets plebs and equites because they can not get paid. Pleb usually deal with it until it is in the negatives or close to zero and equites start bailing out on first site of possible debt.

Suffice it to say, a population of does not want to see a denarii stash of This will upset your workers and within a few months they will start leaving. Another thing to note, while being in debt for short periods of time may not damage you all that much in favor to caesar it still hurts and what happens if your under attack a month later and all trade halts until that attack is over?

Well you see my point, don't spend denarii if you don't need to until you have a working economy that can hold itself up. Another thing to note about denarii is that you can always donate to your funds from your personal stash, this personal salary has no real purpose other than backup. In one of the tutorial cities early on, I had to get some lumber to build furniture to keep the equites happy. My brave tree-cutters hiked all the way across the map to get to the trees.

It sort of sucked, because they had such a long hike to get from their base to their resource, but they did it, and I eventually got the lumber I needed. As far as managing your fertile farm land, I usually build a road close-by, but a road that exists in non-farmable terrain. As are lots of folks on teh Intarnet. Hence my little outburst. I still love you, pfreak, in a totally non-gay way.

That seems to be the only part I got down. With one clay mine and 4 factories producing , I was still way behind in providing goods to the people and to Caesar. Also how many villas do you need to be taxed to keep in the black? The regular mission map was easier to get started because of the bigger space to work with, but I was still getting killed with my taxes. At least setting up mines in this game is easier then in Cotn.

But damn, the horrible rotation thing from the demo is still there! Is there any way to rebind hotkeys? Do roads serve a noticeable function beyond being required in order to place buildings?



0コメント

  • 1000 / 1000