It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I've been trying to play this mission for about two weeks now (16 hrs a day) without success. I've also watched tutorials which only confuse me more.
The scenario...
Farms:
20 Lettuce
11 Grain
11 Chickpea
Also:
7 Barley
6 Flax
4 Granaries each fully staffed and with orders to accept 1/4 Grain; 1/4 Chickpea, & 1/2 Lettuce
*Note: This requires every available space for crops on three islands. And yes, my Ferry Terminals are operational.

At different times, I have experienced the following.
1. Even though two of my 4 fully staffed Granaries are within 8 steps of my farms, my farmers would rather drown than make a delivery. In fact, not a single Granary accepts any food unless...
2. By having my food delivered to Storage Yards first, and then waiting, my Granaries will not help themselves to my stored food. However...
3A. By using the "Get" command my Granaries can get stored food, but not in the ratios I want. OR
3B. By telling my Storage yards to "empty" my Granaries can again have food, but not in the ratios I want.
*Special Note: By using either of the #3 methods, my food supply is entirely eaten by less than 1500 citizens in less than 3 months. Within 3 months of that, my population plummets to below 400 as disease and starvation destroy my city.

So far, every attempt to feed my citizens has ended in failure despite micro-managing what should be an automatic situation.

*Note: If I ignore my economy, and focus on food production, my people starve and I suffer irrecoverable debts. If I focus on my economy, I manage to stay slightly ahead until my population plummets due to disease and starvation.

As an aside, those video tutorials... before the first crop comes in, I've seen 60 houses produce over 800 population. But for me, with a water supply, 60 houses will produce 420 population (of which only 1/3 is of working age. Am I missing something, or are the tutorial successes mostly just successful editing of the game files?

Also:
I've had situations where Work Camps ludicrously far away from my city are fully staffed, but over a period of two seasons, Work Camps just 6 steps away from my population centers are not staffed due to a lack of workers. This, despite having 34% unemployment.
Finally, those video tutorials often show an opening screen with the option to go to the GOG website. Even though I bought this game from GOG, my version offers to take me to the Activision website. Should I be replacing this version? (It claims to be version 2.1.0.0 from Nov 2016)
avatar
TrainedMedium: I've been trying to play this mission for about two weeks now (16 hrs a day) without success. I've also watched tutorials which only confuse me more.
The scenario...
Farms:
20 Lettuce
11 Grain
11 Chickpea
Also:
7 Barley
6 Flax
4 Granaries each fully staffed and with orders to accept 1/4 Grain; 1/4 Chickpea, & 1/2 Lettuce
*Note: This requires every available space for crops on three islands. And yes, my Ferry Terminals are operational.

At different times, I have experienced the following.
1. Even though two of my 4 fully staffed Granaries are within 8 steps of my farms, my farmers would rather drown than make a delivery. In fact, not a single Granary accepts any food unless...
2. By having my food delivered to Storage Yards first, and then waiting, my Granaries will not help themselves to my stored food. However...
3A. By using the "Get" command my Granaries can get stored food, but not in the ratios I want. OR
3B. By telling my Storage yards to "empty" my Granaries can again have food, but not in the ratios I want.
*Special Note: By using either of the #3 methods, my food supply is entirely eaten by less than 1500 citizens in less than 3 months. Within 3 months of that, my population plummets to below 400 as disease and starvation destroy my city.

So far, every attempt to feed my citizens has ended in failure despite micro-managing what should be an automatic situation.

*Note: If I ignore my economy, and focus on food production, my people starve and I suffer irrecoverable debts. If I focus on my economy, I manage to stay slightly ahead until my population plummets due to disease and starvation.

As an aside, those video tutorials... before the first crop comes in, I've seen 60 houses produce over 800 population. But for me, with a water supply, 60 houses will produce 420 population (of which only 1/3 is of working age. Am I missing something, or are the tutorial successes mostly just successful editing of the game files?

Also:
I've had situations where Work Camps ludicrously far away from my city are fully staffed, but over a period of two seasons, Work Camps just 6 steps away from my population centers are not staffed due to a lack of workers. This, despite having 34% unemployment.
Finally, those video tutorials often show an opening screen with the option to go to the GOG website. Even though I bought this game from GOG, my version offers to take me to the Activision website. Should I be replacing this version? (It claims to be version 2.1.0.0 from Nov 2016)
One way to solve the push carts staying on the flood plains is to have a warehouse next to the Granary. Push Carts stop going to Granaries but will go to the Warehouses--- set the Granary to "get" and it will pick up the food from the warehouse. (If you have way way too much production, push carts will eventually stop going to the warehouses also. Employment is such that to absorb it, sometimes massive over production is sometimes needed to keep employment under 10%.)

Second. How often do the Walkers from the Works Camps walk past (2 squares Minimum) residential areas?
Post edited May 04, 2021 by macAilpin
avatar
macAilpin: One way to solve the push carts staying on the flood plains is to have a warehouse next to the Granary. Push Carts stop going to Granaries but will go to the Warehouses--- set the Granary to "get" and it will pick up the food from the warehouse. (If you have way way too much production, push carts will eventually stop going to the warehouses also. Employment is such that to absorb it, sometimes massive over production is sometimes needed to keep employment under 10%.)

Second. How often do the Walkers from the Works Camps walk past (2 squares Minimum) residential areas?
As previously mentioned in points #3A & 3B, Granaries that use the 'get' command, or Storage Yards that use the 'empty' command do not allow a Granary to accept food in the ratios I would like.

As for "walkers,' the largest floodplain is not on the island which is best suited for your city. So, yes, I can see the 'walkers/employers' from two nearby Work Camps going into my city. But even though the Work Camps on the other island have no access to workers, they (three of them) are all fully manned while the nearby ones are not and haven't been for the entire duration of the game (approx 2 1/2 years before starvation wipes out my city).
Since the manual specifically states that random walkers do not use Ferries, there is no way those Work Camps ludicrously far from my city, and on an island which needs Ferry access, should have any employees.
Strangely, even when three of my six Work Camps are empty, the Work Camps that have farmers will (not very successfully since it takes them about 7 months to get there) eventually farm all three islands with floodplains.

So...
Would you recommend only having one Granary per city and a bunch of Storage Yards?
and
Since I cannot get the Granaries to sell/accept food in the ratio's I want, is there any point in growing more than one food crop?
But most importantly, if 42 crop/farms allow 1500 people to starve to death within 4 months of the harvest, how does one get the 4000 people necessary to win the mission?
Post edited May 04, 2021 by TrainedMedium
avatar
macAilpin: One way to solve the push carts staying on the flood plains is to have a warehouse next to the Granary. Push Carts stop going to Granaries but will go to the Warehouses--- set the Granary to "get" and it will pick up the food from the warehouse. (If you have way way too much production, push carts will eventually stop going to the warehouses also. Employment is such that to absorb it, sometimes massive over production is sometimes needed to keep employment under 10%.)

Second. How often do the Walkers from the Works Camps walk past (2 squares Minimum) residential areas?
avatar
TrainedMedium: As previously mentioned in points #3A & 3B, Granaries that use the 'get' command, or Storage Yards that use the 'empty' command do not allow a Granary to accept food in the ratios I would like.

As for "walkers,' the largest floodplain is not on the island which is best suited for your city. So, yes, I can see the 'walkers/employers' from two nearby Work Camps going into my city. But even though the Work Camps on the other island have no access to workers, they (three of them) are all fully manned while the nearby ones are not and haven't been for the entire duration of the game (approx 2 1/2 years before starvation wipes out my city).
Since the manual specifically states that random walkers do not use Ferries, there is no way those Work Camps ludicrously far from my city, and on an island which needs Ferry access, should have any employees.
Strangely, even when three of my six Work Camps are empty, the Work Camps that have farmers will (not very successfully since it takes them about 7 months to get there) eventually farm all three islands with floodplains.

So...
Would you recommend only having one Granary per city and a bunch of Storage Yards?
and
Since I cannot get the Granaries to sell/accept food in the ratio's I want, is there any point in growing more than one food crop?
But most importantly, if 42 crop/farms allow 1500 people to starve to death within 4 months of the harvest, how does one get the 4000 people necessary to win the mission?
"Empty" and the warehouse will first try to find another warehouse if I remember correctly.
As for the workcamps that are full but not near housing. Never seen it but would like to if you have a screen shot.

If the empire is to request the food item, I have one or two warehouses for that food stuff adjacent to my main granary. I use one nearby market that will only sell food. (Food, Beer and Pottery in the other market(s) with the number of markets depending on the block size.) This may change if the block is being fed evenly.

If it is obvious that market people are taking too much time getting food, Than a second granary with adjacent warehouse. But I usually limited this second warehouse/granary combo to only one food item unless the mission requires otherwise.

If there is more than one food item and that item(s) is not being requested by the empire, then I use 1/2-warehouse for that food item. Any remaining space is for a third food item or beer and/or pottery.

Obviously, if your city is on a couple islands, than things change. But I will use a lot of markets sometimes if I can locate a granary near the ferry (for smaller but necessary blocks).

Granary Push Carts, once they take off for goods that aren't very close, will get the granary to backed up badly.
Post edited May 04, 2021 by macAilpin
avatar
macAilpin: "Empty" and the warehouse will first try to find another warehouse if I remember correctly.
As for the workcamps that are full but not near housing. Never seen it but would like to if you have a screen shot.

If the empire is to request the food item, I have one or two warehouses for that food stuff adjacent to my main granary. I use one nearby market that will only sell food. (Food, Beer and Pottery in the other market(s) with the number of markets depending on the block size.) This may change if the block is being fed evenly.

If it is obvious that market people are taking too much time getting food, Than a second granary with adjacent warehouse. But I usually limited this second warehouse/granary combo to only one food item unless the mission requires otherwise.

If there is more than one food item and that item(s) is not being requested by the empire, then I use 1/2-warehouse for that food item. Any remaining space is for a third food item or beer and/or pottery.

Obviously, if your city is on a couple islands, than things change. But I will use a lot of markets sometimes if I can locate a granary near the ferry (for smaller but necessary blocks).

Granary Push Carts, once they take off for goods that aren't very close, will get the granary to backed up badly.
4 Granaries/4 Bazaars 4 months to starvation.
My Bazaar workers are so efficient that my Granaries are empty less than 2 months after the harvest, and then it's just a matter of waiting for everyone to starve.

In one of the videos, I watched a guy put down about 8 single housing units, each spaced 5-6 spaces from each other. Because your wandering employers actually do come across houses, the local buildings (architects, Work Camps, etc) get one or more employees. Then the Overseer of your workers will fill the vacant spots with people from your main city. That's how my ludicrously far away Work Camps got filled and how 10 single houses can run 9 gem mines, 6 sandstone/granite mines, plus all the support buildings. Also, by keeping those houses such a great distance from each other, illness almost never happens and mass extinction definitely does not.
But it doesn't explain why my closer Work Camps do not get filled even when I'm having problems with unemployment.
*Note, all those mines do not cause unemployment, but they also don't feed my people. When I play with the focus on feeding my people, they starve within 4 months of the first harvest (second year because I get no harvest the first year).. When I concentrate on my economy, I can actually play until 2 months after the second harvest before everyone dies of starvation and disease.

Hmm. It just occurred to me that maybe there is a limit on how many Work Camps you can have?

Anyways, back to my fundamental question... how come 42 harvested crops is not enough to feed less than 2000 people for three months? This is the first mission where I cannot feed my people despite have more than double the food resources than ever before.


Hopefully this attachment made it OK. If you look at the upper left side of the screen, you will see two Work Camps plus a third a short distance away. As well, you will see several 'support' buildings. In total, I have about 8 more houses than can be seen here and ...
those houses support (with help from my city) 2 Physicians, 2 Water Supplies, 2 Firehouses, 2 Architects Posts, 1 Police Station, 1 Ferry Terminal, and the three Work Camps you can see. On the island with the rocks, I've had as many as 14 mines and quarries running with less than half the number of houses seen here.
Attachments:
Post edited May 05, 2021 by TrainedMedium
avatar
macAilpin: "Empty" and the warehouse will first try to find another warehouse if I remember correctly.
As for the workcamps that are full but not near housing. Never seen it but would like to if you have a screen shot.

If the empire is to request the food item, I have one or two warehouses for that food stuff adjacent to my main granary. I use one nearby market that will only sell food. (Food, Beer and Pottery in the other market(s) with the number of markets depending on the block size.) This may change if the block is being fed evenly.

If it is obvious that market people are taking too much time getting food, Than a second granary with adjacent warehouse. But I usually limited this second warehouse/granary combo to only one food item unless the mission requires otherwise.

If there is more than one food item and that item(s) is not being requested by the empire, then I use 1/2-warehouse for that food item. Any remaining space is for a third food item or beer and/or pottery.

Obviously, if your city is on a couple islands, than things change. But I will use a lot of markets sometimes if I can locate a granary near the ferry (for smaller but necessary blocks).

Granary Push Carts, once they take off for goods that aren't very close, will get the granary to backed up badly.
avatar
TrainedMedium: 4 Granaries/4 Bazaars 4 months to starvation.
My Bazaar workers are so efficient that my Granaries are empty less than 2 months after the harvest, and then it's just a matter of waiting for everyone to starve.

In one of the videos, I watched a guy put down about 8 single housing units, each spaced 5-6 spaces from each other. Because your wandering employers actually do come across houses, the local buildings (architects, Work Camps, etc) get one or more employees. Then the Overseer of your workers will fill the vacant spots with people from your main city. That's how my ludicrously far away Work Camps got filled and how 10 single houses can run 9 gem mines, 6 sandstone/granite mines, plus all the support buildings. Also, by keeping those houses such a great distance from each other, illness almost never happens and mass extinction definitely does not.
But it doesn't explain why my closer Work Camps do not get filled even when I'm having problems with unemployment.
*Note, all those mines do not cause unemployment, but they also don't feed my people. When I play with the focus on feeding my people, they starve within 4 months of the first harvest (second year because I get no harvest the first year).. When I concentrate on my economy, I can actually play until 2 months after the second harvest before everyone dies of starvation and disease.

Hmm. It just occurred to me that maybe there is a limit on how many Work Camps you can have?

Anyways, back to my fundamental question... how come 42 harvested crops is not enough to feed less than 2000 people for three months? This is the first mission where I cannot feed my people despite have more than double the food resources than ever before.
Work camps are also required for pyramids and no limit that I ever met.
Disease with a good Doctor patrol is limited
Malaria with apothecary, the same.

On Elephantine, four areas for development: The first is where your new citizens enter. Since there is limited ferry landings, how is your housing on that side of the river set up?

Food 3-4 "food item"(s) per citizen per house per year. Less with the right patron god temple.
(Note; I forget which tab controls the labor for the ferry(s), but set it as No 1. The ferry system is touchy and any flux in the employment, and the ferry will shut down. If set at the highest priority, that ends.)
Post edited May 05, 2021 by macAilpin
avatar
TrainedMedium: 4 Granaries/4 Bazaars 4 months to starvation.
My Bazaar workers are so efficient that my Granaries are empty less than 2 months after the harvest, and then it's just a matter of waiting for everyone to starve.

In one of the videos, I watched a guy put down about 8 single housing units, each spaced 5-6 spaces from each other. Because your wandering employers actually do come across houses, the local buildings (architects, Work Camps, etc) get one or more employees. Then the Overseer of your workers will fill the vacant spots with people from your main city. That's how my ludicrously far away Work Camps got filled and how 10 single houses can run 9 gem mines, 6 sandstone/granite mines, plus all the support buildings. Also, by keeping those houses such a great distance from each other, illness almost never happens and mass extinction definitely does not.
But it doesn't explain why my closer Work Camps do not get filled even when I'm having problems with unemployment.
*Note, all those mines do not cause unemployment, but they also don't feed my people. When I play with the focus on feeding my people, they starve within 4 months of the first harvest (second year because I get no harvest the first year).. When I concentrate on my economy, I can actually play until 2 months after the second harvest before everyone dies of starvation and disease.

Hmm. It just occurred to me that maybe there is a limit on how many Work Camps you can have?

Anyways, back to my fundamental question... how come 42 harvested crops is not enough to feed less than 2000 people for three months? This is the first mission where I cannot feed my people despite have more than double the food resources than ever before.
avatar
macAilpin: Work camps are also required for pyramids and no limit that I ever met.
Disease with a good Doctor patrol is limited
Malaria with apothecary, the same.

On Elephantine, four areas for development: The first is where your new citizens enter. Since there is limited ferry landings, how is your housing on that side of the river set up?

Food 3-4 "food item"(s) per citizen per house per year. Less with the right patron god temple.
I really went overboard on housing this time, The first landmass, where the King's Road is, has a total of 16 houses from the most north-westerly area seen in the attachment all the way down to the bottom third of the landmass where the first Ferry Terminal can be built. Normally I make do with ten houses to accomplish the same thing (but with 1 less Water Supply and Physician).

As for what the people are supposed to eat, I know. But not once in the last two weeks has my city not starved to death and been riddled by disease. At this point I'm ready to cal lit quits and never play again. Once, before I had 400 people, Ptah destroyed one of my (empty) Storage Yards... It seems like nothing about this mission is behaving like it has in previous missions.
I was hoping for one of those "it's a glitch, just play on easy' solutions.
avatar
macAilpin: Work camps are also required for pyramids and no limit that I ever met.
Disease with a good Doctor patrol is limited
Malaria with apothecary, the same.

On Elephantine, four areas for development: The first is where your new citizens enter. Since there is limited ferry landings, how is your housing on that side of the river set up?

Food 3-4 "food item"(s) per citizen per house per year. Less with the right patron god temple.
avatar
TrainedMedium: I really went overboard on housing this time, The first landmass, where the King's Road is, has a total of 16 houses from the most north-westerly area seen in the attachment all the way down to the bottom third of the landmass where the first Ferry Terminal can be built. Normally I make do with ten houses to accomplish the same thing (but with 1 less Water Supply and Physician).

As for what the people are supposed to eat, I know. But not once in the last two weeks has my city not starved to death and been riddled by disease. At this point I'm ready to cal lit quits and never play again. Once, before I had 400 people, Ptah destroyed one of my (empty) Storage Yards... It seems like nothing about this mission is behaving like it has in previous missions.
I was hoping for one of those "it's a glitch, just play on easy' solutions.
I know the "F" the game feeling. LOL. But one more request. If you could put a pix of the original ferry landing. I wondering if the Granary is not being screwed up the ferry not staying operational.
avatar
TrainedMedium: I really went overboard on housing this time, The first landmass, where the King's Road is, has a total of 16 houses from the most north-westerly area seen in the attachment all the way down to the bottom third of the landmass where the first Ferry Terminal can be built. Normally I make do with ten houses to accomplish the same thing (but with 1 less Water Supply and Physician).

As for what the people are supposed to eat, I know. But not once in the last two weeks has my city not starved to death and been riddled by disease. At this point I'm ready to cal lit quits and never play again. Once, before I had 400 people, Ptah destroyed one of my (empty) Storage Yards... It seems like nothing about this mission is behaving like it has in previous missions.
I was hoping for one of those "it's a glitch, just play on easy' solutions.
avatar
macAilpin: I know the "F" the game feeling. LOL. But one more request. If you could put a pix of the original ferry landing. I wondering if the Granary is not being screwed up the ferry not staying operational.
I've just downloaded a replacement Install Package; maybe a few bytes got lost on my original.

I've uploaded 5 files for you to view; and wow; did I ever go overboard on the housing! The last picture is of my mining Island (doing food not economy this time) and when I add 3 Storage Yards I'll probably bump the number of houses from 10 to 12.
Anyway, as you can see, no problem with Ferry staffing.


Signing out for the moment because I'm going to try again with this new install.
Attachments:
Post edited May 05, 2021 by TrainedMedium
avatar
macAilpin: I know the "F" the game feeling. LOL. But one more request. If you could put a pix of the original ferry landing. I wondering if the Granary is not being screwed up the ferry not staying operational.
avatar
TrainedMedium: I've just downloaded a replacement Install Package; maybe a few bytes got lost on my original.

I've uploaded 5 files for you to view; and wow; did I ever go overboard on the housing! The last picture is of my mining Island (doing food not economy this time) and when I add 3 Storage Yards I'll probably bump the number of houses from 10 to 12.
Anyway, as you can see, no problem with Ferry staffing.
Looks good. Should work. I don't know where your industrial area is but you have plenty of crops for it.

Try leaving infrastructure at 1 on your overseer board. I am tempted to load the game up to see what the problem could be.
What info did you get from the trouble tabs?

(Note: Money is tough on this episode)
avatar
TrainedMedium: I've just downloaded a replacement Install Package; maybe a few bytes got lost on my original.

I've uploaded 5 files for you to view; and wow; did I ever go overboard on the housing! The last picture is of my mining Island (doing food not economy this time) and when I add 3 Storage Yards I'll probably bump the number of houses from 10 to 12.
Anyway, as you can see, no problem with Ferry staffing.
avatar
macAilpin: Looks good. Should work. I don't know where your industrial area is but you have plenty of crops for it.

Try leaving infrastructure at 1 on your overseer board. I am tempted to load the game up to see what the problem could be.
What info did you get from the trouble tabs?

(Note: Money is tough on this episode)
1/2/3 = Infrastructure/Health/Religion (In every Mission)
All the previous missions have taught me to go overboard with Infrastructure because it not only helps keep unemployment down, but because it essentially makes the 'trouble tabs' irrelevant (no trouble = no need to see what problems there aren't).
I will admit the one 'trouble' I get is 'health'. Even though the manual claims I don't need Apothecaries on maps with no reeds, my citizens still get the plague and malaria (after starving of course).

As for cash, yes that's a problem. I said I would try one last time and I did the risky thing of building things that needed maintenance even though I had no population to man my Infrastructure. So before my first house was occupied I was already 6000+ in debt and had two water trading situations. By the mid-point of year two, I was almost 11000 in debt. But because my first crops had come in, I was able to make linen and beer for sale. By the beginning of year three, I was only 5700 in debt and because my trading partners had a brand new budget, I was only one or two months away from being able to spend money again. Unfortunately, that didn't happen. Instead, because I couldn't afford festivals or new temples, Ptah destroyed two of my Storage Yards (half my food and all my flax) and Osiris planned to destroy all my farms... ergo I didn't have the means to continue.
So I didn't... the game is now uninstalled.

Side Note:
One man's cup...
I bought this game because it was highly recommended by reviewers. With two exceptions, doing this has always steered me wrong.
I stopped playing Caesar IV (Brundisium?) when trading ships from four different cities refused to dock at the four ports (one each) I built. That was a couple of years ago, so I think I'll try again.
(Also, the walkthroughs, especially those by Tony Devon UK, are the best I've seen for any game.)
Post edited May 06, 2021 by TrainedMedium
avatar
macAilpin: Looks good. Should work. I don't know where your industrial area is but you have plenty of crops for it.

Try leaving infrastructure at 1 on your overseer board. I am tempted to load the game up to see what the problem could be.
What info did you get from the trouble tabs?

(Note: Money is tough on this episode)
avatar
TrainedMedium: 1/2/3 = Infrastructure/Health/Religion (In every Mission)
All the previous missions have taught me to go overboard with Infrastructure because it not only helps keep unemployment down, but because it essentially makes the 'trouble tabs' irrelevant (no trouble = no need to see what problems there aren't).
I will admit the one 'trouble' I get is 'health'. Even though the manual claims I don't need Apothecaries on maps with no reeds, my citizens still get the plague and malaria (after starving of course).

As for cash, yes that's a problem. I said I would try one last time and I did the risky thing of building things that needed maintenance even though I had no population to man my Infrastructure. So before my first house was occupied I was already 6000+ in debt and had two water trading situations. By the mid-point of year two, I was almost 11000 in debt. But because my first crops had come in, I was able to make linen and beer for sale. By the beginning of year three, I was only 5700 in debt and because my trading partners had a brand new budget, I was only one or two months away from being able to spend money again. Unfortunately, that didn't happen. Instead, because I couldn't afford festivals or new temples, Ptah destroyed two of my Storage Yards (half my food and all my flax) and Osiris planned to destroy all my farms... ergo I didn't have the means to continue.
So I didn't... the game is now uninstalled.

Side Note:
One man's cup...
I bought this game because it was highly recommended by reviewers. With two exceptions, doing this has always steered me wrong.
I stopped playing Caesar IV (Brundisium?) when trading ships from four different cities refused to dock at the four ports (one each) I built. That was a couple of years ago, so I think I'll try again.
(Also, the walkthroughs, especially those by Tony Devon UK, are the best I've seen for any game.)
Sorry to hear it, and wish i could have figured out the problem.
Good luck
avatar
TrainedMedium: I've been trying to play this mission for about two weeks now (16 hrs a day) without success. I've also watched tutorials which only confuse me more.
The scenario...
Farms:
20 Lettuce
11 Grain
11 Chickpea
Also:
7 Barley
6 Flax
4 Granaries each fully staffed and with orders to accept 1/4 Grain; 1/4 Chickpea, & 1/2 Lettuce
*Note: This requires every available space for crops on three islands. And yes, my Ferry Terminals are operational.

At different times, I have experienced the following.
1. Even though two of my 4 fully staffed Granaries are within 8 steps of my farms, my farmers would rather drown than make a delivery. In fact, not a single Granary accepts any food unless...
2. By having my food delivered to Storage Yards first, and then waiting, my Granaries will not help themselves to my stored food. However...
3A. By using the "Get" command my Granaries can get stored food, but not in the ratios I want. OR
3B. By telling my Storage yards to "empty" my Granaries can again have food, but not in the ratios I want.
*Special Note: By using either of the #3 methods, my food supply is entirely eaten by less than 1500 citizens in less than 3 months. Within 3 months of that, my population plummets to below 400 as disease and starvation destroy my city.

So far, every attempt to feed my citizens has ended in failure despite micro-managing what should be an automatic situation.

*Note: If I ignore my economy, and focus on food production, my people starve and I suffer irrecoverable debts. If I focus on my economy, I manage to stay slightly ahead until my population plummets due to disease and starvation.

As an aside, those video tutorials... before the first crop comes in, I've seen 60 houses produce over 800 population. But for me, with a water supply, 60 houses will produce 420 population (of which only 1/3 is of working age. Am I missing something, or are the tutorial successes mostly just successful editing of the game files?

Also:
I've had situations where Work Camps ludicrously far away from my city are fully staffed, but over a period of two seasons, Work Camps just 6 steps away from my population centers are not staffed due to a lack of workers. This, despite having 34% unemployment.
Finally, those video tutorials often show an opening screen with the option to go to the GOG website. Even though I bought this game from GOG, my version offers to take me to the Activision website. Should I be replacing this version? (It claims to be version 2.1.0.0 from Nov 2016)
I'm guessing you probably uninstalled. If not:

Feeder housing is always iffy. It's also rarely worth it. The house sign costs the same amount regardless of the number of inhabitants. Particularly since you have 34% unemployment, you might as well feed and entertain them.

You have not shown enough of the layout to know where the problem is, but my guess is that there is a problem with the road, specifically that you have a road in the tile that the pushers are supposed to drop things off, but that they cannot get to that tile.

As a rule, you are generally better off sticking with one food until the market and all the houses are filled with that food. Grain is ideal. Add your second food to just one bazaar at a time, because in any reasonable size block, it's going to take a lot of food to stock that many houses, and the last thing you want to do is make one of the ladies come home empty-handed, leaving the girls with nothing to do.

FWIW, on that map, the kingdom road area is perfect for a line of weavers and brewers, your one stop shop for your best buds from Abedju and Timna. It's been a while, but I'm pretty sure I put my papyrus makers and jewelers on the main island right next to the temple complex, and made their delivery men take things to SYs on the kingdom road side, too.

Work camps six steps away from housing not having 20 workers when you have 34% unemployment is a red flag. From time to time you will get a situation where the labor getter will go the wrong way all the time, but usually that's a problem with road layout.

That much debt is pretty much impossible to get out of before Pharaoh's army shows up. With a lucky Ra blessing maybe? I play all but one of the missions on VH, and rarely need even the bailout, let alone debt.

If you are still playing, and care to upload a save game, I'd be happy to take a look.

[EDIT]
Each farm fills about an eighth of a granary. With your configuration, you only have enough storage for 8 grain farms, 8 chickpea farms and 16 lettuce farms. Unless you are micromanaging your SYs accepting food, some of those farmers are gonna drown.

Don't be afraid to hit "T" to toggle the troubles overlay. Sometimes you need more than that, but often that tells you all you need to know to fix the problem.

420 is exactly the max population you get with 60 1x1 Sturdy Huts. Just giving them food would raise that to 540. With everything up through jugglers, you should have 900.
[/EDIT]
Post edited January 06, 2022 by Thorfinn