tinyE: This is the first city builder I ever saw that seemed so dedicated to scenarios and I'm having trouble here, even with the simple ones. Would it be a wise idea to mess around with the sandbox stuff before moving on to them?
Scenarios? So are you playing the custom missions or family history? Family History is definitely the better place to start, since it eases you into the game, by unlocking more and more structures as you go along.
macAilpin: What is the first problem that you run into?
tinyE: It's little things that I would normally figure out with sandbox, like good and bad housing arrangements, how many squares a well serves, how far something needs to be useful but not hurtful (The Bazaar), how close things like architects and fire houses should be, and time stuff like how long I should wait for a water source to kick in before realizing I under or overdid it.
This is stuff with a game like Sim City I'm used to finding out on my own time whereas with a scenario I always have the goal in mind which kind of takes away from messing around and experimenting.
I think you are going to have to experiment a bit in the beginning to get a feel for the mechanics, which is ok in the first one or two missions since they don't take
that long too complete.
If I may, and please excuse the long post, here are some important things about how the game works vs simcity, which you may already have picked up on (perhaps the game mentions these in the briefings I'm not sure):
- When you construct a new building, it sends out a little recruiting-walker in a random direction that seeks workers for that building. Once he comes across houses, he starts to recruit workers for that building, which means that you can't place buildings too far away from houses. Ok so that's the first thing.
- The second thing is that buildings don't have an area of effect (except when it comes to desirability) and instead rely on walkers to spread their influence. Once the building has enough workers it sends out its 'representative' walker in a random direction to spread it's influence (ie water carrier, bazaar lady, engineer etc.). This person walks for a set piece of time before returning to its building, and then sets out again after a short wait.
- The third thing is that, as far as I can tell, once a walker of any sort reaches a junction in the road, it randomly selects which way to go (except turning around). So this means you have to keep your road system as simple as possible. For example, it doesn't help if you want a temple to have its priest reach a house 15 squares away, but there are 3 or more junctions along the way. Also,
no double lanes because that will completely boggle down the walkers.
So road layout is the make or break part of this game, and you'll simply have to experiment with some designs to see what works best (or look up some of the several efficient designs). Not that you have to find the best possible design mind you. As long as your road system operates reasonably well, any level is easily beatable. One thing that works for me is to create 'shells' of varying sizes where I put important service buildings on the inside, like bazaars for example.
Finally, as for how many buildings you need, the overlays are incredibly useful. Use them to see what the walkers effect on a neighbourhood is, and you'll quickly get a feeling for roughly how many are needed.
Oh yes, one more thing. When I first played Caesar, I thought that I could make enough money out of taxes. You can't. You have to trade. One of the first things you have to do is to look at empire map and see what you can export, and build your town close to where you can develop the required industry for the goods in question. The same is true for Pharaoh, unless the map has enough gold deposits.