This map is always a challenge! Let's see what kind of city we can build with forced walkers and maybe not die? Want to buy Caesar 3 (or other games) AND support this channel? Use this GOG referral link! af.gog.com/game/caesar_3?as=1715648857
I believe the fruit was most likely pomegranates. Romans did like them and in a majority of their territory they were grown, specifically Northern Africa where CarthagO was.
so im testing a little with the forced walkers market ladies. As it seems you actually dont need a lot of markets to feed everyone, the houses hold a lot of food, like for the loop you had in lugdunum you actually only needed one market lady for the entire loop. The house size doesnt really matter as they hold more food the more people live in it. Thats the real problem here, you need to separate the housings a little, so the collect market lady has the time to stock up food. that beeing said it is far more important to have the markets providing seperate things. so you can set it up that the market is closest to its own ressource. And for food 2 grenaries, unless of course you have another way to secure the granarie the market lady is taking from is always full enough. so now for theaters. The actor colony etc is seeing the road connections to anywhere on the map, so it wants to provide actors to anywhere aswell, but the actors will despawn after a certain amount of tiles. so just add another colony and gladiator school to the area they are despawning to basically refresh them.
Thanks for bringing this game back. I relive the olden days watching you play. No one else is creating this quality of Caesar 3 content on UA-cam. More power to you.
@@themetalhippieplays7993 he uploaded a no dept challenge run already but its not only about the first minutes. some maps getting harder the longer you go because you have to buy in a lot of things for the villas and palaces only native trades are a little ridiculus in terms of money.
Finally! I discovered your previous playthrough of Caesar III this time last year during our first lockdown and binged through it. Keep them new episodes coming.
That’s a tough map indeed. I remember being stuck on this mission back when I was a kid. I would always restart playing the game from the beginning because I always gave up on this map. And when I finally succeeded after the 20th try, I cried tears of joy.
This is by far the most fun mapand nobody can convince me otherwise. Mediolanum is fun at first, but the map and fact that you can easily spam weapons and make money makes it too easy. This dumpster fire of a city on the other side mixed with the fact that you get attacked from all possible sides mixed with the natives is just such a cool gameplay experience!
Its amazing how you make this more challenging for yourself, regarding the 9 by 9 block Playthrough that made it so easy and stable. Also, the forced walker mechanic, it keeps coming with surprises how it works out with the layout of the city. Only more respect for you Mr. GamerZakh, fun to watch the video(s)!
At 2:46:00 your market wasn't dead. You placed a second one because the first wasn't reaching the last villa, and turned off all the buying to empty the market. Then the newer market burned down and you didn't replace it, or turn buying back on :) I'm sorry I didn't catch the stream live to let you know as it happened, I was screaming at youtube hoping you'd realize :D
My brother Zakh! I'm from Brasilia and it was really cool to find your channel and see you talking about my city! I just love Caesar III and have been playing since I was a kid! Congratulations for the channel and the videos! I will be watching everything from your channel from now on!
Always make 3 layers of wall. Sentries can walk on the 3rd layer and throw spear. It also does not block towers from firing. Discovered it recently by accident, and it is awesome
3:01:14 - That sound sample of a commander yelling is actually the same sound sample used in Hell March in the Red Alert 3 trailer but sped up and no music. Also you can hear marching before he speaks
Zakh, I don't know if you saw but for about the first half of the game, 3 of your market buyers were getting stuck and despawning like the bath house workers were. Could explain why you struggled with food for so long. I get the idea of the roadblocks on the southern road, but I do think they mess up how walkers are spawning. Just an educated guess though.
The moment at 1:32:00 is hilarious, they attack from the one place you didn't build defenses 🤣 I remember the same thing happened in one of your previous playthroughs of Carthago
2:47:00 I was hoping your chat would tell you, at this point I don't know if they ever will, yet. But you put down a second market because the first market wasn't reaching the last house. Then you changed the first market to "not accepting" anything (to not waste ressources) and then a few minutes later your second market burned down. You then removed the rubble and never reactivated the first market (and 2 painful minutes never checked the settings on the first market ever again) :D
Perhaps he'll notice this half an hour after the first problem happened, but I am convinced that if an Actor Colony is sending to an Amphitheatre, it will not send to a Theatre. He built this system assuming this would work, but it's not working. If the Amphitheatre is closer to the Colony than the Theatre, you won't get Theatre coverage. Since Gladiators guarantee Amphitheatre coverage, you need to arrange it so the Colony takes care of Theatre access by having the Theatre closer to it than the Amphitheatre. I would not be surprised if a similar situation occurs with Gladiators and the Coliseum.
That was a reeeally tough one... until it clicked. Build slums upwards of 2500 ppl Speed towards ALL exports Buy iron and make weapons Speed towards 6 Forts Once you stabilize and start making cash, make yourself a huge forced walker section (2x6 fountains) and slowly build towards each house improvement. Win. Thank you for the ideas, Zakh!
Hey Zakh, I just wanted to let you know, that I think you should "stop the trade" if you have a request (the oil at 43:40 i.e.), instead of setting a stockminimum. It has the same effect, because you have to visit the menu in both cases once, stock the oil and have way less to click. Keep it up! Love the forced walker mechanic :)
2:52:39 That road got deleted because of the autosave. When the month changed, it lagged your input and clicking in the House button with the Clear tool in hand was registered as you clicking that road tile. I think 2:58:16 Looks like it's reaching some kind of maximum actor number. Like let's say there can be 50 actors going from actor colonies to theaters. When a new spawns, the oldest one despawns. Might have happened because of 3 actor colonies + the extremely long path 3:00:00 Luckily the trees are fireproof 3:28:40 Maybe they're pomegranates? I looked it up and surprisingly enough, the city you're building right now was known for growing them
damn those roadblock gaps are even more effetive than i imagined, they are just wanna go home instantly, I thought they would idle a little while on these gaps before they go home. ah okey you realize it yourself xD this is so interesting.
Late comment here... [22:24] "Do they always buy the olives?" Could it be that, they always set destination and buy from the closest warehouse with available stock when they spawn?
Hi Zakh, thanks for the new episode, really enjoyed it. Btw I hope you will do the x luxury palaces challenge on Londinium, I've done some testing with the Pantheon and you can forced walker it to a very long loop as houses lose access to pantheon when the priest travels circa 350 tiles so you can have, according to my tests, a loop 300-350 tiles long to keep it stable. The forced walker road needs to touch the back corners of the pantheon or it doesn't work. Keep in mind I tested only pantheon, but I think these rules will apply to all grand temples. Think it can help you with the challenge, I'd probably use Mars Quirinus epithet in the Mars Grand temple to lower the consumption of all goods by 10%. I'll try it myself in the near future.
Good to know it wasn`t only me who had Carthage propose new ideas to my city my raising part of my city to the ground a few times and had me rebuilt it
I understand the forced walker missionary for the south east of the map. The north west would work with an L shaped road if the missionary is in the right angle and would reach all huts.
The coverage for fountains on desert maps is less than on northern maps. When you do a zigzag road placement on a desert map you want 7 squares between the long roads so the housing is watered. On northern maps you can have 9 squares. Since reservoirs are 9 squares in size and have an adverse desirability for 3 more squares on all sides, you want as much space around them as possible. I place roads crossing their last undesirable squares. In desert maps, I place two medium statues next to each place the road, that I will plaza later, come near the reservoir. with a row of gardens surrounding the fountains, the desirability is at its best. Now, to place these zigzag roads either 10 squares or 8 squares apart, depending on the map, do this. As you place roads, a number shows up next to the cursor. It tells you how many squares long the road is from the point of origin. Turn the corner and another number shows up to tell you how far you are from the first road. Start a a northern spot, fix road going straight south. The road forms an angle to the left. It you stay going straight south, the two numbers displayed will be equal. Go until both numbers are 10 and release the mouse button. Start at the south end and return to the point of origin and you will create a 10 x 10 square that a fountain in the center will water all housing on the inside of the road. [On desert maps, 8 x 8 does the same.] Use the numbers the software provides to place roads, don't count them by hand. [Sorry this is so long but I've seen you do this hand counting on many a run-thorough. Since you continue to do this and never make comment about the software supplied numbers, I think you never noticed them.]
at 17:50 how do you get your prefecture/engineer/farmes to work without any workers around in that block? In my version of Augustus you will get fires, collapsed buildings and farms without workers.
love the series! next time can you please build venus grand temple and surround it with 3*3 luxury houses? i've done it and it's glorious. it's easy to cram the houses when you use forced walkers
@@truthseeker-heyoka sadly no, just surround the grand temple with a 9x9 road and you can fit 13 3x3 houses. that leaves you room of 3 tiles for the road of the destination walkers. the non destination walkers goes on the outside of the houses
I am currently playing this mission again after the Augustus 3.2 update. I place down doctor clinics AND hospitials and I am struggling with disease. I am guessing it has something to do with the level of the housing. Try to build, water, feed, and entertain in one step is a challenge
I'm recently back into Ceasar. I love Augustus and am just now trying forced walkers. Can someone explain why he has roadblocks every other tile on the outbound (southern) road for the forced walkers?
I always clear the whole native village entirely and start fishing for food, appease Mars, set up a marble quarry or two for money and built up the village later
Would your luxury building do better if desirability was better? Delete the road to the Southeast. Place a large statue next to each reservoir. Go to Desirability. See that this makes for a better scene. Draw the road around the large statues and plaza it up. Now the color is blue. I tend to make my blocks 24 houses long and 9 wide. So my road formes 3 paraelle roads. There is room for a reservoir in the middle pair. I placed a midsized statue between the reservoir and the road on both sides. While this loses a 2 x 2 house but improves the desirability. This works especially with forced walkers.
One change I'd love to see would be if lion tamers could contribute to city defenses by unleashing their lions on any invaders that got close to them...
actually you can sync them easier if you look how long they need to get to the first house and then use the bar that slowly goes down to sync up the next one, because the next one just has to hit it before it reaches 0. So you are also getting the minimum amount in because as soon as one is already getting the first house you will be done.
this should also work with markets but because its far more important for markets to be really fast with the stock replenishing it might be a little confusing.
Hi Zakh, how do i set up the side pannel like this? Can't figure it out... and thanks a lot. I am still struggling to figure all out each map on my own since i am pretty messy :D But thanks to you i am understanding things i had no clue about and getting better. I am so happy i can again play this game after like 15 years :P best game ever. And only game I actually play :P thanks for all your work and tips
Are you sure this U-turn is a great idea? I think that you could direct this finish road from the other side, thus making the whole forced district kind of G-shaped.
Finally you have finished the infamous Carthago mission with Augustus mod. How about finishing it with 3.0 version ;). So hard to fight those dreaded carthaginians and elephants.
a simple qestion... how active forced walkers? i have installed augustus last version but citizens dont walk so much like that and go back to the building
There should be an option to make the game work by a global labor pool so you don't need citizens. That's what he's doing. It works more like Zeus or Emperor RoTMK this way.
please help... when i play TRADERS do not appear at all in my game :| nothing's exporting and nothing's importing. 100% employment :@ nothing's on stockpiling mode... the ships just don't sale monthly, or yearly, they just don't exist :| BTW trade roots are open.
Hmm that's not something I can diagnose without seeing. Are you on Discord? There are people who can help with this on our server. If you don't have a Discord account, wait 15 minutes before trying to join our server as we have a block on brand new accounts. Then you can ask in the Augustus channel and after a few posts you can share screenshots and even your save file for us to check.
I can't say exactly without seeing your city, but the usual problem is that your farms are delivering too far to your granaries. If all your farms are stuck at 100% then they're not producing as much food as you can. Do all your food production buildings have full employment? Are you feeding more than one type of food to normal houses? Maybe your markets can't keep up with distances and quantities and you just need more markets. If you need more help, you should join our Discord.
It's a tough game! Keep in mind I've played this game on and off since 1998 when I was already studying block designs from Heaven Games. It takes a lot of practice.
Yeah.. the randomised invasion spots. I built everything at a nice choke point, and everyone came from the undefended side :(... imagine if caesar's army comes from any random spots HAHA, that would be a challenge.
@GamerZakh Hello, maybe you should consider building monuments in earlier stages of the map, to really help you in the scenario... not just to "tick it off" at the end, when you're already all set up. It might also be considered an extra challege to do so with earlier more limited supplies... and it might take some seconds off from the length of videos (not that the length is problem), opposite to "appending" monument building at the end.
@@GamerZakh that's fantastic, kudos to them. Considering how much Activision puts into mobile games, I wish theyd set aside 10m for a revamp of Augustus (new missions and maybe a few new features) not asking for much haha
I built the Lighthouse, and a Grand temple to Ceres. I ended up winning and accepted promotion but food STRUGGLED. Ultimately, I ended up importing maximum wheat into the system as well. I should have added Fruit
2:46:17 Lady doesnt spawn cause she wants to spawn into a roadblock that says "not allowed" the bug is that she should be a destination walker, cause shes getting goods.....
No I think the problem was that Zakh had planned to get rid of this market earlier when he placed a second market to reach the end of the row. So he set the first market to not accept anything to empty it but then invasion distracted him and the second market burned down so he just forgot about everything and got mad at the poor lady just following orders
It's to force the walkers to always start walking in the correct direction. Without the roadblocks, the walkers could spend some time walking the wrong way which makes them desync from each other.
This map is always a challenge! Let's see what kind of city we can build with forced walkers and maybe not die? Want to buy Caesar 3 (or other games) AND support this channel? Use this GOG referral link! af.gog.com/game/caesar_3?as=1715648857
I believe the fruit was most likely pomegranates. Romans did like them and in a majority of their territory they were grown, specifically Northern Africa where CarthagO was.
so im testing a little with the forced walkers market ladies.
As it seems you actually dont need a lot of markets to feed everyone, the houses hold a lot of food, like for the loop you had in lugdunum you actually only needed one market lady for the entire loop. The house size doesnt really matter as they hold more food the more people live in it.
Thats the real problem here, you need to separate the housings a little, so the collect market lady has the time to stock up food. that beeing said it is far more important to have the markets providing seperate things. so you can set it up that the market is closest to its own ressource. And for food 2 grenaries, unless of course you have another way to secure the granarie the market lady is taking from is always full enough.
so now for theaters.
The actor colony etc is seeing the road connections to anywhere on the map, so it wants to provide actors to anywhere aswell, but the actors will despawn after a certain amount of tiles.
so just add another colony and gladiator school to the area they are despawning to basically refresh them.
if you dont already know you can place more than one barracks if you place them quick
@@thejonnyudontknow Yeah, it just feels a bit too exploity since it makes military very easy.
@@GamerZakh very true love your videos btw old and new ive loved this game since i was a child and love using your tips you provide thanks
The people of Carthago went from suffering under an under planning governor to suffering under a way OVERplanning governor.
"Keep the rich be fed. The poor can starve."
GamerZack, April 146 BC :)
Great video like always. Thank you.
Thanks for bringing this game back. I relive the olden days watching you play. No one else is creating this quality of Caesar 3 content on UA-cam. More power to you.
I can definitely see why this map would be one of the hardest to complete a No Debt challenge on.
I like the thought of a no dent challenge although it’s mainly the first like five to fifteen minutes that is a challenge :/
@@themetalhippieplays7993
he uploaded a no dept challenge run already
but its not only about the first minutes.
some maps getting harder the longer you go because you have to buy in a lot of things for the villas and palaces only native trades are a little ridiculus in terms of money.
Finally! I discovered your previous playthrough of Caesar III this time last year during our first lockdown and binged through it.
Keep them new episodes coming.
That’s a tough map indeed. I remember being stuck on this mission back when I was a kid. I would always restart playing the game from the beginning because I always gave up on this map. And when I finally succeeded after the 20th try, I cried tears of joy.
This is by far the most fun mapand nobody can convince me otherwise. Mediolanum is fun at first, but the map and fact that you can easily spam weapons and make money makes it too easy.
This dumpster fire of a city on the other side mixed with the fact that you get attacked from all possible sides mixed with the natives is just such a cool gameplay experience!
The choke points in Mediolanum make it too easy too.
God i loved this game
Didn't we all?
God, I love Zakh the Gamer
Its amazing how you make this more challenging for yourself, regarding the 9 by 9 block Playthrough that made it so easy and stable. Also, the forced walker mechanic, it keeps coming with surprises how it works out with the layout of the city. Only more respect for you Mr. GamerZakh, fun to watch the video(s)!
The trick is, whenever I feel like the game is too easy, I do something dumber lol. Glad you're enjoying it!
Huh, almost 4 hours of Caesar 3! Why not?
agree 110% =)
Cesar told me about your channel. He said there is a grate potential here.
At 2:46:00 your market wasn't dead. You placed a second one because the first wasn't reaching the last villa, and turned off all the buying to empty the market. Then the newer market burned down and you didn't replace it, or turn buying back on :) I'm sorry I didn't catch the stream live to let you know as it happened, I was screaming at youtube hoping you'd realize :D
caesar!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! that narrator voice is epic
My brother Zakh! I'm from Brasilia and it was really cool to find your channel and see you talking about my city! I just love Caesar III and have been playing since I was a kid! Congratulations for the channel and the videos! I will be watching everything from your channel from now on!
Hey thank you so much for the kind words! I'm glad you're enjoying the videos.
The disgust towards the previous Governor's work is both tangible and palpable.
Pah! My governor thinks money grows on trees!
Always make 3 layers of wall. Sentries can walk on the 3rd layer and throw spear. It also does not block towers from firing. Discovered it recently by accident, and it is awesome
3:01:14 - That sound sample of a commander yelling is actually the same sound sample used in Hell March in the Red Alert 3 trailer but sped up and no music. Also you can hear marching before he speaks
They must of sampled it from this game? As this earlier?
@@thatmuslimguy6495
Red Alert 1 | 1996
Caesar 3 | 1998
Ahh mad.
Wow, loved this game way back. Havent given it a thought until today! Thanks, great game!
Whoa, 3 and 3 quarter hours? I'll have to clear my weekend schedule for this one.....😎
26:39 Welcome to the shining new metropolis of Zigzag, home of the Empire's most squiggly wiggly streets!
Oh I love this caesar 3 videos
21:36 I think the veggie is from people migrating from older city that you destroyed and they brought the food with them lol
Those special effects in the beginning get 👍👍
Zakh, I don't know if you saw but for about the first half of the game, 3 of your market buyers were getting stuck and despawning like the bath house workers were. Could explain why you struggled with food for so long. I get the idea of the roadblocks on the southern road, but I do think they mess up how walkers are spawning. Just an educated guess though.
3:08:41 LOL.. that face, so relatable...
This was the worst. ONE fire makes all the prefects go to ONE place. Wish you could just isolate the building and let the fire extinguish itself.
The moment at 1:32:00 is hilarious, they attack from the one place you didn't build defenses 🤣 I remember the same thing happened in one of your previous playthroughs of Carthago
2:47:00 I was hoping your chat would tell you, at this point I don't know if they ever will, yet. But you put down a second market because the first market wasn't reaching the last house. Then you changed the first market to "not accepting" anything (to not waste ressources) and then a few minutes later your second market burned down. You then removed the rubble and never reactivated the first market (and 2 painful minutes never checked the settings on the first market ever again) :D
Perhaps he'll notice this half an hour after the first problem happened, but I am convinced that if an Actor Colony is sending to an Amphitheatre, it will not send to a Theatre. He built this system assuming this would work, but it's not working.
If the Amphitheatre is closer to the Colony than the Theatre, you won't get Theatre coverage. Since Gladiators guarantee Amphitheatre coverage, you need to arrange it so the Colony takes care of Theatre access by having the Theatre closer to it than the Amphitheatre. I would not be surprised if a similar situation occurs with Gladiators and the Coliseum.
15:45 P'ah~ incoming in...
Loveee it bruhhh
Well done Zakh. Btw that grand tempel of ceres is a beaut
That was a reeeally tough one... until it clicked.
Build slums upwards of 2500 ppl
Speed towards ALL exports
Buy iron and make weapons
Speed towards 6 Forts
Once you stabilize and start making cash, make yourself a huge forced walker section (2x6 fountains) and slowly build towards each house improvement.
Win.
Thank you for the ideas, Zakh!
I love the moment when Zakh looks at us and stay speechless ;D
Hey Zakh, I just wanted to let you know, that I think you should "stop the trade" if you have a request (the oil at 43:40 i.e.), instead of setting a stockminimum. It has the same effect, because you have to visit the menu in both cases once, stock the oil and have way less to click. Keep it up! Love the forced walker mechanic :)
A challenge for you: create the most natural looking city you can, without theater dumps, loops, maybe some forced walkers and make it work!
2:52:39 That road got deleted because of the autosave. When the month changed, it lagged your input and clicking in the House button with the Clear tool in hand was registered as you clicking that road tile. I think
2:58:16 Looks like it's reaching some kind of maximum actor number. Like let's say there can be 50 actors going from actor colonies to theaters. When a new spawns, the oldest one despawns. Might have happened because of 3 actor colonies + the extremely long path
3:00:00 Luckily the trees are fireproof
3:28:40 Maybe they're pomegranates? I looked it up and surprisingly enough, the city you're building right now was known for growing them
Oh nice catch! Yes that's what it looks like.
Would love to see you retry this. This by far would be your most chaotic game in C3!!! Still made it work nonetheless!!! Keep em coming :D
Zakh "subscribe for more pro plays"
Me "thats why I'm here"
"Why is everything burning!?" Quote of the year.
damn those roadblock gaps are even more effetive than i imagined, they are just wanna go home instantly, I thought they would idle a little while on these gaps before they go home.
ah okey you realize it yourself xD
this is so interesting.
12:25 - Kenneth the Fastidious.
Late comment here... [22:24] "Do they always buy the olives?" Could it be that, they always set destination and buy from the closest warehouse with available stock when they spawn?
40:00 Snickers, protec us!
I understand the joke!
that moment at 1:32:00 omg hahaha
I think my best guess for the canon for fruit is that it is the 88mm flak gun, best anti tank weapon ever! 😋
1:32:10 Ohh, so a nasty army...;-)
From "Carthago Delenda Est" to "Carthago Forced Est" apparently!
Hi Zakh, thanks for the new episode, really enjoyed it. Btw I hope you will do the x luxury palaces challenge on Londinium, I've done some testing with the Pantheon and you can forced walker it to a very long loop as houses lose access to pantheon when the priest travels circa 350 tiles so you can have, according to my tests, a loop 300-350 tiles long to keep it stable. The forced walker road needs to touch the back corners of the pantheon or it doesn't work. Keep in mind I tested only pantheon, but I think these rules will apply to all grand temples. Think it can help you with the challenge, I'd probably use Mars Quirinus epithet in the Mars Grand temple to lower the consumption of all goods by 10%. I'll try it myself in the near future.
Good to know it wasn`t only me who had Carthage propose new ideas to my city my raising part of my city to the ground a few times and had me rebuilt it
Absolutely howling right now 1:33:03
Hey GamerZakh, you saw the maps made by users from Heaven Games? It's on downloads and some very challenging and of course totally new
Also, the in-game help mentions figs, dates, and plums from Syria, so presumably your fruit farms are growing those in Carthago's similar climate
I NE'd when you said 'get rekt' so nonchalantly
I understand the forced walker missionary for the south east of the map. The north west would work with an L shaped road if the missionary is in the right angle and would reach all huts.
More more!
The coverage for fountains on desert maps is less than on northern maps. When you do a zigzag road placement on a desert map you want 7 squares between the long roads so the housing is watered. On northern maps you can have 9 squares. Since reservoirs are 9 squares in size and have an adverse desirability for 3 more squares on all sides, you want as much space around them as possible. I place roads crossing their last undesirable squares. In desert maps, I place two medium statues next to each place the road, that
I will plaza later, come near the reservoir. with a row of gardens surrounding the fountains, the desirability is at its best.
Now, to place these zigzag roads either 10 squares or 8 squares apart, depending on the map, do this. As you place roads, a number shows up next to the cursor. It tells you how many squares long the road is from the point of origin. Turn the corner and another number shows up to tell you how far you are from the first road. Start a a northern spot, fix road going straight south. The road forms an angle to the left. It you stay going straight south, the two numbers displayed will be equal. Go until both numbers are 10 and release the mouse button. Start at the south end and return to the point of origin and you will create a 10 x 10 square that a fountain in the center will water all housing on the inside of the road. [On desert maps, 8 x 8 does the same.] Use the numbers the software provides to place roads, don't count them by hand. [Sorry this is so long but I've seen you do this hand counting on many a run-thorough. Since you continue to do this and never make comment about the software supplied numbers, I think you never noticed them.]
at 17:50 how do you get your prefecture/engineer/farmes to work without any workers around in that block? In my version of Augustus you will get fires, collapsed buildings and farms without workers.
It's an option in Augustus called global labour. You can turn that on in the new options.
Kiting in Caesar III!!!
1:01:30 bathhouse technician 😂🤣
You should put the warehouse adjacent to native's village center for maximum efficiency
THE EMPEROR HAD A CHANGE OF HEART I WILL NOW RAZE TO THE GROUND ALL BUILDING AS I LEAVE
having no need for work finders makes thing so much easier
Can you do forcewalkers in real life?
For next time, i vote for integration of lions into the defence forces!
love the series!
next time can you please build venus grand temple and surround it with 3*3 luxury houses?
i've done it and it's glorious.
it's easy to cram the houses when you use forced walkers
Do you have a picture of that?
@@truthseeker-heyoka sadly no, just surround the grand temple with a 9x9 road and you can fit 13 3x3 houses. that leaves you room of 3 tiles for the road of the destination walkers.
the non destination walkers goes on the outside of the houses
12:53 Zakh being heartless!
I am currently playing this mission again after the Augustus 3.2 update. I place down doctor clinics AND hospitials and I am struggling with disease. I am guessing it has something to do with the level of the housing. Try to build, water, feed, and entertain in one step is a challenge
I'm recently back into Ceasar. I love Augustus and am just now trying forced walkers. Can someone explain why he has roadblocks every other tile on the outbound (southern) road for the forced walkers?
I always clear the whole native village entirely and start fishing for food, appease Mars, set up a marble quarry or two for money and built up the village later
Yeah that starting village is pretty bad, I think I just kind of enjoy trying to save it haha
Would your luxury building do better if desirability was better? Delete the road to the Southeast. Place a large statue next to each reservoir. Go to Desirability. See that this makes for a better scene. Draw the road around the large statues and plaza it up. Now the color is blue. I tend to make my blocks 24 houses long and 9 wide. So my road formes 3 paraelle roads. There is room for a reservoir in the middle pair. I placed a midsized statue between the reservoir and the road on both sides. While this loses a 2 x 2 house but improves the desirability. This works especially with forced walkers.
Hello! Is there a list of buildings that can be used with a Forced Walker mechanic? I am playing Augustus mod 3.1
One change I'd love to see would be if lion tamers could contribute to city defenses by unleashing their lions on any invaders that got close to them...
They already do that. Also one of the Colosseum games you can hold make Gladiators defend your city for one year.
actually you can sync them easier if you look how long they need to get to the first house and then use the bar that slowly goes down to sync up the next one, because the next one just has to hit it before it reaches 0. So you are also getting the minimum amount in because as soon as one is already getting the first house you will be done.
this should also work with markets but because its far more important for markets to be really fast with the stock replenishing it might be a little confusing.
2:45:50 you disabled her (e.g. disabling everything to buy) because you shifted the market over
Hi Zakh, how do i set up the side pannel like this? Can't figure it out... and thanks a lot. I am still struggling to figure all out each map on my own since i am pretty messy :D But thanks to you i am understanding things i had no clue about and getting better. I am so happy i can again play this game after like 15 years :P best game ever. And only game I actually play :P thanks for all your work and tips
As much as I love watching this I do hope you will eventually return to Zeus & Poseidon
I will for sure, I just always take a break between adventures/campaigns so to not burn out on playing.
@@GamerZakh Excellent! Glad to hear it
Pretty sure you can spam barracks when paused. Makes troop production super quick if you have the weapons ready... 👍
Yeah but it's a bit too cheaty for me haha
@@GamerZakh touché
Are you sure this U-turn is a great idea? I think that you could direct this finish road from the other side, thus making the whole forced district kind of G-shaped.
Finally you have finished the infamous Carthago mission with Augustus mod. How about finishing it with 3.0 version ;). So hard to fight those dreaded carthaginians and elephants.
a simple qestion... how active forced walkers? i have installed augustus last version but citizens dont walk so much like that and go back to the building
Solved, need houses to force a citizen to walk to next country xD
There should be an option to make the game work by a global labor pool so you don't need citizens. That's what he's doing. It works more like Zeus or Emperor RoTMK this way.
Curious as to why you didn't just spam towers with no sentries on every possible wall section other than employment
I like the sentries, and it's a bit cheaper.
Yeahhhhh!!
please help... when i play TRADERS do not appear at all in my game :| nothing's exporting and nothing's importing. 100% employment :@ nothing's on stockpiling mode... the ships just don't sale monthly, or yearly, they just don't exist :| BTW trade roots are open.
Hmm that's not something I can diagnose without seeing. Are you on Discord? There are people who can help with this on our server. If you don't have a Discord account, wait 15 minutes before trying to join our server as we have a block on brand new accounts. Then you can ask in the Augustus channel and after a few posts you can share screenshots and even your save file for us to check.
@@GamerZakh yes i do have discord. how do i join channel? :)
@@GamerZakh nvm... i found discord in your abouts :D
@@CHiQoooooo Ah good, right sorry forgot to post the link haha
thanks a lot :D someone definitely helped me... it seems i blocked the river trading path with a low bridge :D :D :D 🔔subscribed & 👍likes
YAAAA
failed last night
food production quite low how to?
I can't say exactly without seeing your city, but the usual problem is that your farms are delivering too far to your granaries. If all your farms are stuck at 100% then they're not producing as much food as you can. Do all your food production buildings have full employment? Are you feeding more than one type of food to normal houses? Maybe your markets can't keep up with distances and quantities and you just need more markets. If you need more help, you should join our Discord.
It's so good
u should see my approach everything looks like mess , i always tried to divide city into blocks everything falied,
It's a tough game! Keep in mind I've played this game on and off since 1998 when I was already studying block designs from Heaven Games. It takes a lot of practice.
That one time Zakh broke the game haha
I can't help but drag in youtube to see more city map
Imagine same amount of enemy soldiers with better AI...
Yeah.. the randomised invasion spots. I built everything at a nice choke point, and everyone came from the undefended side :(... imagine if caesar's army comes from any random spots HAHA, that would be a challenge.
@GamerZakh Hello, maybe you should consider building monuments in earlier stages of the map, to really help you in the scenario... not just to "tick it off" at the end, when you're already all set up. It might also be considered an extra challege to do so with earlier more limited supplies... and it might take some seconds off from the length of videos (not that the length is problem), opposite to "appending" monument building at the end.
Can occupants bring pottery with them?
Was the lighthouse part of the Caesar game files?
That comes from the Augustus mod, they have an artist making new graphics.
@@GamerZakh that's fantastic, kudos to them. Considering how much Activision puts into mobile games, I wish theyd set aside 10m for a revamp of Augustus (new missions and maybe a few new features) not asking for much haha
Wait, what. The lighthouse speeds up fishing ships? That might have been the shiny key to the block you created. Could have used that WAY earlier ☝🏻
I built the Lighthouse, and a Grand temple to Ceres. I ended up winning and accepted promotion but food STRUGGLED. Ultimately, I ended up importing maximum wheat into the system as well. I should have added Fruit
I just finished this campaign 😂 let's compare :)
2:46:17 Lady doesnt spawn cause she wants to spawn into a roadblock that says "not allowed" the bug is that she should be a destination walker, cause shes getting goods.....
No I think the problem was that Zakh had planned to get rid of this market earlier when he placed a second market to reach the end of the row. So he set the first market to not accept anything to empty it but then invasion distracted him and the second market burned down so he just forgot about everything and got mad at the poor lady just following orders
why road block every 2 tiles?
It's to force the walkers to always start walking in the correct direction. Without the roadblocks, the walkers could spend some time walking the wrong way which makes them desync from each other.
new pharaoh playthrough when: xD
I'll go through the whole thing again with A New Era for sure.