This housing block (5x7 basically, if you look at the buildings inside the surrounding street) is too big for herbalist and for entertainment. Maybe it depends on difficulty levels, at least at very hard level guys like herbalist dont go full circle. Easy fix is to reduce one of the "5" to a "4", so that it is asymmetrical. This way all the walkers go full circle. Still a great housing block where the common long narrow housing block wont fit into the map.
7 years later, I found this game and tried it. Using this housing block you provided here, I rarely, if ever has workers issue. But something I noticed is that Acupuncture and Herbalist should placed in a diagonal position from each other, (if one is at East corner, then another in the West corner) so the healthcare always cover entire city block, and the game seem to not separate healthcare between the two, as long as you have them in neighborhood, that neighborhood will always evolve to the highest level possible for some reason. The healthcare coverage problem come from the fact that these two have the lowest walking distance of all walkers, and the length of this C-block is too far for them to make a loop back through the entire housing. This's not an issue to other walkers though as they have much larger walking distance.
When I made the block they would usually complete the loop, but not always, as I imagine there's a bit of randomness to the exact steppes that a walker takes. But yes, I know that they would sometimes not complete the loop.
I think I saw another problem that make the walkers not completing the loop in your C block; whenever they hit a turn the game seems to roll dice which direction it should go - move back or go forward - the more turns you have on the loop, the more they roll dice and the more chance that they'll waste their walking limit by turning around over and over. I think the "prioritizing moving toward houses they have yet to visit" is not a thing with a game this old.
It could be. The walker mechanics were already 4 games old so they probably tried to fiddle around with them. Nontheless, I enjoy them and it's what makes the Caesar series unique.
Of course, another solution is to plop down another pair of herbalist and acupuncturist on the opposite corner that'll drop 2 houses out or about 140 population, but the service coverage will be more reliable. And BTW, is there any tips on dealing with maps that got game meat and tiger/bears around? guard from the watchtower seem unable to fight them at all. PS. I think that whoever complained about your Feng Sui not perfect position only played on their own custom map, because there's no way you can get it in campaign game or official maps 99% of time.
Well the whole point of the block was to maximize housing while only requiring one of each service buildings, but yes, you can add those 2, or alternatively you can summon the heroes who provide them. If you have towers you could place them near the spawn points of aggressive animals. The only issue is you may not be able to get them in your menagerie afterwards, since they'd constantly be getting killed when they spawn. I really don't care about Feng Sui. I never had issues with it being too low. Maybe on the higher difficulty it can make people emigrate, but I doubt that its effects can be devastating.
One thing I recently noticed when I do a free play on the Steel Age is that if you evolved your housing block on this C block (either this original, or shortened one leg to make acupuncturist and herbalist walk full circle reliably.) to the last level with tea, the block sometimes become unstable due to a single food store cannot supply the whole block reliably, necessitating a second market square or using grand market square (6 shops add-on instead of 4 of the common square) and add a second food shop. It's because a single food shop lady carries a limited amount of food per supply run, and will only goes out to get more when it drops below something like 200 or 100 units, which sometime ran out before she can brought the resupply back even when the mill is adjacent to the market square, making some houses not receiving any food and eventually devolved. Hence the need for a second food shop to add extra food shop lady to resupply. Hemp, Ceramic, and Tea shop don't have this problem because they carries the same amount of goods per supply run, but each house stores and consume significantly less goods (something like 10 - 20 max store, IIRC.) so each supply run will almost always make the entire loop without running out of goods.
In my opinion, this setup works fine; however, it seems to be a 50%/50% chance that an herbalist/acupuncturist goes either north or south. Thus causing an opportunity for several instances of the herbalist/acupuncturist Walker not making a full circles on consecutive routes and causing inconvenient Housing drop
On 'very hard', herb and accupunc don't walk full circle, also the houses with just one tile road touch in the center of the C don't get 'inspected' sufficiently and crash, so I place the shrines there!
Great housing, but there is one problem. The herbalist and acupuncturist won't make a full circle sometimes. They do half way and go back which is bad. My solution is to add another herbalist and acupuncturist to the other side, than housing will be fine.
I haven't tested this in quite a while but you need to make sure that these buildings are on the corners of the block. This helps them complete the circle.
@@XfStef i have them in the circle and it helps but not always. I just can't risk it to lose my houses due to no medicine so i prefer adding two of each
@@Zwierzak97 Well, you have to shorten one of the "C arms" down to 4 houses length while leaving another at 5 houses length and the herbalist and acupuncturist will be able to make a round trip. This allow for around 3,900 population in a single block which is still way too many most of the time, at least on Normal Difficulty.
Yes, they do eat a ton of food. I've used this block a few times, and in order for everyone to be fed adequately, I had to place the food storage building no more than three road steps from the marketplace...or else the houses devolve and people start to leave.
Not perfect. Feng Shui is not perfect, and Herbalist and other kind of walkers wont change walking routes , so it gonna cause house downgade. And not every walker will walk around the whole roadblock. It should be smaller. Daoist shrine and Ispector tower needs rocks around them.
Best is not the same word with Perfect :) I don't care about the feng shui. The walkers will change routes, I've tested it. The only one that gave me some issues was the herbalist, as seen in the video.
that depends on the enemy soldiers, I don't know the exact mathematics behind it but I think the game works kind of like rock paper scissors, in that every unit can be countered by some other generally I find (in the campaign) that crossbowmen are the most cost efficient, but your experience might differ.
I just run the final campaign of the Song-Jin Dynasty, you can do perfect harmony in every maps in that campaign. Though admittedly I had to modified XfStef C block a little to make herbalist and acupuncturist less of an issue, but it works.
if you put the herbalist and acupuncturist on the corners they will either go one direction, or the other, when they spawn, so even though they don't make a full loop, your houses will be covered
After reading your reply, I watched the video again to make sure that I could be wrong since you are really good with this game. Anyway, we will go counter-clockwise. The middle has a total of 25houses, the right side has 11 (including the 4 houses next to the Ancestral & Buddhist Shrines) houses, the top has 5 houses, the left side has 8 houses, & the bottom has 6 houses, all that adds up 55 common houses.
Great design of housing blocks! I was a bit concerned on whether the walkers would be able to walk through the whole loop.. It certainly seems so in the last example, although with so occasional problems eh? Anyway, would you now recommend that the market square should be put outside the housing blocks - opposed to your earlier videos?
I miss this game and Zeus, starting from scratch and watching a house evolve... aaah~ Tho i use the straight line as it practically plays itself and i like to see my treasury blowing up after conquering all enemy nations and breaking alliances to conquer them as well. AIso I like to piss off my enemies by demanding tributes(or request goods?) so they attack me and make use of my fortifications and standing army, a lil RTS action.
i placed all my housing just like in the video, however, can you do one with the farming, etc with in the same map? as i am trying to figure out the best spot for my mill!
Well farming positioning is not as important, unless you are on a small map and the amount of food that you can harvest isn't enough to sustain your population. Just make sure that every farm uses all 3 possible squares around it and when possible try to put irrigation ditches around them.
XfStef I have tried everything and my people are mad, complaining and i think they wanna have my head for their buildings have caught fire plenty of times.
Christine Nicoll Oh well make sure you let some people in your town BEFORE you build all the other buildings. That way the fire departments will have enough employees to work properly.
oh one question, where do you put the big buildings like the acrobat school. Well i just started 2 days ago, didnt realize Impression did a last City building game after Zeus. :P
I have tested this C-block and the music/announcer should be able to complete this loop, just like the peddler but the difference between these two is that the announcers walks up to 41-tiles and the peddlers walks up to 49-tiles. The only two walkers that will not complete the loop is the Herbalist and Acupuncturist because they can go up to 30-tiles, but I find a way for them to service all the houses without completing the loop. It hard to explain but I will try and get Fraps and post it up.
I did exactly as you did on this video & both of the Herbalist & Acupuncturist did not cover all the houses. Only 1 house keep devolving because Herbalist & Acupuncturist never got near it. You are very good with this game so you might understand what I'm about to say. The only way for that house to evolve, we have to adjust the 2nd residential gate that entering the block is by removing the Grand Way & move the gate up 1 tile then add the Grand Way back. This way, they will cover all the houses
I agreed that if they choose to walk in the same path multiple times in a row, your house will devolved. To be honest, I never encountered that problem like near the end of this video. Reducing the block to two blocks wide, I don't recommended that because you will lose 2 or more houses. So far I have come up with two housing blocks that can contain more than 55 houses, but sadly the Ancestral Diviner walk too slow to keep all the houses from devolving. Hopefully, I will find a solution for it.
They are not necessary in the housing loop itself. They can be placed anywhere outside and the market place will offer their services to the houses just as they offer food and goods.
Did you ever figure out what the mistake you made was? I tried giving this a go and that last corner where you put the tax office needed some adjustments in my end and then I ragequit. It's very effective though. I actually had unemployment problems, which is not something I am prone to having.
Unemployment should never be a problem, you can always use the extra workforce to power your economy. I haven't visited this game in years, maybe I will in the future and make some adjustments.
@@XfStef I went from a really amatuer design to using yours, so yeah all of a sudden I had my workforce doing nothing all day. I was not used to needing to place so many jobs at once
Exactly, yes ! 55 ... BUT normally you would want to put down one buddhist shrine AND ! on taoist shrine. I only have the buddhist because I have more housing blocks on the map, and so my taoist shrine(s) were built within other housing blocks. So by this logic you can have 54 houses with ancestral, buddhist AND taoist shines, or 55 with only ancestral and buddhist OR taoist. I hope this clears things out :)
@plopsywhopsy entertainment buildings can be put outside the normal housing block... the market does all the work for you with an entertainment announcer
The trees give more desirability than the statues. I have analyzed it. Edit: The only statues that give more desirability than the trees is: Soldier, Female, Scholar, and Noble sculptures. Qirin, Lion, Dragon and Dog sculptures doesn't give much affect as much as the trees.
don`t compare with shity game nowdays i even want to play more ps1 than ps2 than ps3. i admit graphic are insanely good and worth trying but they can`t still compare.even harvest moon - back to the nature version was the best.
First: If you follow what XfStef said on the video, there shouldn't be a problem with Herbalist & Acupuncturist, even though they won't complete the loop, they still give service to all the houses. 2nd: The marketplace should not collapse if you 1st build a mill, 2 warehouses, then build inspector tower so he can inspect those buildings when he passed by them. Make sure you have roadblock so he doesn't wonder off elsewhere.
@MrBellyar please send me the replay, I am not aware of the infinity style, but I am pretty sure that the C Block has the highest amount of houses to just one needed buildings. until now I spent whole days measuring, testing and developing this layout. :)
of course not, lol, in this video I show how to build the most efficient housing block when regarding workers needed to workers generated.... and on most maps the main point isn't to have the biggest population possible rather than have the best economy and largest military possible, Emperor is a game that focuses on the quality of your cities, not their population quantity
Can u make a diagram of the layout??? like a blue print for this so i can download it and look at it everytime i want to build instead of downloading this video
thanks you need the palace (I think) for a second one but for more than that you'll need elite housing, I don't remember exactly how many but I think it's like 2 elite houses gives you access to another fort
Why the 62 long loop? You're just asking for trouble with health provision. But credit where it's due: the C shape seems able to beat the straight rectangle for sheer number of houses it can fit. Don't know how I'll square the desirability, but I've managed 53-54 houses (depending on watchtower) on an uneven C (one arm is shorter by 2 units/a house's breadth, shortening the whole loop to 58 which is stable for health guys if they're not put *inside* a corner) by putting religious service on a small tail. There is no loss of a house, because the block already needs a tail for outside access and _that_ loses the last house (don't recommend using that one, as entertainment announcer's loop might be problematic), and the 2 extra spaces for houses more than make up for the need of an extra inspector (which can supervise other things as well anyway).
@@XfStef Thanks! Anyway, the trick is, houses can still be supplied (though not protected by inspectors) if they're 1 tile away from the road, even where there isn't decorative road. They can have road and inspector access from outside the block, and still get supplied with water, goods, entertainment and health provision. This works (only in Emperor, that I've tested) even _diagonally away from the corner._ All four directions, that is.
The fundamental residential section is a line either linear or winding. A housing block is a geometry that can be a loop or open circuit. Efficiency is made when free walkers always cover the entire distance and are never given the option to choose a path.
@plopsywhopsy well 20 is a pretty low number, you'll have enough employees for a strong economy, however once you get at around 30 40 houses per block, you'll be doing much better
The game doesn't really punish you too hard for not having good feng shui so I don't really see that as a challenge. I might try to do so in the future.
Made everything like you showed but somehow some of my houses regress because they have no access to an acupuncturist. And then they start again to develope. No problems in town, everything is great.
godfreeyouth88 I had those problems too and sometimes it was because I had not enough employees and the acupunkturist was working with 7 of 8 people which was enough to make him stop earlier and not acupuncture everyone ;)
Too many houses in one neighbourhood, one market square wouldn't be able to fully supply it, you either need two market squares om both sides of the neighbourhood, or lower down the game difficulty.
This is a great design, but I did experience some minor de-volutions of housing using this design. For the most part, everything's fine, but the market announcers for music/acrobats and particularly herbalists seem to have trouble making it all the way around the circuit.
Duskofdead The market announcers for the music/acrobats should walk the whole loop regardless of the direction it is walking because their walking distance for them is 41 before they turned around and walk back. If you make a housing block that contains 78 road tiles, they will walk the whole loop. Therefore, this C Block has 60 road tiles, I don't see how they can't walk the whole loop. The only troubled ones I have is herbalist and acupuncturist.
dude nice one. But i think you've still wasted some space. Infinity (&) style is better + less space req. On the same map i was able to put 4 low-mid class quarters 3 markets (2 for low-mid. class and 1 for high. class) 1 high class quarter agriculture, manufact. quarters + millitary and it was all (accept for agriculture and millitary areas) inside the walls of the city.
XfStef, I'm not trying to annoying you or anything. In this video (10:48) you said this "C housing block" contains 54 common houses, but I watched the entire video and each time you lay down a house I counted it. This block has a total of 55 common houses instead of 54. I know it only one house difference but I just want to make that clear.
that kind of housing works fine. (90%) and it is close to china's historival architecture. nice try XfStef. ;) my favourite game is Master of Olymp: Zeus ;)
This housing block creates the most worker force for the least amount of workers needed while also conserving quite a lot of space because it uses double roads, walls and a few trees to raise appeal. I have no idea what you're on about with the 20k but fitting in as much population as possible is not what this video is about.
that might be true "block efficiency wise" but it demands a lot of tiles and you can only construct few of it per cities hence looking at the big picture this is not as efficient as straight street method and judging by your c block its not as effective as is because it constantly degrading and if you look at it, the degraded house will always have vacancies in it so its basically a number wise a lot of houses per block but the actual population it holds is different since the population constantly goes out of the city due to degradation
It's not constantly degrading, it sometimes degrades (like once every couple of years) and that can also be completely avoided by using the god associated with the acupuncturist (if I remember correctly). I very much doubt that the C block takes much more space than any equivalent 54 house block, that's why I asked you to actually make a numbers comparison between mine and whatever other block you wish. The point of this block isn't to fill the map with housing, like I previously said, but to make one maybe two which would be more than enough for most missions and allow you to have enough workers for both industry and elite housing.
I don't get how this should be the "best possible". If you wanna have an unstable block... okay! But this is never ever the best possible. Not for Feng Shui, neither for space efficiency, neither for beauty (yeah that is very subjective), plus your market will collapse/burn down because it has no access to an inspector's tower. 54 houses is really a lot...but again: That is an unstable block so it doesn't mean anything if you go for stability.
The market has inspector access from outside the block. I give 0 shits about feng shui since it really doesn't impact your city much if you make everything else in the green, which you can. The block is stable if you follow my instructions and use the corners for some of the buildings with lazier walkers. Beauty is subjective and I personally like it, I actually like it a whole lot more than the usual straight line cluster fucks that I've seen on youtube. Finally if 54 houses "is really a lot" then how is the block not space efficient? Don't contradict yourself if you're just going to be hating on a superior design that you weren't able to come up with ;)
That is why it is not efficient: emperor.heavengames.com/gameinfo/tables/walkdis If you check the walking distances you might notice that you actually need to double up on EVERYTHING because the block has about 50 tiles of road even without the extention of the market square. How can a Inspector reach it from the back? You have placed down a road block right behind it. Sorry I don't intend to hate/take this to a personal level, but the title should be different because it's a simple lie.
ps. about Feng Shui. Lot of people do care about it because it gives a nice extra challenge to this in my opinion easiest city builder of. Of course it doesn't really matter but for smth called the "best" it should.
This housing block (5x7 basically, if you look at the buildings inside the surrounding street) is too big for herbalist and for entertainment. Maybe it depends on difficulty levels, at least at very hard level guys like herbalist dont go full circle.
Easy fix is to reduce one of the "5" to a "4", so that it is asymmetrical. This way all the walkers go full circle. Still a great housing block where the common long narrow housing block wont fit into the map.
7 years later, I found this game and tried it. Using this housing block you provided here, I rarely, if ever has workers issue.
But something I noticed is that Acupuncture and Herbalist should placed in a diagonal position from each other, (if one is at East corner, then another in the West corner) so the healthcare always cover entire city block, and the game seem to not separate healthcare between the two, as long as you have them in neighborhood, that neighborhood will always evolve to the highest level possible for some reason.
The healthcare coverage problem come from the fact that these two have the lowest walking distance of all walkers, and the length of this C-block is too far for them to make a loop back through the entire housing. This's not an issue to other walkers though as they have much larger walking distance.
When I made the block they would usually complete the loop, but not always, as I imagine there's a bit of randomness to the exact steppes that a walker takes. But yes, I know that they would sometimes not complete the loop.
I think I saw another problem that make the walkers not completing the loop in your C block; whenever they hit a turn the game seems to roll dice which direction it should go - move back or go forward - the more turns you have on the loop, the more they roll dice and the more chance that they'll waste their walking limit by turning around over and over.
I think the "prioritizing moving toward houses they have yet to visit" is not a thing with a game this old.
It could be. The walker mechanics were already 4 games old so they probably tried to fiddle around with them. Nontheless, I enjoy them and it's what makes the Caesar series unique.
Of course, another solution is to plop down another pair of herbalist and acupuncturist on the opposite corner that'll drop 2 houses out or about 140 population, but the service coverage will be more reliable.
And BTW, is there any tips on dealing with maps that got game meat and tiger/bears
around? guard from the watchtower seem unable to fight them at all.
PS. I think that whoever complained about your Feng Sui not perfect position only played on their own custom map, because there's no way you can get it in campaign game or official maps 99% of time.
Well the whole point of the block was to maximize housing while only requiring one of each service buildings, but yes, you can add those 2, or alternatively you can summon the heroes who provide them.
If you have towers you could place them near the spawn points of aggressive animals. The only issue is you may not be able to get them in your menagerie afterwards, since they'd constantly be getting killed when they spawn.
I really don't care about Feng Sui. I never had issues with it being too low. Maybe on the higher difficulty it can make people emigrate, but I doubt that its effects can be devastating.
One thing I recently noticed when I do a free play on the Steel Age is that if you evolved your housing block on this C block (either this original, or shortened one leg to make acupuncturist and herbalist walk full circle reliably.) to the last level with tea, the block sometimes become unstable due to a single food store cannot supply the whole block reliably, necessitating a second market square or using grand market square (6 shops add-on instead of 4 of the common square) and add a second food shop.
It's because a single food shop lady carries a limited amount of food per supply run, and will only goes out to get more when it drops below something like 200 or 100 units, which sometime ran out before she can brought the resupply back even when the mill is adjacent to the market square, making some houses not receiving any food and eventually devolved.
Hence the need for a second food shop to add extra food shop lady to resupply.
Hemp, Ceramic, and Tea shop don't have this problem because they carries the same amount of goods per supply run, but each house stores and consume significantly less goods (something like 10 - 20 max store, IIRC.) so each supply run will almost always make the entire loop without running out of goods.
Interesting. I will have to test this.
In my opinion, this setup works fine; however, it seems to be a 50%/50% chance that an herbalist/acupuncturist goes either north or south. Thus causing an opportunity for several instances of the herbalist/acupuncturist Walker not making a full circles on consecutive routes and causing inconvenient Housing drop
I use the large market for this layout and make it a bit smaller cause on very hard you have problems with the herbalist
2023 and I still love this game
On 'very hard', herb and accupunc don't walk full circle, also the houses with just one tile road touch in the center of the C don't get 'inspected' sufficiently and crash, so I place the shrines there!
From what I remember I tested this on Very Hard difficulty. In case I ever come back to playing Emperor I will test again.
Great housing, but there is one problem. The herbalist and acupuncturist won't make a full circle sometimes. They do half way and go back which is bad. My solution is to add another herbalist and acupuncturist to the other side, than housing will be fine.
I haven't tested this in quite a while but you need to make sure that these buildings are on the corners of the block. This helps them complete the circle.
@@XfStef i have them in the circle and it helps but not always. I just can't risk it to lose my houses due to no medicine so i prefer adding two of each
@@Zwierzak97 Well, you have to shorten one of the "C arms" down to 4 houses length while leaving another at 5 houses length and the herbalist and acupuncturist will be able to make a round trip. This allow for around 3,900 population in a single block which is still way too many most of the time, at least on Normal Difficulty.
Yes, they do eat a ton of food. I've used this block a few times, and in order for everyone to be fed adequately, I had to place the food storage building no more than three road steps from the marketplace...or else the houses devolve and people start to leave.
Not perfect. Feng Shui is not perfect, and Herbalist and other kind of walkers wont change walking routes , so it gonna cause house downgade. And not every walker will walk around the whole roadblock. It should be smaller.
Daoist shrine and Ispector tower needs rocks around them.
Best is not the same word with Perfect :)
I don't care about the feng shui.
The walkers will change routes, I've tested it. The only one that gave me some issues was the herbalist, as seen in the video.
@@XfStef yo have a big problem if you dont care about feng shui
Worked for me.
that depends on the enemy soldiers, I don't know the exact mathematics behind it but I think the game works kind of like rock paper scissors, in that every unit can be countered by some other
generally I find (in the campaign) that crossbowmen are the most cost efficient, but your experience might differ.
can you upload the save you showed off at the end? i want to make an image that shows the layout but i'd like to get it right
Have you experienced the feng shui factor ruined the block? and what's your solution?
Good question. No I haven't. I don't know why but most of the time feng shui seems ok. Must be just luck.
I just run the final campaign of the Song-Jin Dynasty, you can do perfect harmony in every maps in that campaign. Though admittedly I had to modified XfStef C block a little to make herbalist and acupuncturist less of an issue, but it works.
if you put the herbalist and acupuncturist on the corners they will either go one direction, or the other, when they spawn, so even though they don't make a full loop, your houses will be covered
After reading your reply, I watched the video again to make sure that I could be wrong since you are really good with this game. Anyway, we will go counter-clockwise. The middle has a total of 25houses, the right side has 11 (including the 4 houses next to the Ancestral & Buddhist Shrines) houses, the top has 5 houses, the left side has 8 houses, & the bottom has 6 houses, all that adds up 55 common houses.
it doesn't matter where I put the entertainment buildings, the walkers eventually find their way to the market squares ;)
Great design of housing blocks! I was a bit concerned on whether the walkers would be able to walk through the whole loop.. It certainly seems so in the last example, although with so occasional problems eh? Anyway, would you now recommend that the market square should be put outside the housing blocks - opposed to your earlier videos?
I miss this game and Zeus, starting from scratch and watching a house evolve... aaah~
Tho i use the straight line as it practically plays itself and i like to see my treasury blowing up after conquering all enemy nations and breaking alliances to conquer them as well. AIso I like to piss off my enemies by demanding tributes(or request goods?) so they attack me and make use of my fortifications and standing army, a lil RTS action.
I miss these types of games as well. I hope I'll get to make one similar to this :D
i placed all my housing just like in the video, however, can you do one with the farming, etc with in the same map? as i am trying to figure out the best spot for my mill!
Well farming positioning is not as important, unless you are on a small map and the amount of food that you can harvest isn't enough to sustain your population. Just make sure that every farm uses all 3 possible squares around it and when possible try to put irrigation ditches around them.
XfStef I have tried everything and my people are mad, complaining and i think they wanna have my head for their buildings have caught fire plenty of times.
Christine Nicoll Oh well make sure you let some people in your town BEFORE you build all the other buildings. That way the fire departments will have enough employees to work properly.
ok
WOW! This is so amazing for a "C housing block"! Thank you XfStef for this guide.
cool...thanks. I always do my housing blocks like how they teach in the game tutorials. 20 @ a time. This is so much more efficient
oh one question, where do you put the big buildings like the acrobat school. Well i just started 2 days ago, didnt realize Impression did a last City building game after Zeus. :P
Excellent. I have been using this block in 2 campaigns and just minor problems with herbalist and temples.
I have tested this C-block and the music/announcer should be able to complete this loop, just like the peddler but the difference between these two is that the announcers walks up to 41-tiles and the peddlers walks up to 49-tiles. The only two walkers that will not complete the loop is the Herbalist and Acupuncturist because they can go up to 30-tiles, but I find a way for them to service all the houses without completing the loop. It hard to explain but I will try and get Fraps and post it up.
Played many times in 2008. Playing again in 2012. The game is still awesome! :)
Thanks for the housing tutorial, by the way.. Really useful :)
and I playing again in 2021
@@TheTaei this will never ends
What about watchtower/guard tower?
@cx6894 you can sacrifice a house and one if you wish but it's not necessary unless you play in multiplayer.
I did exactly as you did on this video & both of the Herbalist & Acupuncturist did not cover all the houses. Only 1 house keep devolving because Herbalist & Acupuncturist never got near it. You are very good with this game so you might understand what I'm about to say. The only way for that house to evolve, we have to adjust the 2nd residential gate that entering the block is by removing the Grand Way & move the gate up 1 tile then add the Grand Way back. This way, they will cover all the houses
I agreed that if they choose to walk in the same path multiple times in a row, your house will devolved. To be honest, I never encountered that problem like near the end of this video. Reducing the block to two blocks wide, I don't recommended that because you will lose 2 or more houses. So far I have come up with two housing blocks that can contain more than 55 houses, but sadly the Ancestral Diviner walk too slow to keep all the houses from devolving. Hopefully, I will find a solution for it.
Where did you put music school and acrobats?
They are not necessary in the housing loop itself. They can be placed anywhere outside and the market place will offer their services to the houses just as they offer food and goods.
@@XfStef Thank you!
@@XfStef It does not work for me mate. I do not know why :/
We dont need Watch tower in C block? I didn't see you buil it!
Only needed on desert maps to watch for fires.
Did you ever figure out what the mistake you made was? I tried giving this a go and that last corner where you put the tax office needed some adjustments in my end and then I ragequit.
It's very effective though. I actually had unemployment problems, which is not something I am prone to having.
Unemployment should never be a problem, you can always use the extra workforce to power your economy.
I haven't visited this game in years, maybe I will in the future and make some adjustments.
@@XfStef I went from a really amatuer design to using yours, so yeah all of a sudden I had my workforce doing nothing all day. I was not used to needing to place so many jobs at once
Also it's like AUD$3 on GOG so yeah I bought that
Exactly, yes ! 55 ... BUT normally you would want to put down one buddhist shrine AND ! on taoist shrine. I only have the buddhist because I have more housing blocks on the map, and so my taoist shrine(s) were built within other housing blocks.
So by this logic you can have 54 houses with ancestral, buddhist AND taoist shines, or 55 with only ancestral and buddhist OR taoist.
I hope this clears things out :)
@plopsywhopsy entertainment buildings can be put outside the normal housing block... the market does all the work for you with an entertainment announcer
i think i manage about 19-22k population with edited largest map. its about the map spaces if you already manage to perfect the housing strategy.
And don`t forget to add inspector tower to watch for your market square outside housing block 😀
are the trees better then the statues? or is it just to look better?
I like trees more than statues personally, I haven't made an analysis of desirability numbers so I can't really answer you
The trees give more desirability than the statues. I have analyzed it.
Edit: The only statues that give more desirability than the trees is: Soldier, Female, Scholar, and Noble sculptures. Qirin, Lion, Dragon and Dog sculptures doesn't give much affect as much as the trees.
thanks for your input, I'm sure lots of people will find it useful ;)
you're welcome, I'm glad you enjoyed it
if you want the most efficient block, yes ! thanks for the feedback
don`t compare with shity game nowdays i even want to play more ps1 than ps2 than ps3.
i admit graphic are insanely good and worth trying but they can`t still compare.even harvest moon - back to the nature version was the best.
why do you compare it with shitty games?
First: If you follow what XfStef said on the video, there shouldn't be a problem with Herbalist & Acupuncturist, even though they won't complete the loop, they still give service to all the houses.
2nd: The marketplace should not collapse if you 1st build a mill, 2 warehouses, then build inspector tower so he can inspect those buildings when he passed by them. Make sure you have roadblock so he doesn't wonder off elsewhere.
What about music ??
I'm having trouble accessing the houses with music(in the C-block format) except during New Year festival ! :/
@MrBellyar please send me the replay, I am not aware of the infinity style, but I am pretty sure that the C Block has the highest amount of houses to just one needed buildings. until now I spent whole days measuring, testing and developing this layout. :)
of course not, lol, in this video I show how to build the most efficient housing block when regarding workers needed to workers generated.... and on most maps the main point isn't to have the biggest population possible rather than have the best economy and largest military possible, Emperor is a game that focuses on the quality of your cities, not their population quantity
my god, i still can't believe that people still play this game after around like 8 years? I finally found this game. finally.
Can u make a diagram of the layout???
like a blue print for this so i can download it and look at it everytime i want to build instead of downloading this video
Nice video +XfStef.
Can i ask you how i can make more camps than two?
thanks
you need the palace (I think) for a second one but for more than that you'll need elite housing, I don't remember exactly how many but I think it's like 2 elite houses gives you access to another fort
oh thank's for your answer my friend. I'll check it.
where did u get it
Why the 62 long loop? You're just asking for trouble with health provision.
But credit where it's due: the C shape seems able to beat the straight rectangle for sheer number of houses it can fit. Don't know how I'll square the desirability, but I've managed 53-54 houses (depending on watchtower) on an uneven C (one arm is shorter by 2 units/a house's breadth, shortening the whole loop to 58 which is stable for health guys if they're not put *inside* a corner) by putting religious service on a small tail.
There is no loss of a house, because the block already needs a tail for outside access and _that_ loses the last house (don't recommend using that one, as entertainment announcer's loop might be problematic), and the 2 extra spaces for houses more than make up for the need of an extra inspector (which can supervise other things as well anyway).
Nice work!
In fact, if I go into my dirty tricks, I can go to 58-60, depending on watchtower and taxman ;)
@@XfStef Thanks! Anyway, the trick is, houses can still be supplied (though not protected by inspectors) if they're 1 tile away from the road, even where there isn't decorative road. They can have road and inspector access from outside the block, and still get supplied with water, goods, entertainment and health provision. This works (only in Emperor, that I've tested) even _diagonally away from the corner._ All four directions, that is.
@@rafaelbogdan9307 I think this trick also works in Caesar 3.
@@XfStef I know it doesn't work in Pharaoh; might dust off C3 if I find the time.
With this kind of housing block, wherever in the city. Acrobats will make their way to your market on their own, just like musicians
Where do I place the Acrobat School?
yes they are, because they raise desirability, which is needed ;)
@HaxUnPeu hehe, you're welcome, glad you liked it
How can i get in open play menu the monuments option ??
You don't need The acrobat ??
I don't remember
You do if you want to have your houses evolved to Ornate and Luxury apartments.
The fundamental residential section is a line either linear or winding.
A housing block is a geometry that can be a loop or open circuit.
Efficiency is made when free walkers always cover the entire distance
and are never given the option to choose a path.
@plopsywhopsy well 20 is a pretty low number, you'll have enough employees for a strong economy, however once you get at around 30 40 houses per block, you'll be doing much better
nice block, but how about to achieve a perfect harmony in fengshui, you miss that thing
The game doesn't really punish you too hard for not having good feng shui so I don't really see that as a challenge. I might try to do so in the future.
@@XfStef sure, in future i hope you will find that way pal..
Made everything like you showed but somehow some of my houses regress because they have no access to an acupuncturist. And then they start again to develope. No problems in town, everything is great.
godfreeyouth88 I had those problems too and sometimes it was because I had not enough employees and the acupunkturist was working with 7 of 8 people which was enough to make him stop earlier and not acupuncture everyone ;)
what are you talking about ? the build works fine, at least on normal difficulty
just try it and stop thinking
Too many houses in one neighbourhood, one market square wouldn't be able to fully supply it, you either need two market squares om both sides of the neighbourhood, or lower down the game difficulty.
CE PROGRAM FOLOSESTI PENTRU A FILMA??
Somebody should make a PhD Thesis on the topic "Highest possible population in Emperor ROTMK computer game in single map without cheats". ^^
Well my housing block builds are more about efficiency than reaching the top population.
Oh that´s nice I always build the O Block maybe I should try the C Block. :)
Merikar V. Make sure you have a good finance and a good amount of food before attempting to build the C Block.
that is a very nice block
Thanks!
I C what u did there!
Guard tower is missing.
It's not needed if your city is doing good. You would however need it in case of playing an online game, against spies.
it's 54 but I put down 55 because I only build either the budhist or the taoist temple and not both ;)
i tried this but some reason my houses kept getting set on fire or behind destroyed...i did it 100% like you did.
Maybe you were always lacking workers for the fire department. Also try placing it so that the feng shui is green for it ;)
omg amazing! i will follow you make those houses...
btw what is ROTMK?
I know answering this 9 years later is ridiculous, but it stands for "Rise of the middle kingdom"
@@gangweed3244 hahaha, thanks anyway =D
you can fit that extra house under the ancestral shrine, you need a inspector for the market to. I've been freaking the game :P tehe.
you obviously need an inspector in the vicinity of the market, yes
Is Stefan your name? Is it possible that you are Swedish? :D
8:18 - AHHHHHHHHHH NOOOOOOOooooOooooo. Feng Shui has made me a hitler
=)))
It's not really that important in this game.
This is a great design, but I did experience some minor de-volutions of housing using this design. For the most part, everything's fine, but the market announcers for music/acrobats and particularly herbalists seem to have trouble making it all the way around the circuit.
Duskofdead The market announcers for the music/acrobats should walk the whole loop regardless of the direction it is walking because their walking distance for them is 41 before they turned around and walk back. If you make a housing block that contains 78 road tiles, they will walk the whole loop. Therefore, this C Block has 60 road tiles, I don't see how they can't walk the whole loop. The only troubled ones I have is herbalist and acupuncturist.
dude nice one. But i think you've still wasted some space. Infinity (&) style is better + less space req. On the same map i was able to put 4 low-mid class quarters 3 markets (2 for low-mid. class and 1 for high. class) 1 high class quarter agriculture, manufact. quarters + millitary and it was all (accept for agriculture and millitary areas) inside the walls of the city.
Felicitari, incerc si eu imediat aceasta asezare.
XfStef, I'm not trying to annoying you or anything. In this video (10:48) you said this "C housing block" contains 54 common houses, but I watched the entire video and each time you lay down a house I counted it. This block has a total of 55 common houses instead of 54. I know it only one house difference but I just want to make that clear.
No guards? How?
+pupicucek2 if you keep your population happy then you won't need them, except if you're playing in multiplayer and people send spies to fuck with you
XfStef Ok, thanks
+XfStef in campaigns the AI send spies, too. can't remember if on every difficulty, but on very hard at least.
that kind of housing works fine. (90%) and it is close to china's historival architecture. nice try XfStef. ;)
my favourite game is Master of Olymp: Zeus ;)
i can't believe i watched the whole thing. and you didn't even put maintenance posts. i played zeus and i think it's identical.
Thanks man! Appreciate it!
Where can I get this game, it looks interesting! :D
:) Stefan is my name yes, but no, I am romanian we also have a lot of Stefans over here
The name of the map is "Loyi" :)
Thanks :)
there you go ! thanks for sharing that !
Love this block!
your housing block isnt as efficient as straight street because it uses a lot of space
bring the numbers please
30 per street section more efficient if bundled together if done correctly you can create 20k+ population easy
This housing block creates the most worker force for the least amount of workers needed while also conserving quite a lot of space because it uses double roads, walls and a few trees to raise appeal. I have no idea what you're on about with the 20k but fitting in as much population as possible is not what this video is about.
that might be true "block efficiency wise" but it demands a lot of tiles and you can only construct few of it per cities hence looking at the big picture this is not as efficient as straight street method and judging by your c block its not as effective as is because it constantly degrading and if you look at it, the degraded house will always have vacancies in it so its basically a number wise a lot of houses per block but the actual population it holds is different since the population constantly goes out of the city due to degradation
It's not constantly degrading, it sometimes degrades (like once every couple of years) and that can also be completely avoided by using the god associated with the acupuncturist (if I remember correctly).
I very much doubt that the C block takes much more space than any equivalent 54 house block, that's why I asked you to actually make a numbers comparison between mine and whatever other block you wish.
The point of this block isn't to fill the map with housing, like I previously said, but to make one maybe two which would be more than enough for most missions and allow you to have enough workers for both industry and elite housing.
sadly I don't have the time, maybe in the future
Futuru hah?!!yeah u need avenger now
My apologies, i was told by a friend it's on there and didn't bother to check myself.
I don't get how this should be the "best possible". If you wanna have an unstable block... okay! But this is never ever the best possible. Not for Feng Shui, neither for space efficiency, neither for beauty (yeah that is very subjective), plus your market will collapse/burn down because it has no access to an inspector's tower.
54 houses is really a lot...but again: That is an unstable block so it doesn't mean anything if you go for stability.
The market has inspector access from outside the block.
I give 0 shits about feng shui since it really doesn't impact your city much if you make everything else in the green, which you can.
The block is stable if you follow my instructions and use the corners for some of the buildings with lazier walkers.
Beauty is subjective and I personally like it, I actually like it a whole lot more than the usual straight line cluster fucks that I've seen on youtube.
Finally if 54 houses "is really a lot" then how is the block not space efficient? Don't contradict yourself if you're just going to be hating on a superior design that you weren't able to come up with ;)
That is why it is not efficient: emperor.heavengames.com/gameinfo/tables/walkdis
If you check the walking distances you might notice that you actually need to double up on EVERYTHING because the block has about 50 tiles of road even without the extention of the market square.
How can a Inspector reach it from the back? You have placed down a road block right behind it.
Sorry I don't intend to hate/take this to a personal level, but the title should be different because it's a simple lie.
ps. about Feng Shui. Lot of people do care about it because it gives a nice extra challenge to this in my opinion easiest city builder of. Of course it doesn't really matter but for smth called the "best" it should.
A square rectangle?? lol...joke aside the layout is pretty good.
"Rise Of The Middle Kingdom"
Hello im from indonesia
im trying this game, tapi sukar ketika di serang dari all kondom,
oh ok, cool, thanks for clearing that up ! ;)
great vid! thanks
"i think i just did a booboo"
oh great thanks
Cred că el folosește Fraps.
GOG.COM or piratebay. :)
GOG.COM doesn't even have the game.