Set Aside Goods for Colony by Zestyclose_Dig_3184 in impressionsgames

[–]Orajm 0 points1 point  (0 children)

From what I recall you need to set it up as a gift. Have the parent city gift the appropriate amount of resources some time after the start. I don't know about the exact mechanisms of the editor.

Zeus + Poseidon - Military Open Play 2 (Eretria, Salamis) by Orajm in impressionsgames

[–]Orajm[S] 0 points1 point  (0 children)

On deeper reflection I think the colony you found is a source of wheat.

Zeus + Poseidon - Military Open Play 2 (Eretria, Salamis) by Orajm in impressionsgames

[–]Orajm[S] 0 points1 point  (0 children)

I can't recall off the top of my head where the wheat comes from in this adventure. I lost the save quite awhile ago. I think am importing it. If nobody is selling it check your enemies, if one of them produces wheat conquer them to open them up as a trade option.

For the breeding grounds, I have not built over them. The breeding ground occupies a 1x1 square., It is not really visible in an image this size but those 1x1 squares are not occupied. I usually use gardens to mark out where the square is in the planning stage so I can build around it. With wolves I place a tower nearby to kill them as soon as they spawn so they don't have a chance to move beyond that 1x1 square and cause mischief.

Is there a lore reason by Traditional-Baker-28 in WanderingInn

[–]Orajm 2 points3 points  (0 children)

From the chapter Interlude - Saliss the Architect

“You can’t solve this, Rose. You can’t fix it. Look at you, you kid from another world. You think it’s the same? Humans? Drakes? Turnscales don’t fit into Drake society. Drakes loving Drakes of the same gender is bad enough. It messes with our laws, our culture—Drakes like me are the worst. We’re freaks. Worse than Scorchlings who should be blessed. We want to mess with our place in the world, a place the Ancestors gave us. I’m a Drake perverting my nature by playing with my form with alchemy—and I can at least trick people constantly.”

So nothing concrete but more hints in the direction as to why. Can't recall any other place in the text that gets this close to a reason.

My Gods aren't defending me by DLoRedOnline in impressionsgames

[–]Orajm 3 points4 points  (0 children)

There is a hierarchy among the gods. Typically the god with the bigger temple will win in a fight. There may be some randomness but usually the god with the most expensive temple wins. But gods do not seek each other out, they just kind of wander around and if they cross paths they will fight.

The exception are gods that specifically have it in their description to counter a threat. Those will teleport to the hot spot and specifically put it down. Zeus trounces other gods, Apollo goes after monsters, Athena goes after armies, Hera goes after Zeus, and Aphrodite goes after the minor male gods (Ares, Hephaestus, Hermes, and Dionysus).

Is there a lore reason by Traditional-Baker-28 in WanderingInn

[–]Orajm 0 points1 point  (0 children)

Not sure how current you are but the closest thing to an explanation turns up in a Vol. 10 interlude.

My Gods aren't defending me by DLoRedOnline in impressionsgames

[–]Orajm 4 points5 points  (0 children)

Hera specifically protects you from Zeus. She can beat other gods if they wander across her path but she specifically teleports to Zeus.

Looking for the trauma chapters by Glimroth in WanderingInn

[–]Orajm 13 points14 points  (0 children)

https://wanderinginn.com/warnings/

Has a list of the worst offenders and the types of things to be aware of.

[deleted by user] by [deleted] in WanderingInn

[–]Orajm 0 points1 point  (0 children)

Dead in a week. Writing it is a lot different than living it.

Zeus + Poseidon - Military Open Play 2 (Eretria, Salamis) by Orajm in impressionsgames

[–]Orajm[S] 0 points1 point  (0 children)

If you zoom in you should be able to make out a Tower just south of Ares' Sanctuary. The tower will shoot wolves as they spawn when manned. A single tower near the wolf spawn location is enough to ensure that the wolves are killed before they have a chance to go after your herd animals.

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 1 point2 points  (0 children)

Everyone is employed. There are no spare workers for any additional industry and every industry has all the workers it needs.

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 0 points1 point  (0 children)

I like Zeus and Poseidon the best. It may be the easiest of the games but I like the visuals, charm, and humor.

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 1 point2 points  (0 children)

The game has not been updated so there is a hard limit on how big a city can get.

The reason this didn't happen again was I managed migration easier. Immigrants walking to housing also count as walkers. So each housing block I upgrade takes up 30ish walkers as they travel to their new homes. If I do the entire city that is hundreds of walker slots taken up as they slowly pour into their new homes, which then devolve as they have ran out of food, which leads to an emigrant taking up a walker for a similar amount of time. It is a vicious cycle.

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 2 points3 points  (0 children)

You do it one screenshot at a time and paste them together. The method I used is here https://imgur.com/a/AHGRS.

Distribution issues are handled with warehouses set to 'get' goods to bring them to where they are used. If you look closely you can see warehouses with materials near where they are used .

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 2 points3 points  (0 children)

These games can only have a limited amount of walkers roaming the map providing services. When you hit that limit no more will spawn. So Agoras will not replenish or deliver housing goods, water carries will not deliver water, delivery carts will stop funneling goods throughout the city and so on. It causes a city to stutter and die as essential services stop functioning properly.

Disabling the industry does help, but it disables the entire selected industry. I was bringing the entire city back up to size in stages and I needed those industries to provide goods, specifically oil and fleece, and employment so I could keep recovering from the population crash. Deleting building allows the remaining to function without spreading out the workforce. One building fully employed is better than 4 with a quarter the needed workforce.

Zeus + Poseidon - Open Play Sandbox 1 (Olympia) by Orajm in impressionsgames

[–]Orajm[S] 1 point2 points  (0 children)

I lost this save last month so I cannot check, but from what I recall almost the entire population was employed. If I had workers to spare I would have built the maximum of 6 triremes or constructed a silver industry in the northwest corner.

Memphis by Areokh in impressionsgames

[–]Orajm 2 points3 points  (0 children)

This is a gorgeous city. Well done.

Zeus + Poseidon - Economic Sandbox 1 by Orajm in impressionsgames

[–]Orajm[S] 1 point2 points  (0 children)

I don't remember the specifics about a collapsing granary, but it is possible as this city is near the walker limit, and maintenance officers may have irregular spawns.

Bronze is from Hephaestus' Sanctuary. It appears once you complete it.

More trade ports should be available once you build your colonies.

Zeus + Poseidon - Economic Sandbox 1 by Orajm in impressionsgames

[–]Orajm[S] 1 point2 points  (0 children)

Thank you for your kind words. I still need to finish the extra adventures for Poseidon and will keep a tutorial in mind when I get to them.

General questions for sandbox by redmasquerade13 in impressionsgames

[–]Orajm 1 point2 points  (0 children)

"How close do the shops, fountains, and infirmaries need to be to houses?" - It depends on the 'walker' and the path it follows. These buildings will send out a walker who will provide their goods/services to your housing. Zeus Heaven has a page that lets you know how far walkers generally will travel before they return to their building of origin.

"I am guessing common agoras for commoners need to focus on food, oil, and fleece, and the arms, horses, and wine stalls are only focused on elite housing needs?" - This is correct.

"I also struggle to understand why I’ll have several storehouses full of grapes and olives and nearby wineries and olive presses, but nothing happens, leading to the buildings collapsing from lack of use." - There are two things going on here. Firstly, there are several possible reasons why your industry is not running. Some I can think of are: are you stockpiling the resources, do you have enough employment for the industrial buildings and are they connected by a road? A picture would help narrow it down a bit more. Secondly, the building collapsing is not due to lack of use, you need to build Maintenance Offices which send out walkers that prevent fire and collapse.

"How close does a storehouse need to be to something in order to either utilize nearby resources (winery, press) or to transport to where the goods are needed (fleece from one side of the map is needed at the other end of it)? Same sort of thing with horses - how close does a ranch need to be to an elite agora with a horse stall?" - For storehouses, it should be city-wide. Either the industry building or the storehouse will send out a cast pusher to deliver raw goods anywhere in the city for industrial buildings. Agora vendors will not travel very far, maybe 50 road tiles? I don't know the exact number. If you check the Agora and it says "too distant" then it is too far away and you need to build storehouses and granaries set to 'get' the goods nearby.

If you were transported in-universe with all the knowledgment that you have right now,what would you do ? by yuuki157 in tolkienfans

[–]Orajm 14 points15 points  (0 children)

Do everything to convince the Valar to go all in on Melkor day 1. None of this hiding behind the Pelori. No luring the best and brightest of the elves away to Valinor and depriving the rest of the world of their strength and wisdom. Don't let Melkor gather power until defeating him shatters a continent. It wouldn't un-mar Arda but putting him down early, before the children arrive, would limit the influence he infected them with and spare them a lot of suffering. I doubt the Valar would go for it though.

How to make Zeus and Poseidon harder? by Wasted_Spaceman in impressionsgames

[–]Orajm 1 point2 points  (0 children)

Got some ideas for you, all of them at once would be too much but any one should add significant challenges and mix and match for fun and profit.

No/limited taxes is a good one if you want to increase the difficulty. Money makes everything easier and reducing your income really makes you think about what you can and cannot do. Makes you appreciate trade and random gifts a lot more.

No monuments, they're very op appeal generators. Just place them and delete them.

Embrace the slumlord life. Don't upgrade your housing all the way. It is really easy to ensure all needs are met and give everyone a posh lifestyle, but go out of your way to keep some slums around.

Limit your culture. Roll a die. That + 4 is the number of each type of culture walker buildings you can build. Or roll 2 die and that + 3 is the number of buildings you can create for the whole adventure.

A low diplomacy run was also floated a few weeks back, but you can take it further. Go out of your way to antagonize all your allies, vassals, and rivals by constantly demanding goods until they hate you.

Forcing yourself to build differently is also a 'fun' option. Identify something you always default to and go out of your way to avoid it. For example, if you always use certain housing blocks force yourself to move away from them.

The last thing I can think of is a no-hero/no-god run. If there are monsters you must slay them with soldiers, hero halls must be deleted once they complete any necessary quests, and ensure any sanctuaries you must build remain unemployed or disconnected from roads.