![]() ![]() In order for housing to have access to services, they simply require a walker from the service they need to walk within two tiles of them. Improved housing holds many advantages: they have decreased risk to fire (after a certain level is reached), plague, and crime, can hold more people per unit of space, generate higher tax income, raise the desirability of the neighborhood, and boost the prosperity level of a city. Housing is initially run-down and primitive, but improve with access to goods, services, and desirability. Once housing is occupied, it takes the form of a small tent. Once a valid plot is placed, immigrants arrive from the entry point of the map (the beginning of the kingdom road) and enter the housing. Like most other buildings, these plots must be within two tiles of a Road to function properly. When housing is initially placed, they are simple vacant plots. As no city can operate without people, housing are essential for any scenario. Housing act as homes for the population of the city. Housing is placed generically and can be evolved in villas and palaces when provided with the needed commodities. Housing is a game mechanic found in Caesar 3. General work needs to be done to improve this article. For the disambiguation page on this game mechanic article, see Housing.
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