FAQ/SWAT/Walkthrough - Guide for Caesar 3

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    Caesar III: FAQ/SWAT/Walkthrough - Pre-Release Version
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        Author: Adar ([email protected])
   Last Update: -
 Last Revision: 10 April 1999
   Last Change: 23 April 1999
       Version: 0.00.048
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                              All rights reserved by Adar ([email protected])

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   Table of Contents (TOC)
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   Please note: This table of contents is a summary of the main paragraph
   titles and subtitles. Some information on the respective chapter is
   given here, but detailed information can only be derived from the actual
   part of text. One idea of quickly finding your way there (as the text
   is quite long all by itself) is cutting or copying the title of the chapter
   you want to read into your clipboard (system) buffer and then pasting
   it into your "search text" dialogue (with edlin for instance use F3 and
   then CTRL-V then ENTER). This will bring you to the referenced chapter.

   - changed parts are marked with [C]
   - added parts are marked with [A]
   - removed parts will be mentioned with [R] and the name of the removed
     chapter for a few versions

   As long as there are no changes, additions or removals no symbols will
   be attached to the title of the chapter. Symbols generally appear in
   column number 1 (e.g. see the next line)

   [A] The General Law of Gravity
    where "[" (without double quotations) would be your left text windows
    border

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I. Introduction
   a. Preliminary
       Informative text on the copyright and other legal information
       concerning the release, availability and liabilities of the text,
       reader, writer and other people connected to it.
   b. Structure of the text
       The implemented structure is meant to provide navigatorial help to
       the reader. This chapter explains the various visual helps used.
   c. Version Information
       The version information goes back to the format x.yy.zzz which is
       the primary version information. Some people, like webmasters will
       probably need to review this version information chapter from time to
       time.
   d. About the game      
      1. What type of game is Caesar III?
      2. A bit of the history of Caesar (the person)
          Since the game bases on Roman history I am inserting history
          information from time to time. If you need more information you
          can always contact me or have a look at the more than generous
          text of the online help.
      3. A bit on the history of Caesar (the game)
          Caesar - the game - has a long history. It started out way back
          when the Commodore 64 ruled the Earth.. 
      4. Installation
          Although there are real good help supports online and available
          straight through the Internet I have provided some common
          troubleshooting aside from information on the files the game
          installs.
      5. Setting up the preferences
         a. Outside
             This means, you can alter configuration files (.cfg and so on)
             to for instance adjust sound volume. Also, this is connected with
             part IV (SWATs - secret weapons and tactics). Altering the files
             may infringe copyright, so be sure to review your local law and/or
             the copyright information of the game.
         b. Inside
             There are some menu entries you can always alter when in-game.
             The speed setting for instance comes especially handy from time
             to time. Also the map bookmarking is a very nice function to
             have at hand when two to four armies attack simulatenously.

II. General Game Play
   1. Types of game play
       There are two types of gameplay, career mode, which puts you into
       contigous wave of assignments and the individual (single) game play.

   2. A note on online help and historical references       
   3. Exempli Gratia
      a. Main Menu
      b. Career Mode - Walkthrough
          More than just an example I am providing a complete walkthrough
          with a ton of hints and tips on how to solve various problems
          common to some assignments' tasks.
         Assignment 01
          (Training)
           This is the first assignment of career mode and it puts you into
           a tiny area where you have to examine the various functions of
           the game.
         Assignment 02
          (Training)
           Almost the same as assignment 01 this area again features training
           only. There are - however - a lot more functions activated by now
           and this may seem quite overwhelming at first.

          Choice assignments are what defines the bigger part of the game.
          You may choose between warfare and buildup levels. BuildUp means
          you have build your city and do not need to worry about war or
          building military forces too much whereas Warfare levels usually
          make you end up with six forts (a full legion that is) and your
          city surrounded with heavily guarded walls. These are usually
          the more difficult missions.

         Assignment 03
          (Choice) - BuildUp Level
         Assignment 03
          (Choice) - Warfare Level
         Assignment 04
          (Choice) - BuildUp Level
         Assignment 04
          (Choice) - Warfare Level
         Assignment 05
          (Choice) - BuildUp Level
         Assignment 05
          (Choice) - Warfare Level
         Assignment 06

III. Frequently Asked Questions
     Basically this is what I projected when I started writing this file.
     This may also be the main sense for what GameFAQs (my initial
     inspiration) stands for. Now FAQ files sometimes - and with GameFAQs
     this happens around all the times - do not answer questions in the
     sense of writing down questions and then the answers, but answers
     are found by reading the walkthroughs. Both of these possibilities
     are included in this file, and section III. Frequently Asked Questions
     offers a collection of questions asked and answered.

IV. Game concepts
     This chapter probably includes the most comprehensive information on
     the game itself. Since every project has to have a concept behind its
     working, this game has a concept if not to say concepts, too.
     Of course these cannot be revealed in their entirety by just one
     person, so this includes work of many other people. Sometimes
     developers release game concept information, but this is not only
     seldom but also most of the times costly - you may not publish
     your information.
     In addition to the bare concepts I included descriptions and detailed
     information on the building types and so on. Since this game was
     constructed from historical data, I have also assembled (true) historical
     information about the game's components (for instance: walls, trade..).

V. Secret Weapons and Tactics
   SWATs are so called cheats built into the game - e.g. the Alt-V cheat.
   Aside of this, there are things you can do when utilizing disk editors.
   Good things usually are hidden well, sometimes they are "legally"
   available, others again may be hidden well (for instance the cheats
   hidden in the IMUSE.EXE with Dark Forces by LucasArts). These cheats
   will be found by some people and usually spread via NewsGroups and
   reach publishing on the Web and in files like this one. 


VI. Appendices
    Appendix A - Legality Statement
     The "all rights reserved" section - this is important, although not taken
     care of by all too many people.

    Appendix B - About FAQs/...
     What is a FAQ? Where do I get FAQs from?

    Appendix C - Official Distributors
     Who are the distributors? Where do I get updated versions?
 
    Appendix D - Rumors
     Rumors on the game, basically only the weirdest or the proven ones
     will reach this section.
 
    Appendix E - Credits
     Credit to whom credit is due. There have not been huge piles of people
     supporting the upcoming of this file, but a lot of people contributed
     in one or another way, aside from not knowing some people where just
     an inspiration. I would like to use the few more bytes here and thank
     them - you know who you are.

    Appendix F - Upcoming implementations
     What's going to happen to this file? New ideas..

    Appendix G - Resources
     Where I get my information from - only partly, of course.
  
    Appendix H - Mailing List
     Updates on the mailing list, information on the service, how to
     subscribe, how to unsubscribe.

    Appendix I - Discussion List
     Why, when, where - hell, this is NOT in existence right now. See there.

    Appendix J - Revision History
     Revisions made are usually complex journeys through the mysteries of
     grammar, alphabet, hyphenation and thesauric battles - these are the
     outcomes.

    Appendix K - Game Alterations & News
     Updates, News mainly from www.caesar3.com

    Appendix L - Manual Errata
     Of course there had to be errors in the manual, who lives without 'em?

    Appendix M - Frequently Asked Questions WITHOUT answers
     Interesting questions seeking their answer in this file, please help
     out, you'll be well awarded!

    Appendix N - Known Bugs and Errors
     See Appendix L.

    Appendix O - Searching for Caesar III topics on the interNet
     Private searching hints.
     
    Appendix P - Fun Facts
     To say it in one nice person's style: "Jovial Quotes". 

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I. Introduction

   a. Preliminary
      The text contained herein has been written, designed and formatted,
      checked and revised, changed, saved and published out of free will. 
      No money has been received for the work put towards its creation up 
      to its present state. Because of this I hereby notify everyone, that 
      this file and its contents in their complete form shall not be bound 
      to any royalty or "distribution fee" which may arise to be earned by 
      distributing this file. Distribute it out of free will, but do not 
      take money for it. More information on distribution of this file may 
      be obtained from appendix A (legality statement).

      This file contains information on a game named "Caesar III" (name 
      without double quotation marks). This game has been designed to work 
      on a PC, that is, a personal computer. General information on what a 
      PC is cannot be given during this file, but your local PC vendor may 
      help. Alternatively you can contact the author of this file for more 
      detailed information.  

      To understand what is contained within this file you will need basics 
      in computer using, e.g. how to start a file, how to launch Windows 
      Explorer, what is MBytes, MHz etc.
      If you are not familiar with the basics of computer using and applying
      Windows commands your PC vendor may help. Alternatively you may contact
      the author of this file for assistance. 

      If you have not read a file like this one i.e. a FAQ, a SWATs
      collection or a Walkthrough-file before, please read appendix B (about
      FAQs, SWATs, ...).

   b. Structure of the text
      I have tried to implement a logical structure with indents, sections
      and paragraphs each supporting the other one. It may however prove, that
      some people will find it hard to read this text. Because of this,
      I have provided a little information on how I planned the structuring
      of the text.

      A thing you may notice very fast: it is plainly written in ASCII
      characters. This ensures many people will be able to read it without
      many difficulties. Aside from this the text has not been formatted
      with tabulator spaces, which may vary from editor to editor in length
      and behavior. Also, the document was written in non-block mode.

      This offers advantages as follows:
       - the file can easily be read using any text editor able to
         interprete ASCII characters
       - the file can be published on the World Wide Web easily, since
         no special formatting is needed

         -> How to publish this file on the World Wide Web

            - obtain written permission from the author of this file
              by writing to [email protected]
            - enter your favorite HTML editor, alternatively use the
              Windows Notepad
            - copy the complete file to the text file and put it
              between 
 and 
tags; this lets the HTML compiler of your browser display preformatted text. Note: Unauthorized published copies are infringing the copyright. Please read appendix A (legality statement) on this subject. As you may have noticed the structuring basically is subdivided in I. 1. a. and - listings. I.1.a. listings are very logical by themselves, but differing between a. and - listings may be very important in some sections. "a." listings refer to a important sequence of things, which should be carried out using the alphabet; starting with point a. run through the statements until you reach the last one. "-" listings refer to a listing without significant importance of sequence. Similarily a. b. c. listings should be read in the sequence as they are written. c. Version information I am using a special type of version information. "Last Update" Updates refer to major updates after a long period of feedback, or complete revisions with a lot of new information added. "Last Revision" Revisions are when I re-read the whole text, correct spelling, grammar and other lingual mistakes and then rewrite parts or the whole text to a better style, layout and contents. It is very important that feedback arrives numerously, by the way. "Last Change" Defers that you actually are looking at a changed version. This may be a simple correction, addition or deletion or whatever simple change you may imagine. Of course there may be other bigger changes like new chapters, but then again a change means editing the file in any way. Also there is special type of information contained in the actual version numbering: x.yy.zzz whereas x denotes the first number, yy the second number and zzz the third number each having as many digits as letters in x, yy and zzz respectively. x denotes the releases which do not happen many times. yy denotes updates so far and zzz the days working on current release. As far as releases are concerned, they are published scarcely. Usually I will release pre-releases or updates. Pre-releases are versions of the document, that although incomplete, yield important information already. Even though, the document is not completed to state where it could be called a unity of questions and answers i.e. pre-releases often include many more questions than answers. d. About the game 1. What type of game is Caesar III? At its core it's an action simulation. It simulates a career of a Roman citizen that takes up the so called "cursum honorum" which is the "curse of honors". Romans had to undergo several types of offices before they were admitted to governing and legislative offices. For example they were tax collectors, police staff and and other members of public service required for a town or civilization in general to work. More about the history of Caesar later on. This cursus honorum has already brought you to a point where you govern a city. If you know Sim City, Caesar III will be very familiar. But! There are big differences, still! You will have to construct a city out of nothing. There is a lot of woods, water and perhaps a street through the lands. But that's it. You will have to cultivate land to feed your people by building farms. Further on you will need to construct workshops to equip your armies and fight intruders. There's a whole lot of life in ancient Rome, and your city is a thrilling pool of activity. A lot to attend and a big amount of details you may overlook, but this file should put you on the right way to it. Basically after building up your basic city, still every single building added may cause little catastrophes. It is not easy being one of the mighty ones, but it's great fun watching for people unfold, develop, grow and finally having a metropolis making Rome itself turn pale. 2. A bit of the history of Caesar (the person) About 2000 years ago the Roman Empire had its biggest spreading in history. Also, about 2000 years ago, emperors ruled it. As we all know from history Rome first was ruled by kings, then, after Caesar claimed dictatorship emperorship was introduced (after Caesar's death - should you never have seen any Asterix movies or read comics - they stabbed him to death). Emperorship under Octavian who was also called Augustus (the month August is named after this emperor, the first in Rome's history namely) was something completely new to the Romans. Now when Caesar claimed dictatorship after he had a quite interesting and adventorous career, actually marching straight through Gaule, that is the ancient France, and bringing it under the flag of the Roman Empire (which was some type of spear with banners and stuff around it, with the letters S.P.Q.R. (senatus populusque Romanus) - "belongs to the Roman senate and people") he invaded Britain and "convinced" Britains to be part of the Roman Empire from then on. It was also him who added a lot of culture to Rome's outlook. "panem et circenses" may be familiar to some of you, which means bread and games - and that's exactly what he did: he spent money to bring food to the (starving) people to get their favor and then he entertained them with games full of blood and brutality. Actually you may have heard of the Coloseum in Rome, a small picture of it is also shown during the game at the map of the Empire where ancient Rome would be. This theatre, which consisted of a doubled ancient Greek theatre (half circles usually) featured a lot of other games aside of plays but also covered some blood thirsty gladiator battles (the fighting gladiators greeted Caesar with "ave Caesar, morituri te salutant" which is "greetings, those who are going to die salute you"). They had also quite funny games. For instance they let people dressed up in feathers run and jump from the highest precipice to honor the gods. And then again there were also games for Artemis, the goddess of hunting: A wood was constructed in the middle of the Coloseum. Into this wood small animals were brought. Quite actually all spectators were then admissed to search and hunt for the small animals. Entertainment was big fun in those times. 3. A bit on the history of Caesar (the game) Caesar, in the original way was designed to work on the PC. There were and are several similar programs around. The oldest predecessor I still remember was Centurio on the C64. The three games of Caesar each offer similar game play. Even though one immediately sees the huge amounts of changes applied to all three games, the changes from Caesar II to III were not that great than they were from the original Caesar to Caesar II. Yet, and that may be the most fascinating thing, Caesar III offers even more details than Caesar II which already incorporates a lot of what is known about the antique Roman civilization. Caesar III in it's general has far more advanced graphics, nice tunes and new sounds, of course also old elements but a much richer game engine, that features a lot more details than the other versions. Basically, if you do not have any of the three games I would recommend Caesar III, because it incorporates the best of all games and adds some new things, too. If you already have Caesar or Caesar II you should consider trying whether you are still fascinated by similar game play, but yet still the game Caesar III itself has already a place among those nice games arrayed on the heaven of game stars. 4. Installation Although explained with a lot of details, the installation of Caesar III may yield some problems. However I will not repeat endless "how to clean up Windows 95" articles here, instead, please contact me, if you need assistance on installing the game. If you are planning on doing so, please include at least a Microsoft System Information file, which contains all data available about your computer. -> How to extract information using Microsoft System Information - open the Windows Explorer * select Start in the left bottom corner, * select Run from the opened window, * type "explorer.exe" (without double quotes) into the blank field * press [ENTER] - go to \PROGRAM FILES\COMMON FILES\MICROSOFT SHARED\MSINFO on your primary bootdrive * select "PROGRAM FILES" (without double quotes) from any window by either clicking one time or double-clicking * select "COMMON FILES" (without double quotes) from any window by either clicking one time or double-clicking * select "MICROSOFT SHARED" (without double quotes) from any window by either clicking one time or double-clicking * select "MSINFO" (without double quotes) from any window by either clicking one time or double-clicking - run the program Microsoft System Information by selecting MSINFO.EXE from any window and pressing [ENTER] (there are other ways to start a program, but since Windows 98 lets you customize whether you use double-clicking or single clicking to open a program, I will stick to selecting and pressing [ENTER]) - select "FILE" from the menu bar on the top of the program's window by clicking on it or pressing [ALT]+F - select "SAVE" from the file menu that you have just opened - enter a path and filename for the file The file should be around 500 KBytes in size, which makes it easy to be sent via E-Mail. Should you fail in creating or sending the file, please contact me at [email protected] and I will try to assist you. 5. Setting up the preferences Some things like performance or sound volume should be adjusted before you start playing. If you have a problem like the game running very slowly, read these paragraphs. Also the following paragraphs will net you with a bunch of information you will need to set up the game for a better performance. a. Outside Before actually running the game itself, please make sure you have a look at the following file (i.e. open it with Notepad or similar). README.TXT This file contains extremely useful information considering you are not completely familiar with the instruction manual. So called 'readme' files are usually addenda to manual errata, that is, they contain information or corrections on mistakes that have been placed into the printed manual. Sometimes readme.txt files also contain information which could not be added to the help files, because different people worked on that file. There are some additional manual errata in this file, please read appendix L (manual errata) on this subject. A lot of what is stated in the README.TXT paragraph is very important and should be known by all players. Generally reading the following paragraph will render you with a thorough basis of nice tips and "what-do-I-do-now" information. It should be located in the directory whereto you installed Caesar III. I will list the most important things here, so you will not have to switch files a lot. Also I will include some hints and information from myself. As for originality as stated in the FAQ to FAQ writing (at http://www.gamefaqs.com) the following information of the following paragraphs is mainly taken from the README.TXT of Caesar III. Generally I have however corrected some mistakes that were stated and added new information. I have placed only the most important information and what conclusions may arise from reading it here. 1. Minimum requirements for playing are.. - 100% IBM compatible PC - 90 MHz processor - Quad-Speed (4x) CD-ROM drive (600 KBytes/sec transfer rate) - 16 MBytes RAM - Video Card capable of 16 Bit graphics at a resolution of 640 by 480 pixels - Hard Drive space of at least 150 MBytes - Hard Drive space of at least 100 MBytes for Virtual Memory - Windows 95/98 installed If you need more detailed information on what technical terms like 'virtual memory' are, please look them up in your Windows Help. Recommended components for playing are.. - 133 MHz processor - 32 MBytes RAM - Full Installation Include with these the components from above. Of course having a 450 MHz Pentium II with 512 MBytes of RAM will work - even better, that is. 2. The following information may be useful if you have problems inside the game. You will have to come back outside (i.e. quit) to apply any of these hints. If you get a warning about low memory or "low virtual memory" please consult your Windows Help on how to increase virtual memory. Be sure that it is set to at least 100 MBytes AND that your harddrive also yields 100 MBytes of free space. If you have extremely slow game play, try increasing virtual memory and defragmenting your harddrive. Also, if you seem to have problems with your mouse, try installing new drivers from your mouse hardware vendor. Many of these offer them for free download from their homepage e.g. http://www.logitech.com for Logitech mice. Note: Even new computers may be shipped with outdated drivers. Some TSRs (programs located in the system tray, usually left of your system clock at the right corner of the Windows Desktop featured as little icons, smaller than the others on the Desktop) e.g. screen savers as well as compression programs e.g. Stacker, DriveSpace or crash protection programs e.g. Norton CrashGuard may interfere with the game. Unload these programs and try again. Do so by pressing [CTRL], [ALT], [DEL]. A window will popup. Select an application, hit [ENTER] and another window will pop up. Click "End Task" (or press [ENTER]) to unload the previously highlighted application. Trying to unload everything except "Systray", "Explorer" and "Caesar III" may crash your computer, since there are a lot of programs that are needed for some computers to function correctly e.g. when playing on a diskless workstation. Occasionally you may refresh your monitor by pressing [ALT], TAB to switch between your Desktop and Caesar III. 3. Now, if you have not yet read the manual, do so. A lot of information that follows now refers to things stated in the manual and you will not be able to follow if you do not know some basics of the game. Some things here are well in-game situations, but they are good to be known or heard of before you start a game, so you don't come back here frustrated because something does not work how you expect it to do. - there is not a context help to any single element in the game featured with a context help button - SPACEBAR does not pause time, the P button does (look up appendix D (rumors) for more information!) - use SPACEBAR to toggle between normal view and overlay view or overlay view and another overlay view - hotkeys are as follows P .. pause game [ .. reduce game speed ] .. increase game speed cursor keys .. scrol main map SPACEBAR .. view main map while in overlay view SPACEBAR .. return last overlay while in normal view L .. cycle through legions F .. fire overlay W .. water overlay D .. damage overlay C .. crime overlay T .. problems overlay advisors 1 .. labor 2 .. legion 3 .. emperor 4 .. ratings 5 .. trade 6 .. population 7 .. health 8 .. education 9 .. entertainment 0 .. religion = .. finance - .. chief hitting a key twice takes you back to normal view - you can set bookmarks to certain map locations using [CTRL], F1 for position #1 through to [CTRL], F4 for position #4; recall these bookmarks using F1 through to F4 - enter window screen mode (background = Desktop) using F6 - you may change the currect resolution using.. F7 .. 640 by 480 pixels F8 .. 800 by 600 pixels F9 .. 1024 by 768 pixels 4. The README.TXT features some hints and tips for those who actually read it. These are very useful for all who like to be on the safe side in the beginning. However, if you keep to reading this file, you may not need the README.TXT, since I incorporated some ideas, enhanced them and eliminated some mistakes in the README.TXT. FILES IN THE INSTALLATION DIRECTORY There are always some files that are human readable, or pleasantly to the point where you still can manage to edit something. *.SAV You will not have any of those directly after the installation, since these are the savegames the game creates. As you may know the filenames DOS 6.x uses are made of filename.ext; 8 characters, a point and 3 characters. This has been changed a lot with Windows 9x, as there the limit of 8 characters before the first point (more or less) has been set to 200+ characters. Basically you may use up to 255 chracters of whatever kind except \ / : * ? " < > | Now as you name your save game during game play (via the file menu - save game) you will enter a name around 10 - 20 characters usually. This name will be exported to the installation directory (i.e. to the directory you installed the game to) and there the extension ".SAV" will be added. These files are the savegame files and may be deleted freely - since you can save as often as you have free hard drive space, you may easily get a harddrive full of savegames (I did so with Dune 2 some years ago). Then you would have to delete some. Another little hint on this: Try to use senseful filenames/save- game names since when deleting you may have a hard time guessing at what savegame were those you wanted to keep and those that existed practically just to be deleted. Bad naming would be.. "BEAT EM.SAV" "HAHA.SAV" "ENDED WAR.SAV" "GOOD GRAIN.SAV" Good naming instead could be.. "LEVEL 1 - Beginning.SAV" "LEVEL 1 - Temporary Save.SAV" "LEVEL 2 - Beginning.SAV" Basically creating save games at the beginning of an assignment does not have much sense, since you may easily restart an assignment by selecting "replay map" from within the file menu. I am using a combined naming of "assignment nr." and what type of save it is. I like to keep a savefile for the beginning and ending of each assignment so that I am able to show people how to do something or make screenshots. CAESAR3.INI One very obvious line: CDDrive= ( means any letter or something else) Now changing this can assist you with game play, if it's very slow, try copying the CD to your harddisk and playing it from there. Use CDDrive=. in order for the game to recognize your harddisk as CDDrive (and thus being able to run the whole game from there - which is much faster). SIERRA.INF Some information placed by Sierra. There are some things which you may change. You can also add your own bookmarks here, which may be shown somewhere. Also your basic configuration is stored here aside with product code and version and some information which demos the game will show to you. This is interesting, since you may actually skip the demos if you just blank the lines after the equation marks. Unless you like them or have enough time to lose, do this - speeds up loading the game. C3_MODEL.TXT This file contains information on every structure and the taxes in connection with them. There is some information in that file on model data (that is the data contained therein). Basically this a trial-and-error thing. The values of what a structures costs etc. are balanced out, so game play is good. If you change this, you may have a nice cheat, like paying only little for a palace or something. This is however not recommended. Slight adjustments are okay, but do not exaggerate it. Unless you are very familiar with the game, do not change this. It offers a lot of possibilities though. Also see the SWATs section for more details on this file. STATUS.TXT Created as a log file for loading the game parts. Whenever you start the game, it logs what happens during loading the game's parts. If you have any errors at hand, have a look at what could not be loaded or was not enabled, is not sufficient (like memory) or could not be found. Except for the README.TXT and the STATUS.TXT it is a bad idea to delete any of the files contained in the Caesar III directory. Technically you may delete any TXT and MAP files for the game to work. But pre-designed maps probably needed by the game may fail to load if you do so. This could be needed for small laptop harddisks. Usually you do not get more than you lose by deleting every single file you do not need. You may also delete the SMK files (video files) and various WAV files (audio files). Handle with care - the game may crash or not even start doing so. Again technically you can reduce the amount of space needed, but this reduces the actual game to its engine functions. Same thing if you remove the beautiful red metal outlets, the wooden inlays and stuff like that from a Ferrari and go driving around with the engine in front of you. It's possible but it's not a nice feeling with all the wind coming at you at 100 mph. And then, a car door adds a lot of comfort, doesn't it? Installation Hints - I have received some questions on "ISSET_SE general protection faults". This basically happens during installation, when the setup procedure starts up and cannot allocate enough memory. Also faulty memory chips may be the cause. Be sure to thoroughly test your system before contacting me. b. Inside Quite exactly, editing any preferences inside is very easy because there are not many that refer to the games actual outlook. First of all, you have to start a game and on the main screen to actually get to editing any preferences (also have a look at the chapter later on, where we will talk about how to start a new game). On the main screen there will be a menu on the top where there is something called "options" - a dropdown menu item listing where you can select Display, Sound and Speed Settings. DISPLAY SETTINGS This lets you adjust how you actually get to look at your city. Resolution and windowed mode may be changed. These are the same things you can do with the F6 through F9 keys. SOUND SETTINGS These are very obvious. You can adjust the volume and whether sounds are played at all. Generally the basic settings (everything ON) is okay. You will have some performance gain by turning of music and sound effects. SPEED SETTINGS Now this is an interesting menuitem, because you may adjust game speed, which may help you if things are overwhelmingly fast - and that 450 MHz Pentium II running at your service may overdo it :). Scroll Speed - this lets you adjust the speed of how fast the main window will scroll around the city map Aside from these settings you may change the Warnings and the Mouse Help. Both are changed via the Help dropdown menu. Warnings - if ON shows warning e.g. nearby enemies etc. Mouse Help - if ON will show tool tip like windows if you place the mouse cursor over any topic a help item is assigned to if SOME will show only most important mouse context help This is pretty much you can do concerning preferences that have an effect on how the game works. II. General Game Play 1. Types of game play Caesar III has been designed to allow different types of playing. There are generally two modi which you may choose from. I will give an overview of both first and then go into detailed information. Career Play - This type of game puts you in the position of a Roman citizen which has to first eloborately prove her or his management skills by building two cities to a preset amount of wheat stored, population etc. may go choosing what types of city she or he governs. Basically you are given the military style career and the governing, managing type of career. A balance between both is also possible. Individual Play - This type of game allows the player to play single games with the goal Sim City may set. Expand your city and keep it alive against all the bad things that may occur. With Caesar III these things are differently from invading spaceships. But there are wild storms angered gods may conjure to wreck your nice city. Individual play more or less offers freedom of action since there are no real goals to achieve. For now we will concentrate on career play, since this is the story mode. You may also look at it from the view of a campaign, since in this mode you have many connected levels or cities to build up. 2. A note on online help and historical references There are a lot of mistakes one can make when starting a new game, that is, many things, you do not even know about in the beginning. The online help of Caesar has some very important strategies embedded into it. Even if you are going to try and play on your own, you should read this paragraph. For one, there are no spoilers because everything is available from the beginning on, and two, these are not talked about anywhere else, because I would have to rewrite them. I will try to explain it as neatly as possible, but some things may be hard to understand. I urge you to reread them since some strategies, although hard to overlook are extremely efficient. Some strategies are taken directly from the online help, because sometimes this help is quite confusing. For instance clicking context help on caravans shows help on workers. Now that was not quite exactly what you wanted, right? So help is not that useful. I have scanned through almost all screens and tried to unwind the complexity - I believe there is another manual typed into the online help. A lot of things could be noted here, but quite a bunch already is printed into the instruction manual you got when you bought the game. Still there are some glitches, ideas and hideaways you may simply overlook, because they do not seem important or because you are not yet familiar with games like Caesar. First of all, the cursus honorum discussed earlier is a bit enhanced from what usually is known to be a cursus honorum. There are far more different states on this, and you may actually have more job types than described in mythology and history encyclopediae. Now this is perfectly okay for a game like Caesar. Note that Caesar in that context also offers some glitches from history, that is, as far as it concerns the game, there are sometimes additional buttons leading to genuine historical information. In case you miss some, you can always come back to them, because if once a building has been discovered whenever you click at it, you review the historical information on it. This may be something of interest to you. 3. Exempli Gratia This section will deal with a complete game in the career mode. This means, it will take you from the actual starting of the game to the end scene. During this section there will be big amount of knowledge you can apply later on when you are playing independently. This basically will be something like a walkthrough. In career mode you have two maps of training before you finally are able to choose what maps or types of job you are going to do during the game. Since career mode also is some type of history mode (compare to campaigns, only that there is only one) I will describe every map, its difficulties and strategies to get over the problems arising. Let's get down to it. After starting the game the various opening video sequences appear. You may click the left mouse button to skip them, but do not overdo it - clicking too fast may cause the PC to crash with some machine configurations. Not even Sierra is completely sure what types these machines may be, but they experienced problems. a. Main Menu The main menu features a nice title screen "Caesar III" and four menu options. Start a new career - Clicking this enters career mode with a new career, that is a new game. Load existing career - This will allow resuming earlier careers by loading a saved game. Save games are snapshots of your current position, rank, time etc. so you may continue playing at the same position etc. after you have turned of the computer because you needed a break after many hours of continous play. City Construction Kit - The third option invokes the second game mode, which is individual playing. Here you may design your own city, just as if you were playing career mode, except you are not made Clerk, Engineer or other rank after you have completed a city. Basically this differs from career mode because you cannot have any story in the backgrond. Put simply this is designing a city to play with. HINT: If you would like to play the career mode maps in individual playing mode, which normally is not possible, save any career map you are currently in and load them when in individual playing mode. Quit - The most obvious function. Quits the game. HINT: Pressing ESCAPE will allow you to exit the game almost that quickly you sometimes miss out saving, because the game does not explicitly asks for it. Great if you want to play when your boss/parents/.. are coming around to watch you work on the PC and you have to get out quickly leaving no evidence back. Save often, if you are doing so...! b. Career Mode - Walkthrough After starting career mode, you are presented with a briefing on your first assignment. Assignment 01 - Training (Citizen) ------------------------ Objectives: population of 150 citizens Chronicles: no events Basically this is an extremely easy assignment, however still there are some vaults that you may readily jump into and wonder where all the money, citizens and fame have gone within four minutes (it's a pity I did not film my first try on the game - without reading the manual I just started clicking around - bing - that was it ... 4 minutes 3 seconds of playing) What we are going to do now, is have a little relaxation, because knowing The Settlers I, II or III will render you with some experience of what will be going to happen very soon. 150 citizens may sound really little if you compare it with Sim City where a 5 billion (or so) citizens is maximum. Now, 150 actual means 150. So if you have 150 citizen you can go, press P for game pausing and then scroll around counting them. Here it would be a bit difficult, because once you reach your goal you will be awarded a new rank and that's it for this city - on to new waters. But not so fast. We have just read the first few lines of the briefing and that is not quite enough for a new rank yet. If you look carefully at what is provided during the briefing, you may well understand a lot of the game's inner workings. As mentioned beforehand practically the whole manual has been embedded into the game, and part of it will be shown almost every briefing. During this briefing they teach you how to reach your objectives, namely building a path and placing housing. First things first I read in a FAQ some days ago. And that's what's happening shortly. Clicking the little arrow in the window on the bottom right corner will lead you to a little loading and finally your main view expanding over your monitor. This seems to be your home for the next hour, because an hour around you may spend before advancing. Depending on what you would like to do - gain experience, try various things - or just roam about get some people chained to your city and move on, this assign- ment takes from 10 minutes to 60 minutes. Keep in mind that a well built city also is quite rewarding, and during career mode the more money you have the better gifts you can give to Caesar, the better you will be in his favor. This reminds me of a little erroneous information during the game. You start out in around 400 BC, which is definitely not the living time of Caius (yes, it's a C, not a G, that's Latin, folks) Iulius (I instead of J) Caesar, who actually lived from 100 BC to 44 BC (when he was murdered). Being Caesar's friend is already rewarding a lot if you need assistance or run out of money: Caesar may justly give you 5000 more denars if you need them. (Denars are the currency unit used, aside of the more widely known sesterce, the denar was the larger unit, compare: dollar - cent and denar - sesterce). There is no significant difference in naming this currency unit denar or denarius, the plural being denars or denarii. One it the English derivation from the latter Latin expression denarius. So, you have arrived at the main view of your map. Quite actually I have tried this various times and found out some things.. - the first map does not change contrary to some rumors on the InterNet - the trees and rivers are always situated at the same positions, relating to north-south coordinates - the size of the map is not the full size available in later games - you face unemployment very fast, since there will be a lot of citizens and you will not have enough need of structures, since you will have constructed the needed structures very fast, because you only have a few structures to build in the beginning Actually these things are very general but apply well to the first assignment. If by now you start experience performance problems, please read the related paragraphs again, because later in the game the screen gets so crowded with animated little people that performance will drop to a frame each second. The first thing you may try to do whenever you enter a level may be looking for a suitable site for your first residential area (of course saving beforehand may be a nice idea as well). This may well be somewhere where you have as many resources close by as possible. For this city, and only for this city by now, look for a place, where there is some water, a river for example, and big patches of land without rocks. It does not matter whether there are many trees, since most of the time land will be covered with trees which makes it almost impossible to be member of Greenpeace of ancient Rome. Now that you have found an appropriate spot, you start building and note that, heck, citizens seem to move in from one side only! - Now that can be remedied. I recommend you have another look at the map. There is a red signpost at one side and a blue one on another one. The red one directs people into your territory, and the blue one away from your territory. This means, that most of the time, you will start building from the red signpost, because citizens will then come in from the fastest. Note: Do this only, if enough resources are close by, or resources are not available at all at that stage, or - alternatively to the latter two, if resources are not important. And that's what's happening during the first assignment. Resources are much less important than they get very soon during the next assignments. But for now, you may simply eradicate ("detach") some trees from their former woods by clicking the shovel icon on the right icon bar and then marking a 3d-window shape with clicking the left mouse button and dragging the window around. You will notice the ground shape is changing slightly indicating you are changing the window borders. Inside the border usually everything will be destroyed. Now again, don't exaggerate in the beginning. You do not have a huge money bag at your disposal and tax income with a 100 citizens is not overwhelmingly good - perhaps just enough to pay your income (which we'll discuss a little later). Be careful with this option, because you can lay waste to a full grown city within a second and leave a thousand people stranded. Build a three by three tile square without a housing in the middle - a method taken from Sim City. Now click onto the icon with the 3d-street picture. If you cannot find it - it's hard to identify - click on the icon to the right of the shovel. Create a patch of roads around your 3x3 tile. Using the shovel you can correct any misplaced tiles, but beware, everything costs money and again: you do not have endless money bags in your treasury. A more in-depth description of what you have to do: After you have eradicated some space above and below the initial street, start building out some housing (select the house icon and place each housing tile simply by clicking the left mouse button. Remember that you can also click and hold this button and then build a row or rectangle at once. The cost for these types of building actions always are shown at one corner of the window you are creating. With buildings in general it will be much easier distinguishing the window borders from the background, because half visible shadows of the buildings to be build will be shown. In case of housing however just a signpost will be displayed - something like "for rent" or "for sale"-signs. :) These first housing patches may well disappear if you are not fast enough drawing streets around, so be fast, or alternatively do not put too many down at once. Be sure streets are adjacent to the housing patches! A 3x3 tile should last quite some time, but, left alone from the main street, that is, not adjacent to the main street - which is a normal road all by itself - will disappear far more likely right a second before you click on it than a 3x3 tile adjacent at one side to the main street running straight across and cornering to the left (north). OKay, so your first 3x3 tile is set up, you came up with streets. Now go for some wells. Later on we will use another "standard" design for housing, but for this level 3x3 tiles are more than enough. On the free tile in the center place a well. Placing a well is almost as easy as any other building action: Click on the double wave symbol in the lower right corner of the screen. Select 'well' and then click at the center of the 3x3 tile. A well will be built. To have a look at the water distribution system, press W. This will activate the water overlay, which lets you examine the sewer and water distribution pipes, if such exist, and in case of a well as this one, lets you see what area can be covered with water to last the demand. Now that the well seems to hydrate the surrounding area quite well, begin building some more 3x3 tiles. For your first projects try building one or two more 3x3 tiles. Do not build more than that, or you may run out of funds quite soon. Do not forget the wells at their centers. Citizens should begin moving in quickly and within half an hour your city should already have a fifty to hundred citizens. Now your city features some unusual behavior: fires will break out, because Romans tend to burn every building you do not explicitly watch out for. -) For this reason let's built a prefecture, a site where a "soldier"-like person stays and moves out to watch for crime and fire - should a fire start, you can watch him carry two heavy buckets of water. Right click on him whilst he's carrying them, and he'll simply tell you, he's busy! ;-) Now, hurry with that prefecture, because if you do not, fire will spread around the city and all housing be destroyed. The leftover rubble is NOT able to hold housing, so you have to eradicate that using the shovel icon mode and then rebuilt housing. It makes sense to have enough or more than enough prefecture offices around and spread around the city all the time: first, because fire can lay waste to a city almost as fast as can do the shovel. And second, because sometimes citizens come marching into your city seeking a housing position. And with twenty to fifty new houses filled within a few seconds you may get problems supplying them all. So new housing should always have water (which the little fellows from the prefecture will need to fetch!) and a prefecture nearby. You can watch how much buildings are likely to catch fire by pressing the F key, which activates the fire overlay. The higher the column the worse the situation. Do not get it higher than three units and everything's fine. Higher is very dangerous. And highest means fire-water-burn to your city. But that's not all of the trouble. If you did everything correctly and keep waiting suddenly your buildings will start collapsing. Fun, isn't it? Okay, another obstacle fortuna has placed on our way to glorious city building. You will have to erect engineers' outposts. Those are not needed to be put that frequently because buildings catch fire more likely than they will collaps. If you press D you may examine the damage overlay showing you structural damage within your city. Again: keep it to a maximum of three unit columns. More may be the Big One to your city. You'll find the engineer's post in the construction submenu, that's where the hammer is displayed on a rectangular area right next to the sword where you found the prefecture. A note on desirability: maybe you have found out you may examine a single building by right clicking it. Generally examining something is possible with right mouse clicks. Another click will deactivate the information popup window. Now a buiiding next to a prefecture has the likelihood of not developing very well. Try to move the prefecture some tiles away (mind the fire overlay!). Security should be your topmost goal. Next comes housing, then food, water.. etc. Note: Chain structures such as aqueducts do not affect desirability. Okay. Your city should be flourishing now. Since there are no enemies that early in the game all you have to do is provide shelter and water. Note: Your prefecture-soldier does not necessarily need road access to your well. He still will get buckets from the wells if they are placed within the insula - in case you wondered. Next thing you will have to do is build a senate. These huge buildings.. - increase desirability - manage to get taxes (beforehand you did not receive any) - show you ratings faster than the rating advisor - can only be built once in an assignment, that is, there may be only one You may be noticing changes in the street graphics: this is a sign for development. Because of the nice senate you just built streets are getting enhanced. This shows you are building a nice community. Usually it takes around a year to accomodate 150 people, although if you are fast and do not look at your city looking perfectly nice, you can do it within three months' time as well as in twelve. Next will be the temples. But beforehand you should have a look at whether you have enough workers. Whenever the message "not enough workers" appears, build more housing, and if needed provide more food (we'll get to that later on). If you have not had any messages (and you have turned Warnings ON) go ahead and build each god a small temple. One after another, waiting whether there will be a message, which may happen if there is not enough housing in your city to accomodate all those workers. Build a temple of Ceres (you may access them via the flash symbol in the array of icons to the right of the screen), Neptune, Mars, Mercury and Venus (all of the gods). Whereever you build them keep following in mind: - build a temple for every 750 people you have - build them spread so each house has access to a temple - temples raise desirability of their neighborhoods - always have the same number of temples for all the gods (i.e. 4 of all gods; 4 for Ceres, 4 for Venus,..) otherwise you will displease them and a wrathful god is a pain in the neck - it can wreck your city within a year. During or shortly after you have built the temples you will reach around 140-150 people which ends your assignment. There is a way evading this and building more temples and fill the screen: simply only build one 3x3 tile or, alternatively even less. Now this should only be done if you are completely sure you have saved beforehand, because if you do so, you may actually fail the assignment. Another thing possible is the following: Since you may play on this map later on in the City Construction Mode (which is the single map game, similar to melee game in Command & Conquer) you may as well stay in this level and make a full grown city out of it. The only problem is, after some time it will be very hard getting a lot of houses, a lot of money etc. with just 140-145 people. As soon as one house evolves, it can hold more people and if people immigrate to your city in that moment the assignment is over (though successfully finished). If you have done well, let's face the next assignment. Assignment 02 - Training (Clerk - Brundisium) ------------------------ Objectives: population of 650 citizens Chronicles: no events This assignment is already a bit more difficult. A little side note: First of all you start out on a completely different map. With this assignment you may already experience size problems. My city soon expanded over the half of the map. But don't worry, the single levels are not that hard and once you have tried this level you may retry it as many times as you want simply by selecting Replay Map in the File menu of the game. This makes exploring and trying out very easy. You could for example try different trade routes, undergo experiments as to write "I Love You" with garden patches (which impresses girlfriends; or boyfriends, to the girl players out there) or make a Smiley out of it. But let's start right into it. If you have read the online help carefully one thing they tell you (as well as I am telling you from time to time above and below this very line) is to look very hard where to place your first residential district. Now this is very important. You may as well have a little pause and scroll around the map for a few mintues looking at what will be built where. Naturally farms and all food industry will have to be built on farmland. And this is something which will happen quite a few times during this level: Something which you never have heard about just coming in without warning. During this and the next assignment (level, mission, heck!) you will face the situation as follows: You have nearly all types of buildings at your commands. This makes it hard to decide what to build with absolutely no experience how many farms are needed for say a large city of 2000 people. But all you need is written here - let's get back to farmland. Farmland is basically what is displayed with yellow dotted areas (which may be wheat). These yellow dotted areas are also shown on the minimap in the upper right corner. So go to one of these patched areas and have a look, whether there is some water nearby. If so, you've found your place. As stated earlier, always have raw materials, farmland and water close by. Since raw materials (clay in this case) are always near water, or stone (with marble) all you need is some farmland, a river or pond and some small pebbles around (well, a mountain to be exact). Found your place? Okay! Now best would be if you started out in the Southern West corner by eradicating around a big area. Desirability increases as you clear the surrounding of trees. There, to the North build a reservoir to have water access, but mind that it should be far away from the rest of the to-be residential area. A short way to the north (that is to the upper side of the screen area) there is a flat (i.e. not zig-zag running part of coastline); try building it there. After you have established your first housing areas start out building prefectures and engineers' post. You should have at least two for every twenty buildings you build and at least two of each should be on every screen you look at; if the city inside this screen fills out the whole main view, that is. Finally you should remember that you must build a senate in order to receive any income from taxes. For the moment this is more an object of prestige rather than a real source of venues. Build it though. Another thing very important in this scenario is to open up a trade route as soon as possible. You can do so by making up with around 3 clay pits and another two or three potteries (found under the hammer icon on the right portion of the screen; click on workshops then on pottery). Don't place either of them near any housing facilities or you will suffer in deevolution of these very housings. If you are set having enough employment around 300 people in your city and a well working industry over all, you may have forgotten something: Our chain was security, water, food. And we still lack food. If your people have not complained as of yet, now is the latest time to actually build farming. Do so in the Southern regions. Next to the farms build a granary and near to your housing, but on the opposite side of the roads, build markets. Two for each 9x9 tile cluster (approximately). After building all the basic structures (including temples), do not forget you will need water for each housing building. If you have a lot of money try opening up any trade routes that may be possible. Note on trade routes: These, if established will bring caravanes of traders or trading ships to your city which will naturally bring much more income than before. You will have to pay a little money initially but after you actually have started a trade route, and be it the least effective selling only wheat you may gain a lot of money from it; I usually have all possible trade routes open and my cash income seldomly falls below 10000 denars. If so I usually just wait and sit without expanding for a minute; which usually renders you with exports of marble to the extent of 10000 denars. Opening trade routes is basically very simple; all you have to do is opening the trade advisor which is located on the button to the left of the small map on the right icon section of the screen; alternatively you may press 5 which will also bring you there directly. Another possibility would be to go there via the menu bar (advisors). As you reach the trade advisor you will face a ton of options you may select from. Be aware that every little thing you change here ultimately also effects on the wellbeing of your city. For example clicking on wheat brings up a window which allows you to start stockpiling wheat. If you start stockpiling wheat now, in that early of the game your people will soon starve. But later on Caesar may request wheat from you and stockpiling is the most effective way of getting enough wheat for the request to be dispatched as soon as possible (and since requests are bound to a time countdown of 24 months or less you maybe want to hurry - the faster the better the favor score you earn - it seems). Clicking on any product you may trade with does not have any sense right now; first click on "Goto Empire" at the (not very) far bottom of the screen. This will bring up another window which shows a map of the Roman Empire, its borders and other cities around. Their flags are color-coded: - red cities are Roman cities willing to trade with you - a big golden flag indicates your city - cyan flagged cities indicate Roman cities not willing to trade with you - dark yellow flagged cities indicate distant cities of foreign population Try to specialize in commodities (i.e. products made in the workshops out of the stuff you produce in the raw materials outlets). For now make up one type of commodity which is not immediately needed by your people e.g. clay. Be sure you can trade this item with any city (clicking on the various cities reports to you what they will buy (buys) or sell (sells) in advance to opening a trade route of specific type). Exit the advisor now. After you have built some clay pits and have your workshops start producing pottery, open the trade route by clicking on the city you want to open a trade route with (of course on the Roman Empire map). By clicking on the city there will shown an additional button on the bottom of the map where you may click (it is labelled "xxxx denarii to open trade route"). Click on it and you will be offered the possibility to visit your trade advisor. Do so. With the trade advisor click on the goods you want to trade. After another window has appeared click on "not trading" which will change to "trade over .. units". Enter 0 units for the beginning. If you are trading pottery this is okay. It's meaning is as follows: .. units will be stockpiled. If you have stockpiled above a certain amount you enter here, the overflo0w will be exported. The stockpiled amount will be traded within the city so long you do not enter stockpiling on the button at the bottom of this window. After you have finished click the little arrow on the bottom right corner of this screen. Resume with your city planning then. You will have 8000 denari at your disposal, which should be plenty to build and rebuild your city quite a few times. The more money you save, the better you will be able to face any crisis that may occur. If you are not able to hold your money bag filling above 2000 denari, immediately start a trade route. Focus on this. Of course basic supplies like water and food, security and engineering must be provided first. If you have too many employees, build temples. Aside from the blessing you may receive this takes away a few employees. If you have too little employees, take away extra buildings. If you cannot afford anything else you will have to eradicate some housing space in order to make the surplus of employees go away (only if your problem is unemployment or lack of food; if you have too many jobs, and enough food respectively, build some housing and immigrants will overrun the place!). OKay, I hope you are doing well that far. If this was quite complicated, don't worry. This assignment was quite overwhelming for myself in the first as well, since you have so many new things to think of. You may get a feeling over time for how to face a crisis and soon some things like placing housing at a nice pattern (I privately like 5 housing tiles in one row, in the middle of another row right behind them I put a fountain, the rest is filled with gardens; I usually use empty spots which are left due to landscape types with barbers, doctors, prefectures and engineering posts namely). Now that you already have a nice city going, you may as well try out one of these hints. Maybe something is going wrong and you would like some help.. - from time to time activate D(amage) overlay and scan through your whole city whether there is need for more engineer's posts - sometimes the engineers also do not go where you want them to go (I had a nice farmland area some way from my senate - which is usually my centre of town - and the engineer I placed near the farms actually did not give a penny for the farms and wandered around the senate having a good time; perhaps this is connected with desirability because my farms usually do not have a higher desirability than the area surrounding my senate) - do the same with your prefectures in F(ire) overlay - if a fire occurs immediately take out (!) any adjacent buildings with 2x2 tiles or less, you can easily afford rebuilding them, but usually you cannot afford them having put fire to their adjacent buildings and so on until you got something like another burning Rome - which you clearly will never be able to afford - if a building collapses remove the rubble immediately as it causes negative desirability - usually people get thrown out of their homes even though you did not do anything: this is a cause of lack of housing; build more residential areas - buildings always need specific things to evolve, right click them and have a look what's needed - build that and more people will be able to live in that newly evolved grand insulae (which is even nice to look at - and if you care to have a few in a row it already looks a bit like a city of ancient times!) - always have water, even most primitive sources like wells are needed to get bigger tents from normal tents - only place wells though if you have no chance of putting up a reservoir nearby - initially you do not earn a lot from your taxes and you should have set it to something around 1%, later if there are enough people to get a 1000 denari from 4% to 6% make it 7% increasing by 1% every year from the 1% you had to the 7% you want These should be quite a bunch of things to watch for yet. Although there are many many more details like with driving a car it happens that you get much more accustomed to it than you may believe. It will run through your fingers and mind almost automatically. Whenever you have spare time, try searching for problems. Either there is one or one is developing - seems to be part of the game concept... :) To quote E. Murphy: "If you have tried to mount two things a third one, unexpected will go lose and crash" - and many similar ones. Assignment 03 - Choice ---------------------- Times get interesting from now on. The first two assignments were for training only. But now we will concentrate on real- life matters. You are given to choose between a more peaceful city named Capua and a slightly dangerous city called Tarentum. We will try both. First let's face Capua, which seems the easier one. Choice #1 (Capua) Engineer - salary of DN 5/month Objectives: population of 2500 citizens prosperity rating of 10 favor rating of 60 culture rating of 35 peace rating of 20 Chronicles: Initial money DN 8000 Highest Housing Level Grand Villa Trading (all selling and buying is on a per year basis) Syracusae (sea route) sells 15 meat sells 15 marble buys 15 olives buys 25 oil buys 15 furniture Tarentum (land route) sells 15 furniture sells 15 wine buys 25 pottery Jan 350 BC The level begins Requests Jul 348 BC 10 oil Apr 345 BC 15 oil Things may prove a bit more difficult than ever before. You have a full disposal of buildings to build and you have 8000 denars to waste. But beware! Don't hesitate but don't overdo it either! This assignment has some tricky spots. As always try to locate a nice spot for the beginning of your settling. Ideally this should be somewhere on the street and to the south where there is farmland. Build your first reservoir to the river north and put up some housing just south in order for some fountains to work with. After this initial residential placements, build up a senate somewhere near to the left on the main street. You should have enough employees to start building temples. Do so. Then build housing around the senate which increases their desirability (and thus evolving them to a better level). Place gardens near housing, at curves and crossings place plazas. Do not overput plazas as these represent special places. A special place will become boring if there are only special places on the world. Next start building farms right on the edge of the map near the main street as far away from the farmland as possible. Build 4 farms for wheat. A granary just next by and one or two markets around your housing. Of course you need to connect everything using some streets! If you are not able to support your farms with water from a fountain or well, do not worry. Initially they do not necessarily need water supply, but do not forget them after some time has passed. If you would like to add the water supply immediately, be sure you still have a bit of money left - you will need a few denars left after you have finished with the following sect ion. First, clear any remaining woodland or grassland in the vincinity of the lake with the island in it. Next, build a reservoir as close as possible to your farms, but beware, do not build them on the rare, valuable farmland. Keeping all these things in mind finally place your cursor and erect it. Place your first fountain as far north (towards the main road) as possible. This will make future expansion in this region easy: Since you are supplying an area beyond the needed already you are possibly filling the gap of pipelines in the subterranean level with fountains which actually supply a much bigger amount of area than the wells will do. Besides: fountains cause bigger desirability, too; this will be visible, when you notice the fountains develop. Sometimes they'll be rectangular, but usually they get nicer all the time. This generally is an indicator for the cleanliness and desirability this fountain spreads. Although you could have done so earlier, now may be the right time starting up your advisors. And this will be something we will be going to discuss a bit more in-depth here. Take a look at the 'Advisors'-menu on the menu toolbar on top of the screen. Left-Click there and select 'labor advisor'. This will bring up a completely different screen. The game will be paused for the time you spend with your advisor, so take a good, extensive look at what is presented to you. Basically the labor advisor allows to change the priority at which the people will be working at specific jobs. E.g. we've got entertainment, religion and education. Now if you place priority 1 on entertainment, 2 on religion and 3 on education, people will primarily work on enter- tainment, and respectively on the other two. This of course only applies if you are low on workers. If the game starts telling you that you are in need of more workers, you may actually change the priority, so that the most needed jobs are getting done. Otherwise people themselves choose what they want to be ("I want to be a lion tamer" :). Best however would be if you set the priorities before you are facing a crisis. Most of the time a crisis arises because you do not have set these settings and people start having (say) a job as teacher and you lack in prefectury workers who keep your houses from burning down (which will assuredly happen if you do not have enough people assigned to prefectures). Now what would be the best priority setting, you may ask. Even though this depends on what level you are in among how you designed your city - you should try to balance everything out: the number of unemployed/employed workforce is always shown in the labor advisor; as long as you have got unemployment, try building some things which render some jobs, preferably something that increases desirability or welfare (e.g. trade goods like clay pits); as soon as you got exactly the needed workforce start building housing; alternatively, if there is already a forty people moving into your city (from some far away edge to your city) you may as well get more jobs built. I usually keep my priorities set around to this. Note that this is generic and should be changed if something else is more important. Priority 1 ... Prefectures (otherwise buildings will burn down, crime produces bad habited rioters who are quicker with fire than normal citizens) 2 ... Water Services (without the simplest form of water supplement not even tents will develop) 3 ... Food Production (food, jobs and water are essential to immigration) 4 ... Engineering (buildings will crash; not as soon as with lack of prefectures they would catch fire, but they will, if you do not have an engineer close-by) 5 ... Industry and Commerice (quite important, since without workers or merchants even markets will not supply food) 6 ... Health and Education (important to immigration, since the better the people are talking about you and your renownedness, and the big life-span you've got in that nice city of your's, the more like to come - also some high class citizens need it badly; aside from that, education always is good, isn't it?) 7 ... Governance and Religion (governance means tax income, which is not very important if you have a good trade route array, but religion can be dangerous - even so gods are not angered as fast as are citizens without water and shelter) 8 ... Entertainment (important to high class citizens, among immigration) 9 ... Military (should be changed to higher setting in more hostile areas; see specific assignments) All set? OKay. There's plenty more you will have to do: - prepare to set out doctor's huts (under the cross symbol) around your housing - make up some hospitals (about half or less than doctor's huts) - build a school, library and academy somewhere nearby housing - build an actor colony near to any housing and one or two theaters (NOT amphitheaters) spread around your housing - best would be farthest from the colony, since the actors will tell all houses they pass about their new play on the way from the colony to the amphitheatre - from time to time scan using fire and damage overlays in order to control whether your prefectures and engineer's huts harmonize with your city design - try to concentrate on harmony more than on expansion; this is especially important once your city grows beyond one screen - there's almost always a minor fault you should correct; but beware: don't get distracted! - should you manage to get a layout that is very suitable, please send me a short notice, so I can implement the strategy here - as soon as population exceeds 750 citizens build another small temple for each god - basically each temple can cover 750 citizens at maximum - but try to spread them over the city so each citizen has good access to religious services These are just basic guidelines. You should try to smoothly arrange with these actions: expansion, harmonizing, pleasing the gods and getting money. Oh, yes. Getting money. Wages can be set too in the labor advisor. It's generally a bad idea having lower wages than Rome. If you can afford it, pay 5-10% more than Rome does. Let's get back to the advisors. The legion advisor is not that important for this assignment, but the emperor advisor is. You need 60 favor points and that is quite much if you are low on money. If your private salary savings allow it, buy some expensive (generous should be plenty) gifts. But aside from this, you will have to supply goods some time - and this one's coming up soon. The next advisor may be the most important in some aspects. It basically shows you how much you have advanced towards completing the assignment. Aside from a certain score you have to reach during the assignment you will also receive important hints on what the city is lacking. For example with culture it may be academies which may be attended by young grown ups - Caesar III keeps track on what type of people are in your city, their age, everything. There is even a graph on this with one of the advisors - we'll look on that later, though. If you reach the trade advisor things will start getting interesting. Raising funds never has been easier. Although there are quite a bunch of things to realize if you want a functioning trade route. There may be two different things that may arise out of your current situation: 1. Caesar demands resources from you (e.g. 12 units of oil) 2. you want to open a trade route because you need money If you have not opened up any trade routes start doing so immediately. This is next to required for your survival. Should Caesar require something from you, try to have it within the given period. Hints to achieve this.. - try to increase your workshops' output by getting built warehouses nearby - get more workshops built - with oil have at least 5 workshops if you need 1 oil/month - try to get farms of all types as soon as possible - always produce MUCH more than you eat If you manage to build these things and have still some harmony, you will easily succeed in this scenario. You now get the choice of accepting your promotion or continue building your city for 2 or 5 years. You will not receive any salary, because you are doing this out of free will (no more gifts for Caesar!). Whatever you may choose, after this period you will advance to the next assignemnt (skip the next paragraphs in this case!). Choice #2 (Tarentum) Engineer - salary of DN 5/month Objectives: population of 2500 citizens prosperity rating of 10 favor rating of 60 culture rating of 35 peace rating of 20 Chronicles: Initial Money DN 8000 Highest housing level Medium Insulae Requests 347 BC 10 Vines in 24 Months 345 BC 10 Vines in 24 Months 342 BC 10 Vines in 24 Months Invasions 347 BC 5 Etruscans from NNW 344 BC 9 Etruscans from W 341 BC 13 Etruscans from NNW Loans DN 6000 Price Changes 345 BC furniture (+DN 40) This is a quite tough assignment if you are not very careful with what you are bound to do. First of all: Try to celebrate a few festivals around one every 4-6 months. Dedicate at least half of them to Mars. This will most probably allow so called guardian spirits to destroy any incoming enemies, Since throughout the assignment you will have some enemies closing in, this is a very nice addition to any legion you may build. Generally gods are giving you boosts in a special way if you please them with a lot of temples/festivals... Ceres yields boosted crop growing, Mercury increases payment from oversee trade, Neptune lets them arrive faster, Venus enhances the moods of the people. For more information on mood effecting on the game see game concepts (IV). Now this region is somewhat strange in building, but quite actually I tried Aaron Jensen's strategy here the first time and it worked extremely well. See the SWAT section for more information on how to apply this. The layout is very simple and may be also applied in part as well. This means, you also have an open side of the rectangle in any type - e.g. without a street on one side. You can build gardens etc. inside. Around it build a school, library, actor colony, theatre and more in that direction. Be sure to have your taxes raised to about 7% only after you have reached around 1000 people. With that happening (probably with your second rectangle) you will need to build a forum. This is found in the same menu as you find the senate in. Simply select overlay view and commerce/tax income to see where the least money is received from. Where there is no money got from, build a forum nearby which allows the people being registered. Generally a rate of around 90% registered payers is quite okay - but hey - 10% more brings 10% more in tax income, so why not spend a little more on extra fora (latin word, plural is fora)? I would recommend building the first settlement near the blue flag. Enemies will almost all the time come from the opposite corner which leaves enough time to react to their strength and approach. Walls should be build only if there are excessive enemies or if you do not have a "exalted" with Mars in the religion advisor (which would mean you do not have any guardian spirits at hand). If you want to rely on your own army alone, do sure build some walls and remember all the hints that are found in this text on building a wall (search for wall if you do not remember them all). Right, the city should be flourishing quite well by now. If you have your settlement, build across the country. Be sure to have around 1000 people quite soon. Simultaneously establish all possible trade routes, as you are surely going to need the money: build two iron mines and at least three vine-farms (Caesar will request 15 vines later on) together with 4-5 weapon workshops (exports and army supplies) and around 3-4 wine workshops (people and exports). If you are set with that, we'll face some detailed hints. - build barracks, a fort for legionaries, a military academy adjacent and away from residential districts in that order - have them staffed - do not draw a city wall unless Mars' wrath is on you; most of the times his guardian spirits will kill the enemy (and if his wrath is on you, hold a grand festival to his honor, build him a large or small temple and one or two oracles - balance the overall temples for each god, though - and he'll be settled again) - build auxiliaries only if you are planning to stay in this level after completion (2 or 5 years) - most of the time enemies are not immortal; hit them fast and hard and they are but whincing meat - try to be on the "double": have two or more legionaries at hand for each enemy unit you face so you can easily overthrow them - clicking on the fort will produce a line up with formations: * only send people into war who have positive health and morale (perfect with both is only available with the already build military academy) * have them use the left most of the selectable formations since this is the most efficient one * read the descriptions of the formations and act accodingly - watch your people when fighting, re-arrange their order and formation if needed and retreat if the onslaught is too strong, sometimes enemies wait there for you to return with another (new, refreshed) refreshed army - build more legions or auxiliaries if you need more legionaries - have long range fighters behind short range, because short range fighters can then protect the more effective long range units who are extremely vulnerable to short range attacks Should you win all (total battle count with my games: one) battles, your city may well raise its desirability since you are able to defend from enemies - possibly. I noticed slight changes in crime rates after successful battles. Note: Once the enemy has entered your city, the best is to let him damage something and remove all buildings in a line behind that building, building a wall in the empty trench and then moving on again. With that, the assignment should be done for easily. Assignment 04 - Choice ---------------------- Whatever you chose priorily, you again will have to choose between a hostile area and more or less peaceful region. Basically both can be the same, with the peaceful region being a bit easier to conquer, because you do not need any legions. We will start out with Tarraco in Spain (old name: Hispania) - the peaceful region, but later on I will also talk about the "somewhat" dangerous region Syracusae, the so called wheat store of ancient Rome (because the closer Roman cities were all supplied by grain from this island in the very early times - also, this was the first Roman province). Choice #1 (Tarraco) Architect - salary of DN 8/month Objectives: population of 2500 citizens prosperity rating of 25 favor rating of 70 culture rating of 45 peace rating of 30 Chronicles: Initial money DN 8000 Highest housing level Medium Insulae Trading Capua (sea route) sells 25 timber buys 40 wheat buys 25 fruit Tarentum (sea route) sells 15 furniture buys 25 marble buys 15 pottery Jan 270 BC The level begins Requests Apr 269 BC 10 pottery Sep 267 BC 10 fruit Mar 265 BC 15 pottery May 263 BC 25 fruit Sep 261 BC 15 pottery Mar 259 BC 20 fruit May 257 BC 15 pottery Jun 255 BC 15 fruit Sep 250 BC 15 fruit Sep 245 BC 15 fruit There are no more requests after 245 BC. Price Changes Aug 265 BC Fruit price increased by 20 Dn Jul 262 BC Marble price increased by 20 Dn May 255 BC Furniture price increased by 20 Dn Mar 250 BC Fruit price decreased by 15 Dn There is a strange detail I just noticed with this assignment. If you play the dangerous assignment (Tarentum) as assignment #03, and then choose this one, Caesar (i.e. the assignment briefing) will tell you that you have to get less people into the city now, but strangely this assignment again requires 2500 citizens. So, may this be a bug? Another nice thing you may recognize: Playing this assignment after Tarentum will present the same map as would be presented if you had not chosen Tarentum in the first choice you had to take. We'll have a look at whether there will be earthquakes as well in this region. Yep there are! It may be some time for you to build your city, but the earthquake will assuredly come (Jun 268 BC). It always affects the same area with the same pattern, so building, saving, reloading and doing it better second time would be wise. Quite actually you may still access all of the land if you stick to building bridges there. You should be using the 9x9 road tiles layout and should have some three of them (complete or incomplete is not that important) around. If your money ever drops below 2000 denarii, build a warehouse, if you do not already have one and a dock. Open up a trade route selling marble. This will greatly bring money to your city. If you actually build two docks, you are done with that for the time being. Have at least three marble mines, better four and make them produce as hell goes - all filled up with employees. If you also want your citizens to get marble, or need marble for temples (big temples for instance require marble loads, or loads of marble, if you want to put it like that), you should build another two mines. There is plenty of stone and since you do not need any workshops, build your warehouse nearby. If you can afford it, build more than one warehouse. Always have the granary nearby if not attached because food is rare and the faster the wheat is produced, the faster you will get your people fed and the less will starve and/or leave your city because of malnutrition. If your city is close to harmony start importing timber to let your large casas advance to insulae. You cannot get anything better than medium insulae here, because you cannot get oil. But with medium insulae, three 9x9 tiles should be enough to reach the population goal. The peace rating will come with time - since there are no prolonged intruders you may as well sit there and wait for it to raise. But beware of rioters! Those decrease the peace score. For the favor score, you should buy gifts periodically and deliver whatever Caesar wants as fast as possible. Waiting a year for around 15 units of fruit IS annoying! Culture should be no problem; since 750 people need one small temple of each god or vice versa - each god needs a temple for each units of 750 people you got - you will have quite a few temples around which will nicely raise your culture score. Not so with the prosperity rating. This may be a bit difficult and hints on that may be found in-game as well as here. One would be to have all trades routes set up, imports set to nil, 2-4% unemployment, medium taxes (4-9%) and a working industry which will supply a 10000 denarii a year. If you are doing well, your score will raise, if you lose money, your score will drop. Losing means, overall. That is, you use 10000 denarii on building and get an income of say 20000 denarii still means you got 10000 denarii with no money lost but prosperity increasing because of the positive overall money. Remember: High taxes only are useful if,.. - they do not exceed 10% (riots will happen otherwise) - fora and a senate collect them (as soon as the registered tax payer rate drops below 90% you need more fora!) - the tax collectors are working (i.e. you have enough employees for the senate etc.) - you have a 1000+ citizens. Otherwise drop them to 1-6% (increases immigration by a lot!) After managing this assignment another choice assignment lies ahead, and the following ones appear to be even tougher. But let's face it: you can do it! You came that far! Venebas, videbas, vicebas! Choice #2 (Syracusae) Architect - salary of DN 8/month Objectives: population of 4000 citizens prosperity rating of 20 favor rating of 20 culture rating of 45 peace rating of 25 Chronicles: Requests 267 BC 5 Oil in 24 Months 264 BC 5 Oil in 24 Months 261 BC 10 Oil in 24 Months Invasions 267 BC 9 Greeks from SSW 264 BC 16 Greeks from SE 261 BC 16 Greeks from SW 258 BC 16 Greeks from SE Initial Money: DN 8000 Loan: DN 6000 Price Changes: 267 BC; oil (+ DN 40) You start out with the goal to provide a new settlement, once more. However, earlier governors had problems establishing and permanent city of any size in this area, and so, Caesar's premium governor, you, obviously, is sent to deal the matter. Basically the main problem will be feeding 4000 people with just a few patches of farmland. And this is it: You have too little farmland than to be able to feed them. You will have to generate food by importing them. Additionally to this you will have to waste precious farmland using olive farms for oil Caesar is going to request. However - the favor score only needs to be 20 points, which is extremely low compared to the 70 you had set as goal earlier in the game. Now this could mean you may ignore some (or all) of his requests, because a score of 20 is achievable also with gifts alone. However, we will try to achieve the best out of the situation. Note: It is not recommended ignoring Caesar's requests completely, since favor will drop to 1 (he wants you into arrest) - and the only way to raise it from there is getting the exports done he wants and other things amongst some gifts as well. This is, if you are not close from winning the ratings assignment dangerous and laid waste to a complete city of mine! This assignment is among the hardest you may have seen by now. Usually the threat from invasors is nothing compared with the real low amount of food you are able to produce. First of all, really do think about how and where you are going to build up your housing. It is highly recommended that you use the 9x9 tile technique described in the SWATs section. With this technique, build one residential rectangle, and another, directly adjacent. The second one contains of the following buildings: a senate, one or two temples, a prefecture, an engineer's post, a doctor and a barber. Additionally add anything you like to this. Next, on the farthest side of the second rectangle make up a fort of legionaries and one of mounted auxiliaries. To the other side of the road, that is the one facing the long side of the forts, build one barracks unit and a military academy. Encircle everything with roads and gardens, placing fountains (with reservoirs) into the middle of the rectangles with the reservoirs being on one of the empty sides of the rectangle with the senate. Now start out building more prefectures and engineer's posts as needed. Then, build another rectangle of just roads next to the forts one. You should have a "line" of rectangles by now. Into the fourth rectangle build a unit of each educational facility and the rest of the temples. If there is still space, fill it with one barber shop, one doctor, a hospital and an lion house. If have this one, make up another rectangle, this time again a residential one. Into the next, sixth rectangle, build entertainment facilities, i.e. amphitheatres, a gladiator school (which should be on the opposite side of the side facing the residential area of the fifth rectangle) and finally a coloseum. If you have done so far, watch your city unfold and take your time. You should still have some money left. Start building out farms, but be sure to use up as little space as possible, errecting the maximum number of farms. Have wheat farms only and errect no more than four in the beginning. Cover them with roads and prefectures, engineer's posts and some housing, which you will have to destroy in a few months. If crime is getting high here, simply destroy the housing and do not rebuild it. Crime will vanish but not the laborers from the farms. If you are doing well so far, do not forget the granary and markets to your people. Also, start iron mines and workshops for weapons (3 and 5). If your legions are maxed out we will go on. Beware of storms, as well. Sometimes a message with a content in the vincinity of "what storms!" will appear - this will render sea-borne travel and trade (and such is the only one you have right now) impossible for some months. So be sure to have full ability to trade with the maximum capacity a trade ship can carry once it arrives. The next one may be long from arriving. As far as I found out, this is not connected with Neptune's mood in any way. It seems to be a nature cause, just like the earthquakes. After building military structures (at least two, one legionaries and one mounted auxiliaries are recommended) have all trade routes maxed out and continue building residential districts. You should have a three rectangles and then start optimizing their evolution by importing furniture for instance. Always try to supply what is needed at the moment. You will need five or more rectangles in the end to reach 4000 citizens. I just found out enemies seem to be able to kill sheep, so if you count yourself among the lucky, they perhaps will make steaks out the sheep so they can't trouble you no more. Assignment 05 - Choice ---------------------- Whatever you chose priorily, you again will have to choose between a hostile area and more or less peaceful region. Basically both can be the same, with the peaceful region being a bit easier to conquer, because you do not need any legions. This time however you will have to choose between a largely (sometimes not so) peaceful area called Miletus (some may know the name Thales of Milet, who find for example the mathematical theorem that each triangle with two corners on a half circle diameter and the third on the half circle is a 90 degree triangle) and a very dangerous region called Mediolanum. Place your choice, we'll have 'em both. Choice #1 (Miletus) Objectives: population of 5000 citizens prosperity rating of 35 favor rating of 40 culture rating of 60 peace rating of 40 Chronicles: Initial Money DN 7000 Highest housing level Grand Villa Trading Corinthus (sea route) sells 15 clay sells 15 pottery buys 15 weapons buys 25 fruit Athaenae (sea route) sells 25 wheat sells 15 wine sells 15 marble buys 15 fish buys 15 oil Jan 220 BC The level begins Requests Oct 217 BC 10 weapons Mar 215 BC 10 furniture Jul 213 BC 10 weapons Jul 207 BC 10 weapons Oct 204 BC 15 furniture Jun 200 BC 10 weapons Oct 195 BC 10 weapons Oct 190 BC 15 furniture Jul 210 BC 15 furniture Invasions Oct 217 BC Greek invasion from the southwest Sep 214 BC Greek invasion from the northwest May 211 BC Greek invasion from the southwest Jun 208 BC Greek invasion from the northwest Aug 203 BC Greek invasion from the southwest Aug 198 BC Greek invasion from the northwest Apr 193 BC Greek invasion from the northwest Oct 188 BC Greek invasion from the southwest Price Changes May 215 BC Oil price increased by 20 Dn Jul 210 BC Weapons price increased by 10 Dn May 200 BC Wine price increased by 35 Dn Jul 200 BC Marble price increased by 40 Dn Other events Sep 210 BC Corinthus now buys 25 weapons per year Jul 205 BC Corinthus now sells 25 clay per year Sep 204 BC Corinthus now buys 27 weapons per year This assignment will net you with a lot of experiences in the neighborhood of frustration and depression, if you do not care a lot for prefectures. Since this is a desert scenario, buildings have an increased rate of being a victim to self-ignition. For this reason, using the 9x9 tiles technique you should stick to at least 2 prefectures for each 9x9 tiles area. Also, it is very hard to decide where to start. For instance you may try on the coast line, but fish will get "rare", that is - you cannot build enough wharves to feed all people. Using the farmland yields a lot more food. I feed 600 people with one fruit farm. I recommend starting with your first residential area setting foot on the second road tile away from the red flag. This way, you get the settlers settling soon and moreover you can apply a little trick: you can actually catch the zebras and put them in a nice cage. When they run in the stone cornered zone to the north, build a wall to make it a non passable area - voil , so much for the wild animals of this assignment (they ARE quite a pest in this scenario, and given the fact there may be people who cannot as of yet kill wild animals, this may be very helpful). After building up your basic settlement, start building forts of legionaries (one or two) and at least one or two mounted auxiliaries. Sometimes your city gets big and out of hand. You simply cannot build a pile of forts around your city, city walls would soon have to be eradicated again because of your city expanding and thus troops will have to get from your military district to the enemies probably on the other side of the map in no time. The fastest troops in this game are the mounted auxiliaries, so have them for a fast strike array - they will hold the enemy from charging against your unprotected city (time to have them lay down a 1500 people city: 11,5 seconds). Meanwhile your academy trained legionaries can mop them up. Since mounted auxiliaries regrow much faster than others and in advance do not need weapons to be trained, you may as well start building mounted auxiliaries in masses. But remember, you still need workers, food and - of course the forts have a huge detrimental-effect radius, which means you cannot build housing with a high desirability within say half or three quarters of a 800x600 screen (around 10 tiles). This means, plan your military district well. Best would be building the city around it. But since you cannot start out with building a fort, and then housing around it (desirability y'know?), you will have to stick to the strategy described above. Most important is to have Mars on your side. Try to have him constantly exalted using festivals, temples (large temples preferably, but importing marble may be a bit costly) - so if you have twice the amount of temples you you would need for the amount of citizens you have should also do the trick nicely. Strange enough a once set guardian spirit has his own will or so it seems. Foes came into the city and only when one was left did the guardian spirit awaken and kill him. Aside of this, they were sent by Mars because I had him exalted and then wrathful. The main trick here will be to have two cities. Quite actually one will be supplying the food and the other one will do the trading. This will be achieved by building one city as far towards the sea connected using farmland to the shore. So building one residential area will net you with food and housing for quite some time. But it will not be sufficient for a long period. Because of this I urge you plan another residential area in the vincinity to the sea or alternatively if you started out near the sea, a new area should be made up somewhere near the wheat (yellow dotted) area on the other half of the map. Both, the fish from the sea and the fruit (and olives, which more come into evolution than into nutrition) yield part of the food you are going to need during this assignment. Of course you could also refuse from having any wharves and just build up a lot of fruit farms on the two patches of farmland (one is hidden by trees near the order of the map with the red flag to it) - but you will need to have a working trade route system which may not be achievable this way. As with the two-cities trick you may as well save time since you will two or three things out of one construction. The following are some hints you may need if you were not successfully building any permanent settlement up to this point: - water fountains only yield a range of 3 tiles instead of 4; this may inflict your buildings as follows: instead of 9x9 tiles build 7x7 tiles (with roads around included) so that all houses still receive water - try importing clay which will net you with pottery; the more buildings evolve, the higher the prosperity - if you would like to try an alternative starting point go to the centre of the map and move to the east until your view centres above a piece of map featuring wheat (farmland) areas, lake water, sea water and some rocks. This will be the centre of your new city. Build iron mines at the rocks (three for a beginning), housing nearby, but not adjacent, farms (fruit mainly, some olive farms should be able to fit in too), prefectures - at least two per housing area, granary and market nearby and a reservoir near the sea. Also include your basic trading buildings, like dock and a road directly connecting your warehouse (you still have to build) - after this read on below for general hints during this mission. - After having all your wharves equipped with ships, eradicate the shipyard you need to build ships (from the construction menu - the hammer icon namely) and build another wharf - this way you can maximize the resulting food harvest from the sea - Have a lot of weapon workshops around; since you will need quite a bit of money to supply all the necessities for a working city (not: town, village, outpost...) you will have to export a lot of your goods; since food exports however only yield minium venues and manufactured raw materials always (like in real life) cost more than the raw materials themselves, exporting weapons is the best you can do (aside from morality problems you may develop ). - Have 32 to 64 legionaries and at least two auxiliaries as soon as possible - generally what is wanted from you is to take advantage of around 10 years of peace and then have enemies running over your city - if Mars does not send another guardian spirit, try this strategy: to the point when the first enemies attack do not provide festivals dedicated towards Mars however have enough temples to satisfy him - when the first enemies have been killed, dedicate all festivals to Mars until he sends a guardian spirit; when the enemies attack - usually with an army of at least two legions - have the guardian spirit do your work - entertaining to watch. But beware: This spirit does not always awaken in time or when you should be in need of it. Because of that this strategy may be used additionally but never as your sole defensive maneuver; this way however you are protected the best way you can make out, aside from moving to more peaceful country.. - As you can see from the chronicles, Caesar will want two types of exports to be sent: furniture and weapons. Rarely he requests meat in form of fish or fruit and olives too, but this is probably a chance in the vincinity of happening to 1 out of 500 games. So, stick to producing as many weapons as possible (10 weapons shops is quite good but the more the better - have some warehouses as well!). When Caesar starts requesting weapons, you know the requests will come continously from then on. Build a timber yard and furniture workshop and stockpile it. When Caesar requests furniture, deliver it and release the stockpiling to trade -- within and outside of the city. This enables evolution of some of the houses and also generates some funds. When Caesar starts another request you can still restart stockpiling, but remember evolved houses will rely on a continuing stream of furniture, so cutting their access may cost you more than would building more timber yards (and there's enough woods out there, y'know?). Sticking to these hints should make it easy surviving the first two enemy assaults. From then on, things get really military. Should you now be able to cope with around hundred and more people on your screen, choose another scenario. Later in the game I had invasions of around 200 to 300 people at once. Although I had maxed out my legions by that time, it was still hard to cope with all of them, since coordinating all the troops was hard. In effect having one of Mars' nice guardian spirits at hand always puts the advantage on your side, and you'll need it. We shall however concentrate on warfare in this level now. Here are some guidelines and - as always - keep an eye out for whatever problems may arrive by having the "T" overlay (problems, risks) checked every now and then (5 minute intervalls are just right, if you may wonder what I mean). I have had two forts with legionaries and one with javelin auxiliaries which made myself pretty much invincible - given you use the right strategies whenever enemies appear. If you are not familiar with strategical planning of attacks, you probably should get more legionaries and mounted auxiliaries as well. Aside from this I found a neat little thing-o in the game: Compared to the strategies described in Caesar's "de bello Gallico" (about the Gaulish War) the same strategies work in this game; very well! I also employed some modified tactics which I am going to teach you throughout this file. One for example, as mentioned earlier, would be to place the long range fighters to the back. Another one is to take advantage of the formations offered by the game. Right-Click on the the legionaries (or other units) and assign the most appropriate formation (described in a box below below). Do not select mop up formation if you are attacking an enemy army that just appeared on the screen. Another thing to notice is the formation of the enemy. Many times the enemy will wait for you at the position you give to your legionaries, but sometimes he will not. When some of the legionaries or soldiers of the enemy escape your army, have at least one legion to cover your city. In other words: Do not send out all armies to fight your enemy. Depending on the size and layout of your city (roads!) have at least on legion (legionaries, not auxiliaries) on reserve. This is important, as straying enemy soldiers can lay waste to a city just as well as an army - they need longer, but as the game says: "they're gonna drop in for a sip of wine, or what- ever else comes to their minds." - Be sure that wasting your city IS on their minds. One problem you may also encounter may be crime. Seriously this can affect your whole city in less than a year. It takes around two to five months to develop (I watched it several times and it took two months when I had the worst conditions). Reducing crime is not quite easy. Start out with dedicating the biggest type of festival (in this case a large festival) to Venus. Build more temples, meaning, build more temples for each god, so that you have a mean number and do not show anyone you like him or her (that should be her or him, wouldn't it?) better. This mainly is meant to increase your status with the gods, and thus with Venus who will instantly cure your city with a "bless of goodwill". However, if this does not happen a short time after your festivals - you can check the Religion advisor: if it shows "exalted" with Venus and she does not react that is - immediately start out (or better: start out while people are preparing for the festival) to reduce taxes to as low as you can manage. Do not get below 2% if possible, because most cities need some taxes for people to stay "reasonable". I had five citizens start playing terrorists and spreading vandalism when I reduced my taxes from 9% to 0% because I had too much crime. If you can afford it, try it. If it helps, it will help even better since it will also increase the image of your city reflected in the amount of people immigrating. Aside from this have a look at problems. Are there areas with no or too low or too primitive water supply? Do you have enough workers for water supply? Do you have roads set up to all occupied housing space? Does everygone get something to eat (SOMETHING means: you cannot eat furniture!) etc. Also try hitting T while in main view to activate the problems view. This will show you any facilities with too little laboreres and of course those receiving not enough raw materials. Also have a look at your "summing up the others" advisor. He will tell you whether you have got problems with food and food distribution. The latter is more important, and harder to achieve to be on a high level of satisfaction. Since distribution is made true through markets, you may as well try and build as many markets as you can afford, but heck - the consume desirability, cost workers, and probably will not be stocked enough. Have a granary instead with far away housing areas (that is: far away from your farms or wharves) and set it to getting goods. Two markets should be plenty with your cities' 7x7 tiles housing spaces. It may well happen that this is too much, but don't worry. People will not complain about too much food - at least, they never did with me. Another final thing for winning this scenario relates to see born trade. Since ships have a certain potential they can carry when they arrive (12 units of any kind of trade item), you should have those 12 units whenever a ship arrives. Initially they will not buy for example more than 15 units of weapons in one year (as shown by the trade advisor on the empire map when clicking on the respective city) - but later they may go buying up to 25 units. This way two ships may appear simulanteously. Don't worry. The second one will anchor and wait if you only have one dock serving the second ship. Since a year takes quite a long time to pass even in the fastest speed setting you may experience that ships come and go without buying even if you have a 30 units of weapons in your warehouses. Now this is (or may be) because you already have sold what they are willing to buy. Usually you will have done so around July already, but don't worry. This is good, because it shows your trade route works really well. I just the maximum buying spring from 25 to 27 units of weapons per year without a message. - noted later The peace rating will jump to 100 when there are no further attacks to be expected. Choice #2 (Mediolanum) Objectives: population of 7000 citizens prosperity rating of 25 favor rating of 30 culture rating of 40 peace rating of 40 Chronicles: Initial Money DN 7000 Highest housing level Grand Villa Trading Massilia (land route) - 600 Dn to open trade route sells Capua (land route) - 400 Dn to open trade route buys 25 weapons sells 25 clay sells 15 meat Jan 220 BC The level begins Requests Oct 215 BC 10 timber Aug 210 BC 10 timber Aug 205 BC 10 timber and so on Invasions Apr 218 BC one army, one or two elephants Aug 217 BC two armies, three elephants Mar 216 BC three armies, five elephants Sep 215 BC three armies, seven elephants Mar 212 BC four armies, ten elephants Mar 206 BC two armies, five elephants Mar 203 BC two armies, three elephants Mar 196 BC two armies, three elephants Price Changes May 215 BC Furniture price increased by 20 Dn Jul 210 BC Weapons price increased by 10 Dn May 200 BC Clay price increased by 35 Dn Jul 200 BC Iron price increased by 40 Dn Other events Mar 205 BC Marsillia now buys 45 iron May 205 BC Capua now buys 15 weapons Quite interesting this level puts you on a really big amount of new things. First thing you may notice is the extreme spreading of the land. There are a lot of things an expert player will notice and some planning is an absolute must. If you thought you can go out and start building; well you can try, but the same effect will be reached if you start out planning beforehand - besides you'll save time with thinking before going to work. Since you will learn bit by bit on trial and error in the non-thinking-before-playing type of game, we will stick to the more convenient and effective type of playing. First of all have a look at the terrain. It's huge, it's vast. Things you may notice: - There are wolves in this terrain (in the far north, for instance). These will hunt and kill (among eating) your inhabitants, so try to keep away from them. Legionaries can kill them if you have installed the update - where to get this? Look at the Appendices for more information. - There is not sea around. Contrary to Miletus, you do not have to worry about feeding your people. There is so much wheat around, you will be done for a long time - you could probably have 10000+ people around and still produce much more food than you are eating (thus being able to export meat for instance - this brings money, and money will be needed A LOT during this level). - You only will have to deal with land routed trading caravans; because of this, be sure to include gatehouses for them should be build walls around the city. - There are not birds above the water tiles, so don't bother building wharves (which are not even available). There are other things, but these are pretty much straight forward. Another interesting fact is appearance of native people. This will be the first assignment map where you are going to feel almost the whole potential of the game. Aside from not having sea born trade or anything connected with the sea and not having certain other buildings, you are now able to build a hippodrome, the biggest building as entertainment goes. Also, you are facing native people, whom you have to persuade and civilize by building a mission post on their grounds. You have read "their" grounds, because the claim some of YOUR map terrain as theirs. You can have a look at the size of this "lost" space with the "risks-native" overlay. Do not build anything on this terrain, because the instantly would destroy it. Natives are a problem we are going to deal quite late in this game, because right now, we have far bigger concerns. If you however handle them right, they will allow building stuff on "their" land and even start trading with you. Note however that this feature is not that important in the beginning. The biggest nuisance still awaits. You may have heard about Hannibal. Most of you may know the A-Team. Their leader is Hannibal, and he is known for his plans on dealing with strong foes. Same thing here, although vice versa in some aspects: Hannibal of the Carthaginans created the image of the "genius-plan-maker" not the one from A-Team. But don't bother to think about this if you are not _very_ interested, this is just an interesting glimpse of information. OKay; so the main story of this paragraph was: you are dealing with the historical Hannibal a general of the Carthaginan army. And this one is tough as steel and witty as McGyver - if that tells you something. Caesar tells you he will not dare to cross the Alps and attack your city, but that as history reminds, Hannibal did so in real and he will do it here. Second thing which may sound surprising: He's bringing is battle elephants with him. Carrying those across the Alps really endangered the Roman Empire, but this time you are in the middle of this. Expect armies of the 100-people size and more. Amongst elephants, this will really a WHOPPING battle assignment. ("extremely dangerous assignment", you may remember, yes?) Keeping all of this mind may sound hard, because it's hard to start once you are getting the big picture. But do not worry. We'll start out quite normally. Since you can export iron and weapons and need them for your armies, you will have to build *many* iron mines and *many* weapon workshops. This will be, aside from markets, farms and water supply, among prefectures and engineers' posts your main industry for the time being. Later on we will add others, but these shall be the most important and as far as I can trust my guessing I would recommend a ten iron mines and twenty to twenty five weapon workshops for the whole assignment. When to build them? Whenever you can afford it, people-wise, money-wise, time-wise etc. Let's get down to it from the theoretical part to the practical part. Reset the map to Northern regions to the upper screen border and go to the left border (western). A street with a red flag is there. Follow the street to where there is water and farmland nearby. Here's the starting point. Another advantage aside from farmland and water is the inland situation and the many rocks around. The protect you from being overrun, both timewise and people-wise. One thing you may find out is, that you do not have to have any prefectures in this assignment. There is not threat through fire other than by rioters. If you do not want them, do not build them. However you still need the maintenance done by engineers, so build their posts around the city. Also, you should save often. Wolves invade your town regularly if you do not cut them off by walls. If you want you can install prefectures to have useful first-aid attackers fencing off minor troubles. Also if rioters start prefectures should be there (imagine sending in the military against harmless .. well, okay,,... they DO do that!). Prefectures are still needed if you have trouble from this direction. Otherwise don't bother - you can also go against the wolves with hit squads made of mounted auxiliaries. Have three or more together and go hunting wolves. It's like in Dune 2 when you go hunting for the harvesters - great fun. But beware to be back in town when enemies arrive. Having your cavalry ride straight through the map still takes time, even if they are very fast riders. Okay; I just found out having two armies of legionaries is by far not enough. This made me rethink a few strategies, and I think I need to share them here. The first three attacks almost constantly are more or less preparing for what will be coming at your doorstep very soon. The first attack will be made up from an army of around 16 people. The second attack two, and maybe the third. From then on the attacks will get more and more until you have got a two each month. At this time, elephants will start appearing. If you do not have an army to outmatch your enemy in all types (position, number, type, morale, health,...) you will fail. Probably not. But most probably you will. See? It's as easy as that: Have at least TWICE the amount of soldiers and you will be fine. Have them go out and meet shortly before the enemy. Then, you when you got them concentrated, hit hard and fast. Forget about auxiliaries, if you still have some. They are meant to stop them from running inside your city at uncontrolled spots (far better than the prefecture type security - aside from producing less low desirability and space - amongst care..). Place those (mounted auxiliaries preferred since they at least stay a chance at fighting elephants) at weak spots of your installation. Be sure to have them in a defending formation - this allows a formation bonus during fights - moreover this is already a hint towards their use: they are used for defensive maneuvers. This would more or less waste their potential. Usually you can wait for the enemy to attack, but remember, the faster you hit them, the better the morale will stay (which will even get lower as you stay in the fields and enjoy the (though scarcely seen) sun). OKay, you had your fun, now to the down deep part. Build walls in following situations: - enemies are coming nearby and your armies are frightened; this will raise the morale a bit and even allow otherwise unguarded cities stay intact a long time - triple thick walls are minimum against the elephants, and double are minimum for building towers - you are facing more than one attacking army - from different directions that is These two situations are very dangerous. The first one already features a perfect number one crisis, because elephanted (..) troops can lay waste to your city in a minute (if below 5000 citizens) - the second one does not happen that often, but if it happens you are in deep trouble. Given the place where I suggested starting out your installation this time, you should be able to reduce the possible attack ways to two - which renders building forts at two positions and easy consequence. But have them balanced. Javelin auxiliaries on one side and the rest of it (e.g. 7 legionary-armies etc.) on the other is NOT balanced. This is dangerous stuff to play with and if you do not like strategics, you probably want to select the other (less dangerous, yet still challenging) assignment. Some information on trading should be applicable by now. You may have mastered the first assaults and may be wondering why your trading is out of luck. First of all: Do not dedicate any festivaly to Neptune. Since you do not have any chances for sea-born travel nor trade at all you will not be depending on his benevolent smile :-). Aside from this there are some interesting spots to notice: Build a weapons market, as mentioned before. But also concentrate on building some marble quarries. They will net you with marble, which you will need to build oracles. These in lift spirits add to your favor with the gods and the culture score rises a lot (or a bit, depending on how much better the overall situation gets through building them). Somewhere between the first few assaults Caesar will start requesting goods. First may be timber, so do not neglect building timber yards amongst furniture workshops. Since you can export furniture for 200+ denarii, this is important! Have an own warehouse for each type of wares you export and do so as much as possible. Having more than 10,000 denarii should be possible if not easy this way. Expanding your city is also important. The better your trade works, the more legionaries you will be able to train and the more secure your city will be - and elephants in the city definitely can ruin your peace rating! You are probably wondering whether there are any special tactics on how to manage the enemies in this assignment - there are. If you have build your city to where I have described above, you should not have a problem doing so. To the west build walls of around 10 tiles thickness to wall facing your city being towers between two mountain ranges very close together. Build your city nearby and the forts immediately next to the walls. Also, build a thin wall to whereever enemies could start accessing your city - strange enough they will not try to attack the thin wall but immediately will head for the one closer two your city - now be sure that's going to be the towered (..) wall (the thin wall can be far off your city, as long as it connects to mountain ranges and cuts the enemy off from your city completely!). Note: Five elephants and twenty Carthaginian soldiers alone can know down your walls PRETTY soon - which will be happening quite some times. But that is not a problem! Whenever the break through have some four to six armies of legionaries storm against them in the leftmost option of formation. They cannot get into your city, and javelin auxiliaries behind the legionaries can kill them easily. If you are fighting near or inside the path they cleared to break in, you are supplied with help from the towers and patrolling prefects and legionaries on the walls, too. So this way, the enemy in this assignment (and, well enough for this strategy) most others can be overcome. Carthaginians are, aside of Caesar's pretorian guard among the strongest enemies (masses of troops, elephants to reckon with!) - so deal with them like there's no tomorrow. Another thing concerning military stuff will be the empire service that you will be confronted with in the second or later part of this assignment. Really not a matter of danger if you are well equipped. Preferably send javelin or mounted auxiliaries because others will take a long time to get to help and most likely will fail in doing so (you can check via the map view) - note: after assigning empire service in the military advisor, you have to dispatch them via the emperor advisor. They WILL NOT be available during any threats until the return. They can be defeated and if so, there is a chance that you will not get the whole or at all any legionaries back - so be careful. Always send few but not too few legionaries accompanied with at least two auxiliaries of ANY type. And watch the fun! One nice thing which may arise from this: If you send enough armies (or strong enough ones), you will receive the gratitude of Caesar (favor score rises a lot) and a building crew for constructing a triumphal arch. This building enhances desirability of the surroundings somewhat, so use it some places with crime or if you have any new settlings around which are not fully developed yet (which should be easily attainable in this level) build the arch there! Be careful when errecting the arch though: its facing seems to be completely arbitrary but you can use to your advantage and have streets run through it. Wait or only slightly move your mouse to change its facing if it is "against" your street layout. As soon as you have it the way you want - click! Also note, that you cannot destroy it and then errect it again - Caesar sent building troops once. You cannot expect him to send troops whenever you feel like wrecking your city.. In addition to this, the mood will rise like if you were blessed by Venus (exalted in religion advisor would be the needed effect then). This can be very useful against crime as well. Although your army may lack of soldiers because some died your barracks should be supplied with weapons to the teeth and ready to train soldiers in record time (I had mine re-supplied with seven men within a minute!). Do not forget that you only can have six legions that is six armies in your city. You should maximize your attack power as soon as you can - I had a 12000 denarii additionally to six armies and immediately build out city in connection with all trade routes being used (not completely, though - I did not import all the goods the others had to offer). If you would like to compare your city to someone else's I will be glad to send out mine; but please do not ask for it more than once, because even save games DO have a size in KBytes. For instance also caesar3.heavengames (a website, address search for "heavengames" within this file - internet section with links is far below from this ection) offers pre-saved games where you can see other people's cities. Some are well built but some show bad examples of strategy, which I am definiteily not going to discuss in this FAQ unless it is pertinent to any part of it. By chance you may fall below and emperor's favor score of 35. This for instance happens when you are constantly in debt, over do it with no-gifts-for-the-emperor or not help a Roman city in danger. Also not sending in demanded goods is a bad idea. Should you get the message "Caesar wants to arrest you, get favor score above 35 in one year or be done with." you need the following to keep on playing: - nerves - a nice big army (2 forts of legionaries, two of javelin auxiliaries) - time - money The basic goal is to wipe out Caesar's army of legionaries. If you do so, favor will get positively influenced to a level of 25 or so. One year later another army may strike, recycle those as well . After you have dealt with them or alternatively send NO expensive gifts to Caesar. Fulfill all requests, do not have debts, have at least one or two colosea (coloseums that is..) and nerves of steal because usually a bad favor score can crush your career because Caesar likes to attack during other enemies' attacks. And that's sometimes a bit heavy on your shoulders (I had 15 elephants, 100s of Carthaginians and Caesar's army on my back; it took me around 1 minute to click on File - Load and be back one hour of playing..). There is one more thing: If the score drops to nil, do NOT send any gifts, because they will not have any effect. You will have to battle Caesar then, no matter whether you send gifts or not, 0 cannot be decreased.. Since you are dealing with really heavy foes if you dare to select very hard in the difficulty setting, you should try to find a nice tactics with wall building. I adapted and changed the one of caesar3.heavengames.com slightly (see there). With your start start out in the eastern most corner. Go left one or two screens to the western shore of the nearby lake. There, built a reservoir and get your city going. Build a second 7x7 tiles are to the north and to the east of the mountain range between these mountains and the map edge. There also build six to nine iron mines and same or more weapons workshops, two or three warehouses and your forts to the north, but south of the horizontal mountain range. Leave some woodland for timber yards and build five of them. Get all going. First wall to build: To the west of the mountain range in the tight valley. Make it double thick, make towers of the whole wall, leave a spot for a gatehouse, and lay streets before and behind the towers. Do the same to the north of the towers adjacent to the northern streets. Do this three times and have them all equipped with balistas. If you are doing good, no enemy will choose to come in here. If some still want to or cannot decide send all military forces you have south of the towers and wait. Usually they will choose to move straight through the rest of the map and to the other open spot where you can build similar walls but also have your city more easier expanded; the trick should be: do not expand to the northern part of the map but to the western. Also: Build three auxiliaries, rest legionaries. Build two horse auxiliaries or two javelin auxiliaries. Build the auxiliaries first, build a large Mars temple or have a festival dedicated to him early in the assignment. This usually renders you with a guardian spirit and lets you have time for constructing the walls with positive credit left. (BTW: a reason for auxiliaries-first is, that they are built MUCH faster, need NO weapons (which you may like to export) and move faster). Let's get back to the walkthrough. Bascially you should manage the rest of this assignment very well and without much trouble. If you are not able to do so, try using ALL trade possibilities you have got. There's not anything else I probably could hint you at here. Assignment 06 - Choice ---------------------- This time there is - of course - a choice to be made. However you cannot select a province, where there will be no war at all. There is Carthago, which would be the dangerous, hard, warfare scenario (and if you enjoyed the Mediolanum one, you probably would skip Carthago..!), and there's Lugdunum, one of the cities seen in Asterix comics. Take your time, place your choice and then let's go get the barbarians! Choice #1 (Lugdunum) Objectives: population of 5000 citizens prosperity rating of 50 favor rating of 45 culture rating of 65 peace rating of 50 Chronicles: Initial Money DN 5000 Highest housing level Trading Jan xxx BC The level begins Requests Invasions Price Changes Other events Perhaps you have heard of Lug the god of thieves, known especially to the Gaules of that time. This god is said to be the patron of Lugdunum the city of thieves. And when you have got one or another Asterix comic at home, you probably meet Lugdunum and its entertainig flair quite a few times (Asterix - Tour de France for instance). The first problem of this assignment happens to be most difficult if you cannot find a place where to start. This time you are sent to a map where there is one large street without much sense (and space, amongst resources) of building any housing or buildings of other type there. Follow the street and you may reach the north-western edge of the map. From there go straight east (not south!), crossing the mountain range that runs in the northern part of the map and eventually crossing a stream. From there move to left and a bit to the north (please excuse the mixup of north and left - these are more common sense instructions than exact definitions). After you have reached a small island on the eastern edge of the map you are ready to start. You can easily identify this island by eradicating it of trees; the correct one has some farmland on the ground. Build a farm or two, pigs and wheat if possible, and a bridge to connect the island to the southern island. Clear this one of trees as well and build a housing cell of 7x7 tiles (see V. SWATs). Have this one maxed out in evolution as far as possible (large hovels for instance are quite good). If you seem to not be able to get more citizens into the houses because you cannot import certain things and alternatively you need more feeding space, go to the other island, where a senate should have found its place, and build another 7x7 tiles area there. This should also happen if you are running out of money literarily. Build three weapon workshops (or more if you have the money - increase their number up to seven if you like, more's not senseful here) and enough iron mines to supply them with raw iron. After this, a warehouse and your 7x7 tiles area. Wait for the things to come. Now should be the latest to build a mission post somewhere into the natives territory. This can be found by activating the risks-native overlay. Do not build anything else on this space because they would destroy it (and 2500 DN hippodromes are a whopping financial blow out!). When the natives start trading (some of them will get carts into your city and to the warehouse, able to trade 2 units of whatever you can export to other cities - do not do so just yet, do it when you constantly have more than two of the things you can export, this will save the money for trade routes and max out trading far better! - for now you should probably read the beginning of the sentence one more time ) build more marble quarries and iron mines and weapon workshops. If your trade is running and you have around DN 5000, the wolves are all killed, we will add more features to your city. Gradually however, you should add some of the following in the meantime: - temples (one for each god should be plenty, if you have more than 750 citizens, build another) NOTE: spread them around town, since all citizens need religion access (..) to evolve from shacks to hovels - if you can afford it and have the space (do NOT leave the island by now!) build entertainment arrays; for instance: actor colony and theaters - you probably won't have the space or money for a hippodrome and chariot trainer. You are ready for further expansions when you have used up all the resources of these islands - you need to, because you have VERY little space in this assignment, but need a city two thirds as large as the last you built. With all the mountain ranges around we will face importing goods very soon. The following are hints you may find usable during the time you are constructing your city. - Wolves: Build up at least five prefectures for each 7x7 tiles area and have the prefects hit the wolves. There should be three prefects for each wolf in the city. Gradually they will stop to enter the city - you can increase the speed of this by hovering over the map and looking for stray bands. Wall them in. (See V. SWATs) - Native: Once you have brought Latin culture to the natives they will commence trading with you. This will be visualized by a guy with a cart moving to and fro your warehouse. He can buy and sell two units of any good for trade (and most of the times does buy them). When the goods start to make your warehouse full, expand your trading possibilities by opening up all trade routes as soon as possible. III. Frequently Asked Questions Please note: Some questions of these section are directly taken from the online help, because some questions asked via email were practically the same as in the online help. Because of this I entered their questions here, but left the original answer. One very nice question I received the other day: Q: Is Caesar III year 2000 ready? A: (honest) Should you ever reach the year 2000 A.D. (in-game) you may as well celebrate your 200th birthday, but don't forget to invite your kids' kids' kids' kids.. :) Q: One fine big fat sheep just sat flat on one of my roads. What can I do? A: Quite actually if you cannot frighten it away using civilization, you are victim to a bug in the game. You cannot make steaks out of it, unfortunately. There is however a chance that the following strategy works: Use the shovel icon somewhere near the sheep and probably it may move away (works around 90% of the time!). Q: Why aren't immigrants moving into my vacant housing lots? A: You probably have one or more of these undesirable conditions.. - high unemployment remedy: Remove some job places, e.g. remove a second granary or every house that has lower employment than 50% of its actual needs; note with granaries and warehouses: empty them first before you shovel the goods into the river. To do so, select them with the right mouse key and then click on special orders - there click on the button(s) until all show "empty warehouse" or "empty granary" respectively. - high taxes remedy: If you think you cannot afford a 10% tax instead of your whopping 20%, you may be wrong. You will not be able to afford having no one who is paying taxes, so reduce them to around 5% and then slowly (each year 1% at maximum, better two years between increases) increase taxes again. Never raise them higher than 12% permanently or higher than 18% for a very long time. 18% will scare the most content people away, if you are trying to get more immigrants, set very low taxes. To switch to low taxes visit your finance advisor. - low wages remedy: Set higher wages using the labor advisor. Higher wages than in Rome (displayed there) raise the mood, lower wages than in Rome decrease mood status and will result in more crime and less immigrants. - insufficient food remedy: If you are facing a famine be prepared to little reserves in your money pocket to build some farms. Another way is to throw peoples out of your city so less people are consuming something. This is not very much cheaper and generally a bad idea because the people will not likely come back (and it seems there are limited numbers as to how many immigrants are going to be appearing in your city!). Read about the mood concept for further details. Q: I can't attract immigrants because I don't have enough food, but I can't get enough food. A: Use the labor allocation panel to briefly reassign the workers that you do have. If there's food in your granary, but you lack the workers to distribute it, make commerce your no.1 priority for a minute or two. If the granary's empty because your farms aren't working or the granary has no staff, make industry no.1. Don't skew these priorities too long, or you risk fires and riots. As soon as you see immigrants arriving, return your priorities to normal. If your people are really mad, try putting taxes down to zero for a while, and maybe even bold a festival to cheer them up. Q: Why won't my farms or mines produce anything? A: Assuming that you haven't turned them off with the senate's trade panel, they probably lack laborers. Try building housing closer to your industries, or assign a higher priority to industry on the labor allocation panel. Read about employment for further details. Q: Workers with a full carts are just standing around. Why don't they get to work? A: They would like to, but there is no place for them to deliver their produce. Make sure you have free space in your warehouse and granaries, and that they have enough employees to function properly. Read about industry for further details. Q: How come all of my water supply buldings keep flashing on and off? A: They need laboreres. Take a look at the labor allocation panel. If the number of actual employees is less than the number required, then your harried water workers are doing their best to spread water coverage througout the city, but can only do so sporadically. Assign a higher priority to water supply or increase your overall workforce. Q: I need money! What can I do? A: First, ensure your people are paying you taxes. Use the commerce tax income overlay to spot any areas which are not covered by a tax collector, and build a forum to send collectors past those dwellings. Make sure that you have allocated enough labor to government so that the existings forums and senate send out their collectors. Consider putting your tax rate up. You can get away with quite high rates for a short while if your people aren't too angry already. Second, start to sell exports, and try to stop importing any goods you can do without. Trade is a very important source of funds for most provinces. Q: How do I get trade working? A: First, use the empire map to open a trade route. Second, make sure you have a commodity your trade parnters want stocked in a warehouse or empty warehouse space if you are trying to import good. Third, use the trade panel to specify a commodity for import and export. Finally, if the route you opened is a sea route, you must have a functioning docks. Check out the trade entry for more details. Q: Riots keep breaking out. How do I keep my city from going up in smoke? A: To prevent riots from occurring in the first place, remedy the cause of crime, which is bad mood. You should have received multiple warning you of the problem; try to start fixing the problems as soon as you start to receive twarnings. Lowerings taxes will help, as will raising wages to more than Rome pays, reducing unemployment and ensuring everyone is supplied with food. If the situation is very bad, though, lower taxes to zero until your citizens relax a little. The cost in taxes lost will probably be less the cost of repairs after a riot. Just don't forget to raise the taxes again when your people in in a better mood. Make sure your people are fed, even if this means importing food. Ensure that the markets are working properly and distributing food to all the houses which need it. You can use the commerce food overlay to see if any houses need more food. Hold a festival, too. Your people are usually cheered up by a good festival. For a possible blessing from Venus, hold a festival dedicated to this goddess. Limit the spread of fires by building prefectures near the source of trouble (and make sure there's housing nearby to provide labor). If your prefect's bucket brigades can't keep up with the fires, destroy some neighboring buildings to create a fire break. Fires won't spread across empty land. Read on mood concept for long-term solutions. Remember that when something isn't working right, you can almost right-click on it to find out why and find the appriopriate help entry. Q: My housing is stuck because I can't get pottery, but there's pottery in my warehouse and the houses have market access. What am I missing here? A: Make sure the market can get pottery from the warehouse. If it is too far away, the market's buyer will not visit the warehouse, or will spend so much time in transit that the market frequently runs out of pottery. Build a warehouse closer to the market, and use special orders function to move pottery to the new warehouse. Installation: Q: My virus detection program found a virus! It says that lionTr_great2.wav is a virus. A: This file does not contain a virus, though some programs see data in it that looks like one. Also, a .wav is not an executable program, so a virus cannot work from a .wav anyway. Q: I have downloaded the 1.1 upgrade and the installation tells me that c3.exe is not a valid previous version and will not complete the upgrade. A: Make sure that you have the correct upgrade version (the North American version of Caesar III is different from versions in other countries.). As of this writing, the 1.1 upgrade will only work with the North American version; however, a non-North American version of the 1.1 upgrade is forthcoming. Also, the upgrade looks for the original version of the c3.exe, so if you have installed a trainer that has modified c3.exe (or modified the file in any other way), the upgrade will not work. You must reinstall Caesar III before you can install the upgrade. Q: I downloaded the map/assignment editor but it will not install correctly. A: The file was probably not downloaded correctly. Try a different site or a different download program. Q: I downloaded a map made with the assignment editor but the trade routes do not work and the empire map is strange. A: You must have the updated c32.emp included with the map editor. Many sites where map downloads are available will have the updated c32.emp file available too. Gameplay: Q: The game seems to pause for a few seconds at the end of every month. A: The game updates various items at the end of each month. On enormous maps especially, the terrain update can take a little while, causing the pause. Q: I can't change to a windowed screen. A: To use a windowed screen, your desktop resolution must be set higher than the resolution that you are playing C3 in. If you happen to switch to a windowed screen at an inappropriate resolution, you may experience extreme graphical corruption of your desktop. Switch back to a non-windowed mode (use F7) to resolve the problem. Q: The mouse is twitchy and jumpy, especially with text panels and when videos are playing. A: Update your mouse drivers and confirm that you are using DirectX 6.0 (or higher). Some animated cursors can cause also problems. Change the mouse pointer setting through the control panel. Q: I'm having trouble with sound in the game. For instance speech is slow or there is some background noise. A: Generally updating your sound card drivers and using DirectX 6.0 or higher will solve the problem (also refer to the general trouble shooting tips). If not, then your specific card has some sort of conflict, contact the card manufacturer. Also, be sure that you have enough RAM for the program. Close all other applications. (Use Ctrl-Alt-Delete and close everything but systray and explorer.) Q: The status.txt file says that some .wav files are missing (prefecture.wav, eng_post.wav, well1.wav, etc). A: These files were taken out of the final game. There is nothing wrong. IV. Game concepts There are various concepts in the game. Be sure to be familiar with them. Since they are described very well in the online help, you may just need to read this help in order to be informed. There is a lot of information in this help, although I think the help system itself is a bit awkard of design. But no problem either way. Before playing try to familiarize with yourself with some of the concepts by actually reading them. Yes, Caesar is a game where there may be some reading necessary, but beware that this reading may even entertain you. Very soon you will see the emphasis on mood in the game. And this tells you a key to winning the game: try to keep mood high at all times. For this reason, I have assembled some hints and tips. Aside from what is told in the help, you should also read these tips here. You should always try to do the following things in order for your city to bloom and flourish. - sheep and zebras can only be frightened away by building something nearby; see SWATs section (see game alterations in Appendix K) - sometimes sheep or zebra (only seen with sheep though) will not away even if you build a palace or more dangerous to their health a Coloseum next to them; I actually had them encirceled with Colosea (plural of Coloseum) just for fun, but they did not even move - perhaps a bug - when you surround a set of housing with a wall, the housing will disappear after several seconds; use gatehouses to provide necessary access to the rest of the city map when fortifying residential areas - there are wolves in the northern reaches of the Empire, better not try biting them (i.e. they will attack Roman people) - cart pushers usually wait for you to build a new destination if the old one has vanished - you may build an unlimited number of reservoirs linked together by one or more aqueducts - plan your first residential area well; have access to farmland, raw materials and water at a minimum - keep the road network simple * low number of intersections * straight roads - build no more than two residential areas initially - housing may expand into gardens, but not into statues - get a trade route started quickly (ensures good growth rates and keeps your purse filled) - lower your taxes in the beginning, slowly raise them later in the game - do not build too many gardens or plazas - build small low rent communities near areas where you are having labor problems - leave open spots in residential areas for expansions or additions like baths, libraries etc. - cover wages with taxes no higher than 10%, make it 8% ideally, never go below 5% - build farms at the edge of farmland - only one tile of housing or baths needs access to water - specialize in commodities - place docks near where trade ships enter the map; build one dock for each seaborne trade route you open - minimize cart pusher travel time by building granaries near farms and markets near granaries (i.e. farms - granaries - markets) put workshops near their raw material suppliers, best would be adjacent, warehouses near workshops, markets near warehouses (i.e. ideal chain: farms - granaries - markets - warehouses - workshops - raw material suppliers) - Neptune's wrath can only affect you, if you are near the sea - evolution increases with desirability rates; this is graphical only, their function does not change - best defense offers a wall of towers, that is no simple wall, just towers, leaving open some gates - instead of relying on just your towers also have some army units handy; recommended are at least one cavalry, two legions and two or three javelin auxiliaries - a strategy common from Command & Conquer: meet your enemy with armies in range of your towers and have long range behind hand to hand units - build a legion every two years, from year 10 upwards get military even more - save often, always a thing missed during real life, saving is what keeps you from redesigning your city many times over - something for those rioting people are decreased taxes - never let unemployment exceed 20%; quick jobs are made with extra hospitals - always have some 5-10% of unemployment so you can quickly call on people's workforce if needed (extra legions, for instance) Proposals on design and layout of city building; these are mainly input from other people. These are their styles, and some are useful, some are just fun. I will however tell you which are just for fun. - The main residential district started as a 9x9 square of road, with the inside 7x7 square filled in, two squares deep, with lots. The very center was the fountain (eventually), and the 3x3 square around it filled in with gardens. The road was then covered completely with plazas. (by Aaron Jensen, [email protected]) Comment: This seems one very senseful layout, although too many plazas, I'd presume. You should probably keep it with plazas at intersections only. Comment for later assignments: Place those plazas (all around the housing) when the mood gets uglier, or when you have problems with development - usually this helps a lot. On favor ratings Aside from this Caesar seems to change his favor quite arbitrarily. But there is a logical scheme these changes. For one, he will decrease his favor rating whenever you run out of money and do not get up to positive (or at least neutral level) within a given time (usually 12 months and another 12 months). While you usually start out with 50 favor points, they can be easily wasted if you are not very careful. When Caesar requests something, you should try, above all else to fulfull this wish (if enemies are raiding your city, you probably will have to face this first, but aside from this, I cannot imagine a lot more problems than this - not even the gods' wrath is as hard as Caesar's. He's your chief-in- service, your personal god. His wrath can end the game for you, the gods' wrath can only make it difficult, or more difficult). If you fail to do so, the favor rating will drop to ten and then (after another 12 or so months) to nil. At this time you are given 12 months to raise your favor rating beyond 30. Otherwise you will be arrested. This may be very difficult, because usually you are facing a situation you cannot easily cope with. Money may be low, trade ships will not buy from you, because enemies are near or you cannot produce enough weapons because you need them for equipping your soldiers. Yet still, being arrested by Caesar means GAME OVER. But let's get back to the scaling of the favor rating. After fulfilling a request your favor score will rise by around 20 points if you are fulfilling it after he has complained and only by around 10 points if you do in the first twelve months. I cannot say what scale is applied in the first six months but I seem to get more points if I deploy the goods within the first three or two months. I have not had that many chances to check this, but I seem to get five extra points for that (any hints on that are very appreciated). Also, gifts - even the lavish ones - may cost but will not have any effect on the favor rating. Especially this is true, when Caesar is angry, for instance when you are not able to fulfill requests or are negative on money for more than 12 months. Do not give any gifts to him, but put all your money to use in the city treasury, meaning you use the "give to city" option as often as possible. A positive budget is always something that pleases Caesar; why? Because then he sees that he gets something out of investing an initial 5000 to 10000 denarii into your city - and ultimately that will raise the favor rating by some points. Of course each year with positive budget will add up to your properity rating. Should you be wondering why you cannot reach a good prosperity rating while you are on the edge between positive and negative budget all the time, here's the answer.. On buildings There is variety of buildings in the game. Basically they are what you are able to influence. All other things are not basics, they are features which may vary from simulation to simulation. Especially this can be visualized when you think back to games like Sim City. Buildings and various types of buildings have always been there. The buildings available in Caesar 3 of course differ from those available in Sim City since you are not able to by skyscrapers in a town of 200 B.C. On the other hand there are also beautiful and sometimes even nicer buildings available. Looking at the heart of a developing Caesar 3 city fills you with the assuredness that you are building something decent. On the other Sim City always looks like on of those Metropolis cities. You cannot have the skyline of New York. But you can have beautiful temples and villae. Aside of this Sim City (2000 and 3000) offer both different pictures for their buildings even when they are on the same level of evolution. Caesar 3 does the same, but the difference is easily seen: With Caesar 3 most of the pictures are similar, whereas Sim City (2000 or 3000) offer different types of buildings at the same stage of buildings. The following is a list of buildings available, including a description, hints and some information on its values, costs, inhabitant, abilities and needs. I try to get as neatly to the point as possible, but sometimes numbers may be wrong, so please inform me (in order to contact me, please write to [email protected]). Thanks in advance. Roads Description: One of the most primitive types of "buildings" is a patch of roads. These, as constructed in ancient Rome, where of course the pulsating core of each village, town and city. Whatever else you are going to build, all of them need access to roads. Building avenues is not recommended, since your citizens will wander around and take a wrong turn if there is a wrong turn (and you can have cartpushers going circles for quite a number of times if you let them). Okay - probably it's not that bad, but things can easily get worse if you do not plan on your road layout. Since this will determine what type of city you are going to build, the layout should be though of very carefully. Also remember, that a building only needs one (1) patch of road adjacent to be reachable. On the other hand, usually making one straight road is hard and thus many of your buildings may be surrounded by roads. Historical Information: Roads where, at least as far as our knowledge about ancient Rome reaches, one of the most renowned things Rome brought forth. Roman roads were the superlative of luxural travel. Whereas German roads were practical non-existent aside from raw paths drawn around the countryside. Roman roads consisted of a complicated fundament, including chisels, sands and stone plates on top. The overland roads featured flatter stone plates, sometimes bigger plates than in the cities to allow fast travel. In the cities the plates may have been smaller. Sometimes blocks stood out of the ground. This was sort of a pedestrian crossing - the blocks were placed in a way, so that they were standing out of the plates. Wagons, carts and a lot more were built in a way, so that their wheels would exactly match the pattern of the stones. Short: | | * * * * | | | | | | | | `---> pavement | | `---> blocks, raised from ground level | `---> holes between blocks to let carts move through (using special axis' lengths) More detailed information can be derived from Caesar's writings for instance. He says, the Roman army was much faster than most of the other armies because of well built road network. Function: Pretty obvious, if you ask. In the game all buildings must have roads access in order to function. Sometimes roads will evolute to nicer style (from the brownish dirty look to stone plate paved gray look) which indicates the evolutionary plus of the area. Hospital Description: Aside from what the name suggests already (latin: hospes: the welcomed traveller) you may wonder what hospitals were doing in ancient Roman Empires. Now, first of all: the graphics look like the ancient Senate building on the Forum Romanum in real life Rome. Of course there were clinics (see there for more details) and there were hospitals. They nurse those people who are not covered by your doctors, and, if epidemias break out usually can save you from a dying population (60% died within two months with me being governor - shame on me..) A big advantage of hospitals to clinics is, that they also have doctors. This makes them take over a few patients and in advance take up more jobs - if you have high unemployment or riots because of unemployment (anything above 10% longer than two to four months causes riots because of unemployment), you should try to find a few spots into which you can place hospitals. There is however absolutely no reason to place them side by side. Save your space if you can, and try to place entertainment or education facilities (that tenth hippodrome in your backyard should do the trick.. ). Historical Information: There have been hospitals in ancient Rome, but they were somewhat different from what we may connect with hospitals nowadays. æ Clinic Barber Bath House Reservoir Fountain Well Description: Although the Roman water distribution system (you may know the technique of aqueducts) were highly developed, even they had to start once in a while with simple wells. Aside from this, no tent will develop to any better state than - as said - being a tent if you cannot manage to install the most primitive of all water supplies; a well respectively. However, wells create extreme negative desirability, so replacing them with fountains (which of course must be sustained by a reservoir) is highly recommended. If you are really good the fountains will soon develop to more fancy styles. See "Foutain" for more information on fountains' development. Wells are, for their primitivity still quite efficient. They supply water to a 3x3 tiles area, which can be very much for a small city. During the first few assignments you may see that you are not able to build fountains, or, if you are, they are not needed to win the assignment. However in later assignments (approximately from the third onwards) you will encounter extreme problems if you are using wells only. Wells can be a first-aid solution to supplying water if your local reservoir was destroyed by some cause, but rebuilding the fountain-reservoir or fountain- aqueduct-reservoir-... system is better in almost all the cases I can imagine. Historical Information: As far as I know wells were, and still are a very primitive but effective type of water supply. Since they can be used almost everywhere - their productivity only depends on the depth you have to delve into the earth - even desert cities may depend on them. Miletus (Milet in the English language) had its first water system installed and run only by wells. Function: Other than supplying water, which will be done automatically once they are installed, wells can be used to execute a cheat built into the game. For more details on this, please consult the SWATs section farther below (V). Aqueduct Port Forum Prefecture Fort - Legionaries Auxiliaries - Javelin Auxiliaries - Mounted Barracks Military Academy Senate School Academy Library Theatre Amphitheatre Coloseum Hippodrome Actor Colony Lion House Gladiator School Small Governor's Palace Medium Governor's Palace Large Governor's Palace Small Statue Medium Statue Large Statue Gardens Plaza Ship Yard Wharf Engineer's Outpost Granary Farm - Fruit Olives Wheat Vegetables Raw Materials - Iron Mine Clay Pit Marble Quarry Timber Yard Workshops - Weapons Pottery Furniture Oil Temples - Small Temple Large Temple Oracle Wall Tower Gate House V. Secret Weapons and Tactics Although there already are a lot secret tactics and hints on how to play and win (among a walkthrough you may have noticed if you read straight through down to here) the game, some SWATs are explicitely found here, because I found they were the most interesting and effective ones. IN-GAME CHEATS These cheats only work if you are on the main map of any assignment. In order to enable the cheats you must right click on a Well, then press [ALT], K. 1. Instant Victory [ALT], V 2. Get Money [ALT], C Works only if you have below 5000 denarii. 3. Evolution of house types in relation to desirability/infrastructure (by Aaron Jensen, [email protected]) Basically the following table shows what is needed for a specific evolution type - which in fact means more capacity and more desirability, thus more productivity and less tension (unrest) - to be achieved. "Requirement(s)" denotes which things you must achieve, build or get in order to have the evolution done to that point. Note that some of these are incremental: E.g. the medium insulae can only be reached of entertainment is there (from the small insulae evolutionary step AND clinics, hospital and furniture, AND some of the things before the small insulae!). On the other side, you do not need to have a well AND a fountain nearby any building, because the fountain simply is an improved variant of the well. This is a bit complicated but should get straightforward after a few rounds of playing. - "Cap." means capacity of citizens able to live in the structure/.. - the number in the round brackets e.g. (one) denotes how many different (!) buildings of that type you need. For food it means how many different types of food you need. Structure Name Requirement(s) Cap. Notes ------------------------------------------------------------------- Empty Field Nothing 0 Vacant Lot Player declares it available 0 Small Tent Immigrant 5 Large Tent Water (any) 7 Small Shack Food (one) 9 Large Shack Temple (one) 11 Small Hovel Fountain Water 13 Large Hovel Entertainment (one) 15 Small Casa School or Library 17 1 Large Casa Bathhouse, Pottery 19 Small Insulae Entertainment (two) 19 Medium Insulae Clinic or Hospital, Furniture 20 Large Insulae School and Library, Barber, Oil 21 2 Grand Insulae Entertainment (three), Food (two) 21 3 Small Villa Temple (two), Wine (one) 10 Medium Villa Clinic and Hospital 10 1/2 Large Villa Academy 10 4 Grand Villa Food (three), Temple (three) 11 1/9 Small Palace Wine (two) 11 7/9 Medium Palace Entertainment (four) 12 4/9 Large Palace Desirability? 11 14/16 5 Luxury Palace At least 'average' in all ent. 12 1/2 ------------------------------------------------------------------- 1: At this point, I had a severe problem with plagues, and had to re-build quite a bit of the residential district several times. This is because clinics and hospitals had not been required yet. 2: Buildings from this point on only come in 2x2 size. 3: Here, it seemed that desirability rules changed somewhat. Everything inside the residential district was maxxed in desirability, but buildings across the street weren't, and this restricted advancement. 4: Buildings from this point on only come in 3x3 size. 5: Buildings from this point on only come in 4x4 size. The 'aura of desirability' is much larger here. Also, there didn't seem to be any specific demand to reach this point, other than that desirability. 4. Scaring sheep and zebra As if you did not have enough problems with managing a city those moving steaks seem to provide even more problems. Now one way is to click using the shovel icon somewhere nearby. Best would be to click something with just a patch of grass as content, since you do not have to pay anything, but strange enough, the tiles' graphics change i.e. you changed something using civilization - the sheep move away. Contrary to the wide spread opinion sheep do not move away if you try to scare them using civilization this works 90% of the times. 5. Multiple barracks cheat (from caesar3.heavengames.com) The computer won't recognize the existence of your barracks until it has employees. So you can create as many as you want, until one of them gets an employee. This is very useful if you're recruiting troops for more than one legion at a time. I believe each barracks will service a separate legion. I also don't know if the patch has fixed this. 6. Faster academy-training for troops (from caesar3.heavengames.com) Train a legion of javelins until they're 2 or 3 guys short. Then start a legion of heavy infantry. It will take priority over the javs (if you have stocked weapons). Train it until it's two guys short. Then build your military academy. The last couple of members of each legion will bring them up to full perfect in all categories. Considerably faster than running each of the 30 men through the academy individually. 7. Market Desirability (by Omar Ruiz, [email protected]) To elude the detrimental effect of the markets, I put them one space away from the road and then another road going there. A garden in front of it and some plazas around will upgrade them. 8. Out-Of-Bounds Tactic If you would like immigration or trade sped up while you wait, you may try scrolling to the edge and beyond the map. This way, the screen where the main view (i.e. the map itself) would be displayed will gradually go black, leaving behind the menu and the toolbar to the right. Now click the arrow in the top right corner and wait. Usually the computer's resources are taken up much less than while viewing the map's busy events. So this way you can save time and make money faster than usual. 9. Anti-Sheep, zebra and wolves Wonder how you can get rid especially of the wolves just waiting for new immigrants? Put them, if they are in clusters into walled areas (build walls around them - best to be not on farmland) and have them out of the way for the time being! 10. Against elephants we shall move Actually you should not! Have all your strong infantry and your horse auxiliaries staple together in two rows, so that they stand on each other - more or less. Have the javelin auxiliaries behind you (also stapled) - this way a lot of enemy soldiers will be killed in a short time. And best of this: You will not have to fight the elephants because the lag behind because of their low speed. 11. Wiggle-Waggle This technique should be used if your legion is severely shaken (not in moral, but in men) or if you need time to build up your tower defenses (including getting balistas on the towers) when the enemy soldiers, armies and elephants have already entered your map. Start out with send soldiers to the entry point (there should be as little as possible) nearest to the enemies. Especially send all legionaries there. When they change their path to another entry point have all legionaries be positioned there. This will cause them to more or less stay put between two entry points and renders more time to you. OUTSIDE CHEATS These cheats only work by altering files outside the game. You may try to use them during gameplay by swapping to the Windows desktop and then trying to alter files, but this may well mess up your system. Quitting (and saving beforehand if necessary) would be way better. Please read cheat #1 if you are going to edit a file called C3_MODEL.TXT. It teaches important techniques necessary in order to make no mistakes. While I included a list of meaning of the letters I only will explain chaning them with one letter (T). 1. Playing with C3_MODEL.TXT (by Paulette Straub, [email protected]) Higher Taxes You will have to edit C3_MODEL.TXT for this cheat to work. It is based on the fact that each and every building renders your city with a specific amount of taxes once it appears on your map. Now these values may be changed, as I lined out already a bit during the introduction (see the files section, search for C3_MODEL). After you have opened the file using Notepad or other editing program, note that it should not be Word for Windows or similar DTP (desktop publishing program) - they may add some unseen layout data which the program during startup would not be able to compile and as such would cause the game/program/system to crash - search for "ALL HOUSES". It should be below a line of "-" dashes. The following is an example of how it should look like: ---------------------------------------------------------- ALL HOUSES Now after you have found this section, there should be something like this below: House 1 - Tents (and so on) Following the word "Tents" should be a lot of numbers as below: ,{,-99,-10,0,0,0,0,0,0,0,0,0,0,0,0,0,3,25,5,5,1,,,2.5,,,,,, These are the initial settings. You may use this line for experimenting and recovering later. Any input on what the many positions relate are very appreciated. Now for our purposes we are going to change the letter T. This may sound strange, but I am taken the description Paulette Straub described to me and which is partly also implemented in the initial description of the file; which you should read if you have not done so yet. Please note: Data (and so does counting the letters) starts after the "curly" bracket "{" and ends after "}". T would refer to the 20th position in this row. This sounds complicated? It is not. First of all, the numbers are made like this: number,number,number, and so on After each specific value a "," is inserted. ",," has the meaning of a position of say "X,Y,Z" which all are empty. I hope you understand this system, if not, please contact me, or if you think you have a better way of explaining it, please send the alternatives so I can change it to the better. If you are going to change this, do it to whatever value you like; experimenting should be best. The higher the better, but do not go higher than around 500. Gameplay sucks with unlimited money. And 500 denarii from a tent is quite enough. "Give me money if I buy something" Cheat This will change the actual cost of something you are going to buy to a negative value which means you will get money if you buy something. You will need to change the letter "B". For example: 39,Gardens,{,12,3,1,-1,3,0,0,0,}, ^^ -> change to whatever amount of denarii you want to give (e.g. 5) or receive (e.g. -1000). Playing with the other letters There are other letters described in the initial part of the file. Here are some basic guidelines to follow: - negative numbers: write "-10" not "- 10" ^-> space! - the list of letters researched on so far: A - Cost of structure or of one tile of a structure (for walls..) B - Initial desirability value C - desirability step (in tiles) D - desirability step size E - max desirability range F - Number of people a building employs G - future expansion H - future expansion T - tax revenues - in the HOUSES section the following letters relate to what is described below: (DES=desirability) A - DES level at which the house will devolve lowest: -99 B - DES level at which the house will evolve lowest: -99 C - future expansion; the higher the more likely the evolving D - water supply needed (1=yes, 0=no - for all following letters) E - religion; the lower the lower religion eeded F - education; same as E G - 1 means: can devolve, 0: cannot devolve H - barber; same as E I - bath; same as E J - health building; same as E K - food access; same as E L - pottery; same as E M - oil; same as E N - furniture; same as E O - wine; same as E S - number of people to occupy that building VI. Appendices Appendix A - Legality Statement This document was written out of free will and may be distributed only without any payment received. This includes any royalty fees for copying, shippings. No money may be taken for giving it away. You may make as many copies of this document as you wish. There is no limit as to how many people you give it to. However, there are some limits. These are including, but not limited to: - seperating part of the text from this document and resassembling it into other documents - splitting the file - renaming the file; allowed to official distributors only There is absolutely no warranty of whatever type or for whatever reason. If you would like to put it on any mass distribution system including but not being limited to homepage viewing, please notify me prior to doing so. You do not need written consent, but you need myself knowing it. If you are planning on putting it on a CD-ROM or likewise distribution form which is not electronical, you need my written consent if you are going to spread it beyond one copy for backup. Only verbatim copies of the original document may be distribued in their latest version which may be obtained from all official distributors. If you need the newest version via e-mail, please contact me via e-mail. All rights are reserved regarding whatever things may concern this text file. The copyright is established in 1999 and lasts for an unlimited period of time. Portions of the names and statements used in this text are subject to rights other parties may have, which have been acknowledged fully and completely. Should you have a comment on this legality statement, please contact me at [email protected]. Appendix B - About FAQs/... FAQs are generally what is known as Frequently Asked Questions. Files with the extension .FAQ or the denotation as being FAQs usually inhibit these questions. These files are valuable addition to any help you may receive when buying some product, because most of all FAQs are created on user input which sometimes also companies themselves edit and thus include with newer versions or new games. SWATs are Secret Weapons and Tactics, which generally denotes hints, tricks, cheats and nice little gadgets you may easily overlook. Some of these will be assembled in this file, if you have input on this, please contact me. Walkthroughs finally are what one player needs to complete the game. Basically this is how to win the game. But winning the game and enjoying it are two different kinds of things. The road all by itself is way too long for just running over it. There are a lot of side branches you will like to take in order to see more of the game. And exploring is one of the most fascinating things with fantasy games. Imagine your are wandering through Disneyland, never have been before there, and are to wander straight from the entrance one complete circles moving over all paths and then exit again, with your head bowing down, your ears stuffed with wax and your feet running. Impossible, you may say - it is. For one, you will need to have a look where you are going, which reflects to game play as you may have to watch that some branches may be quite important to have a closer look at. Two you will sense the need to have a look at what is happening around you - otherwise you may miss the world's biggest fun you've ever could have had - and remembering why you bought this game: for fun, wasn't it? A little? Some? About the sensefulness of walkthroughs many documents and essays have been written in various philosophical styles. If you need help a walkthrough can be read up to the point where you do not know how to go on and then read as much as you need to go on. Maybe on the way to this point in reading you find some things you have missed. If you try to get these things working maybe you do not need any more reading than just to where you already got. If you would like to discuss the sensefulness of walkthroughs you may always write mails to [email protected]. I am eagerly awaiting your opinions. Appendix C - Official Distributors Official Distributors of this file include the following people/sites: Address Contact person Updates http://www.gamefaqs.com CJayC daily INofficial, illegal distributors who MAY NOT carry any version and WILL NEVER get the newest version include; the actually get money with publishing information they are not allowed to handle with in this way. Please do NOT help them by visiting their sites but dispromote their site! Address Contact person Updates http://www.thecheatersguild.com Webmaster's name unknown none Appendix D - Rumors There have been and perhaps always will be rumors about this game because there are a lot of possibilities one may find rumors in. Aside from UseNet messageboards and chats are usually the biggest source of rumors. I for myself have tried to eradicate false rumors as neatly as possible, but some simply emerge and do not get disproved easily or cannot be. If you have some juicy or interesting bit of rumor about Caesar III, please inform me as soon as you can, so I can test it and if correct enter it into the file as fact (otherwise as disproved or not testable rumor) - if you like so. If not, please still send them in as I am curious what types of cheats may be lurking in this game. My contact address is shown at the top of this document. Recent Rumors have been among the following: "Time Freeze" From a person named Al at GameFAQs exists a small secrets file which shows two cheats. One of these is "Time Freeze". The background to this: Older versions of Caesar III had the spacebar implemented to be the pause/break key. This has been moved to the P key. With space bar pressed you do not get any time freezed. I just tried it. I was in the 4th assignment playing from the beginning I pressed space bar one time. Time should freeze according to his statement. This does not happen. After Jan 270 BC came Feb 270 BC. This rumor has been disproved. "Carry Over" Also a cheat prolonged to be working from Al from GameFAQ's secrets page. However, there is a slight logical error in this. Rumor said, a building you do not have access to in the subsequent assignment can be got if you just place your mouse cursor on it during you're fired you restart. I tried with the first assignment. To be fired I built some housing, a street and some wells. Some citizens moved in, I had them built their tents and when the first had caught fire I clicked on the building called prefecture. Now then I wasted all the money I had by eradicating everything (trees) in the area. I then added as much housing as I could. I had a minus of 11000 denars in the end and was fired after a twelve months, then again twelve months and finally again six months of trial period from Caesar. I restarted the assignment but did not have access to the prefecture (I had it selected when I was fired). This rumor has been disproved. Aside from this Sierra claimed there has been a similar possibility on cheating inside the first version of the game. I tried this but could not manage to do it using the above instructions. This indicates that although a cheat may be in existence in older versions (which has most clearly be eradicated with the enhancement package, the place I derived this information from) but with a different approach. "Wolf Bug" Wolves marching through walls and aqueducts. Not proven. Numerously more rumors can be found on the official Caesar 3 InterNet site. I am not going to extract all of them here, just the most interesting. If you would like to contribute a rumor, just write to the address stated on the top of this document. Go to the site, click on communication and then on any forum related with your problem, or, if you would like it this way, the type of gossip/rumor you would like to hear about.. :) Appendix E - Credits There have been some people contributing to this file. All of these and the future people I will take care of to be added to this section. I hope I do not let out anyone, people you know who you are - please tell me if your name should lack in this section - thanks to everyone for making this file possible. Thanks go to in arbitrary order.. GameFAQs (Webmaster) .. for initially waking my interest in FAQ writing and reading Web-Page: http://www.gamefaqs.com E-Mail: [email protected] Kao Megura .. for a nice inspiration, and for helping me find some nice tidbits in Final Fantasy 7 Web-Page: http://i.am/kao E-Mail: unknown or none supplied "Al" .. for some rumors/cheats I could disprove and add to the rumors section Web-Page: unknown or none supplied E-Mail: unknown or none supplied Paulette Straub .. for information on C3_MODEL.TXT (see there); for making me aware I had named the file C3_MODEL.INF instead of .TXT. Web-Page: unknown or none supplied E-Mail: [email protected] Aaron Jensen .. for information on the evolution of house types in relation to the desirability (and manual errata on that subject) for having some proposals on how to design your city "blocks" (see SWAT section) Web-Page: unknown or none supplied E-Mail: [email protected] Stephen Lowe .. for information on permanent events from his walkthrough files Web-Page: unknown or none supplied E-Mail: [email protected] Omar Ruiz .. for a technique on eluding the detrimental effect of markets and having them advanced Web-Page: unknown or none supplied E-Mail: [email protected] unnamed/unknown people: Since I am surfing the net on a daily basis I sometimes retrieve information without any "written by" information attached to it. I would like to thank all those unnamed people in advance for their work. If I am publishing information which should be not be published because of copyright infringement, please tell me so. Unless I am told I cannot find out whether some information is copyrighted. ************************************************************************ THANK YOU ************************************************************************ If you would like to have your Web-Page or E-Mail address shown or hidden, please tell so I can change it. Alternatively if you should know any E-Mail addresses I am missing, please tell me. Also please tell if some of this data is outdated and should be changed. Thank you in advance for your help. The file itself is managed by myself ([email protected]). Some information from this file was taken from the online help and some information was taken from the README.TXT supplied with the game Caesar III. Also, some information has been taken from the informative popup (README.TXT) for version 1.0.1.0 of Caesar III. Appendix F - Upcoming implementations I am planning to expand this file. The following things are planned to be added/changed/.. very soon and with regard to feedback new things will also be incorporated and added. Please tell me, whatever you would like to change or add concerning this file. My address is shown at the top of this document. - searching for newsgroups on the net including CAESAR3 ones - map editor instruction manual - details on historical information in reference to the game's information ("see historical information" - links in help file!) Appendix G - Resources More resources on Caesar III are as follows: Address http://www.caesar3.com Webmaster's name unknown unknown http://www.sierra.com Webmaster's name unknown unknown - click on the "interact" button at the top of the page - choose "message boards" - click "strategy and simulations" under "technical and customer support boards - read the messages that will be displayed Sometimes you may find a similar problem which has already been looked at by technical staff or programmers from the people who developed this game. http://www.sierra-online.co.uk Webmaster's name unknown unknown http://www.sierra.fr Webmaster's name unknown unknown http://www.sierra.de Webmaster's name unknown unknown CompuServe United Kingdom: GO UKSIERRA CompuServe France: GO FRSIERRA CompuServe Germany: GO DESIERRA If you need to contact Sierra via surface mail or want to call them, use the following information: United States Sierra On-Line Returns 4100 West 190th Street Torrance, CA 90504 Sierra On-Line Fulfillment 4100 West 190th Street Torrance, CA 90504 U.S.A. Sales Phone: (800) 757-7707 International Sales: (425) 746-5771 Hours: Monday-Saturday 7AM to 11 PM CST, Sundays 8AM to 9PM CST FAX: (402) 393-3224 Sierra Direct 7100 W. Center Rd STE 301 Omaha, NE 68106 United Kingdom Cendant Software International Limited Main: (0118) 920-9111 Monday-Friday, 9:00 a.m. - 5:00 p.m. Fax: (0118) 987-5603 Disk/CD replacements in the U.K. are 6.00 pounds, or 7.00 pounds outside the UK. Add "ATTN.: Returns." 2 Beacontree Plaza, Gillette Way, Reading, Berkshire RG2 0BS United Kingdom France Cendant Software International Limited Phone: (01) 46-01-46-50 Lundi au Vendredi de 9h - 19h Fax: (01) 46-30-00-65 Parc Tertiaire de Meudon Immeuble "Le Newton" 25 rue Jeanne Braconnier 92366 Meudon La Fort Cedex France Germany Cendant Software International Limited Tel: (0) 6103-99-40-40 Montag bis Freitag von 9h - 19Uhr Fax: (0) 6103-99-40-35 Robert-Bosh-Str. 32 D-63303 Dreieich Germany If you are not satisfied with the game, you can return it within thirty days within purchase. Simply send it back via mail; even retail bought software. But tell them what was wrong - valid in North America only. To replace your disk(s) send only disk #1 or CD and a copy of the receipt. 90 days after purchase add $10.00 for handling. For documentation replacement include $5.00 0for handling and a photocopy of disk #1. No credit cards. Finally, if you would like to contact Sierra technical support, please read the appropriate section the README.TXT. There are specific numbers for different countries to call, and different addresses to write to. Since some of these services are not free of costs, they are not included here. Appendix H - Mailing List I have created a mailing list for information on updates of this file. If you would like to be added to the mailing list, please send a mail to [email protected] and tell me you would like to be added. Currently there are 12 user(s) registered to this mailing list service. If you would like your name and address published in this document, please tell me. You could easily exchange information via this. (Please read appendix I on discussion lists). Appendix I - Discussion List Said discussion list was voted against by 1 vote for it, against all others against it in the way of not voting. Since one vote can communicate with me directly, please do so. If you should like me to install a discussion list, please tell me by writing to [email protected]. I hope many people get interested in discussing what's happening around the game. It's not the walkthrough alone that is important, it is also the details and small other news that may create quite a lot of interset. If there is already a UseNet group I would like to know, please tell me. Appendix J - Revision History 08 January 1999 - revised complete document started Q&A section appendices A-G written 18 January 1999 - revised complete document added appendix K started SWATs section 02 February 1999 - revised complete document many paragraphs rewritten style corrections type error correction 05 March 1999 - revised document partly added some more game concept information Appendix K - Game Alterations & News News from www.caesar3.com I am visiting the website constantly on a periodical basis and am reviewing the most up to date information within this file. As of 08 February this section exists. Since 19 January 1999 there have not been any news. This is described in the first two lines that follow this paragraph (which is an introduction and "how to read"). 19 January 1999 - Technical FAQ released; I inserted parts of this FAQ into this file 08 February 1999 - no news 20 February 1999 - original music from the game released "PAVED ROADS" - a theme from Caesar 3 was released as free (of payment) CD quality MPEG Layer 3 file. If you need further information on MP3 files or their capabilities, please visit www.mp3.com or similar site; approximate file size is 5.27 MBytes. May be acquired from www.caesar3.com directly; Download speed may vary but stays around 2-5 KBytes/s 28 February 1999 - music MP3s released for download; quite actually only one MP3 named "Paved Roads" has been released for free-of-cost downloading from the site www.caesar3.com - follow the download link and right click (save link as..) on the filename or "Paved Roads" link. Probably you need the utility named UnCook 95 which re-prepares MP3 files for playing. You can also get it from this site but alternatively may try http://www.mp3.com. Aside from this incorrect downloading may be avoided by holding the shift-button on your keyboard when downloading ZIPped MP3 files. 05 March 1999 - soundtrack music has been added to the download section: "DIRT ROADS" and "MARCHIS MAXIMUS" Movie Alteration In the SMK folder of the Caesar III installation directory, exchange any two .SMK filenames (data before .SMK) to switch display of movies when events happen. Map Editor Visit http://www.caesar3.com for an assignment (i.e. map editor) for the game. This editor will let you design completely new assignments, i.e. new quests. You may place your own scenery and stuff among a lot of other details. This is a 400 KBytes download. Enhancement Package (i.e. update to 1.0.1.0) Also available from http://www.caesar3.com is an enhancement package. After downloading you will have to install the update to version 1.1, as the file is called c3up11.exe you may expect an update! But do not worry: neither is the file big nor will the changes not mean anything to you - right away there are huge differences most of which are useful and maybe used by about anyone playing the game. It fixes some problems and adds some nice features I would already have made input on to Sierra. This is a 11000 KBytes (11,0 MBytes) download. The name of the file is "c3up11.exe" (without double quotes). Here is what the update file will fix: - There is now a warning when the building sprite limit is reached. A very large city can reach the maximum number of buildings allowed by the game. When the limit is reached, any new construction attempted results in a brown 'hole' appearing where the building should have been built. A warning has been added that indicates that the maximum has been reached. Hint: Aqueducts, gardens, walls, and roads(plazas) do NOT count in the limit. All other buildings do. Try replacing statues with gardens. Try to find buildings that are not being used or are not necessary and delete them. Each 1x1 house counts as a buildings, so try to create more 2x2 houses. Try deleting a whole subdivision and rebuilding it to be more efficient. - The governor's name will no longer be reset to 'The New Governor' or take the name from a previous game when changing games or maps. This will work from any new saved games (not old ones.) - There is no longer a charge for building plazas on top of plazas. - Governor's palaces and oracles no longer state that they have poor access to labor (they need no workers.) - Buildings can no longer be carried between maps by selecting a building to construct and not deselecting the building before changing maps. Buildings not available in a scenario could be built this way. - There is a warning when housing is built to far from a road ( more than 2 squares). - There is a warning when housing is cut off from the 'Road to Rome'. The map view is centered over the houses that will soon disappear due to being cut off. The delay before the houses disappear has been increased. - In certain cases housing with two different, unique road accesses would disappear due to lack of 'Road to Rome' access when only one of the road networks it touched lacked 'Road to Rome' access. This has been fixed. - Prefects passing by a fire that they have not been assigned to will now stop and fight the fire. The possibility of fires in the desert has been reduced a little. - The combat strength of prefects has been increased some. - A trade city no longer wishes to buy zero fruit per year in the Caesarea scenario. Marble can now be imported in the Damascus scenario. - The number of places where docks and wharves could be illegally placed has been reduced. Placing these structures in certain locations would result in an inappropriate 'Low bridge is blocking access' message. In fact terrain features (islands generally) were blocking ship access to a structure. - Building walls adjacent to a ramp will no longer corrupt the ramp i.e. make the ramp disappear. - Warehouses requesting a good will no longer take the good from another warehouse that is requesting the same good. - A Market trader will no longer return to her market when the market's food stocks are exhausted but the market still has goods (pottery, furniture, oil, and wine.) - Occasionally granaries or warehouses can become 'linked' to other granaries or warehouses. Changing special orders of one building changes the special orders of the other. Now saving and reloading the game will unlink the buildings and reset one of the buildings to its default state (all accepting.) - The prosperity report of the Rating advisor could sometimes incorrectly state that 'Prosperity is rising' when that was not the case. This has been fixed. - Goods that the emperor requests now come out of warehouses that are 'requesting' that good last. - When sending requested goods to the emperor, a confirmation box pops up with a check and 'X' button for confirming or cancelling the dispatch. The 'X' now correctly cancels the dispatch. - Gatehouses can now be built upon plazas without graphically corrupting the gatehouse and making the gatehouse impossible to delete. - Market buyers would sometimes try to buy a good from a nearby warehouse that they could not reach (lack of road connection). The market buyer would then disappear immediately after exiting her market. Buyers will now only try to go to warehouses that they can reach. - Cohorts would not return to their fort when using the 'Return to Fort' button on the cohorts right click panel when their formation was set to 'Mop up'. Cohorts will now return to their fort. - A bug was fixed where a gladiator's school was attempting to send gladiators to an amphitheater that was not road accessible. These gladiator's schools would then not send gladiators to buildings that were road accessible. - Scenario win conditions set using the map editor now display correctly when choosing the map in the City Construction Kit. Formally win conditions would appear even if the condition was turned off. - Scenarios built with winning or losing time win conditions would display the remaining time in red text on the game screen. This text has been made more aesthetic. New Features introduced with version 1.0.1.0 - 4 new difficulty levels have been introduced (in addition to the original.) Difficulty can be changed through the options menu at any time. (Difficulty level is not stored in a saved game. It is a global game setting, so you must change the difficulty manually any time you load a saved game where you want a different difficulty.) The difficulty levels change the following: Starting cash, rescue loans, and tax income: Very Easy - 300% Easy - 200% Normal - 150% Hard - 100% (original setting) Very Hard - 50% Starting favor and mood and happiness settings: Very Easy 80 70 Easy 70 60 Normal 60 50 Hard 60 50 Very Hard 50 40 - Wolves are not as strong at lower difficulty levels. Enemy invasion strengths have been scaled to difficulty level. - God events can be turned off and on at any time through the options menu. Gods will not bless or curse you while this is off. The gods opinion of you works normally, they will still become angry at you (see the religion advisor) but will not do anything about it. Temples are still needed for housing evolution and for increasing the city's culture rating. - Saved games can now be deleted from within the game. Use the Delete game option under the File menu. - The 'Home' and 'End' keys are now hot keys for rotating the map. - Wolves now show up as black pixels on the radar map. - Military units and towers can now be used to kill sheep and zebras. - A market buyers now indicates what item she is going to buy in her right click panel. Technical FAQ This file is available from www.caesar3.com. It offers detailed information and help on problems when installing and configuring the preferences. Some of the questions also appear in the Caesar III FAQ (this file). Basically you go there and have to read the text online, you cannot "download a file" literarily, but you may as well save the HTML file to your harddrive and later on read it. There are quite a few questions and you may to scan through them quite exactly. Appendix L - Manual Errata - contrary to the manual, the lack of a governor's residence does not limit the potential prosperity for a city - the manual is misleading about the requirements for the Luxury Palace, the best house in the game. Only three kinds of food are needed, not four, and only three temples, not five. Everything else about it is correct, though. I tried adding the last two temples, and importing vegetables (the only food I hadn't brought in yet). The palace residents didn't care about the temples, and the markets had a hard time just selling the veggies to them (not that it mattered once they did buy them). So why does the manual say everything's needed? (pg 45, Scribes Note) Oh, and the requirement for the Entertainment Advisor window. Upgrading the ratings in all the advisor windows to 'Perfect' didn't have an effect either. (by Aaron Jensen, [email protected]) Pg. 16: There are 10 levels (promotions) after the Citizen rank. The Emperor Advisor shows the correct pay levels. Also note that should you slip in and out of debt several times, Favor is not penalized for each time, but your prosperity will suffer if you can't maintain a positive balance. Pg. 19 & 45: Elevated terrain is not more desirable. Note that since aqueducts can not cross ramps or rocks, water availability will be very limited on raised ground. Pg. 26: Citizens normally walk on roads, but may cut across gardens, rubble, or the parade ground of a fort. If this becomes a problem, small statues can be built to block entry to gardens. Forts are highly undesirable, and should be built away from housing if at all possible. Rubble is also undesirable, and should be cleared as soon as possible. Pg. 27: No dwelling can draw water from a river or lake. Wells are needed, at a minimum. Pg. 29-30: Trade should be an early consideration, and some trade should be underway well before your city reaches 1000 people. You don't need to build a dozen workshops at once, but build enough trade facilities that you can staff adequately and open trade routes early. Pg. 38: If your own military cohorts have a chance of defeating Caesar's legions, by all means fight! If you give up, you'll be arrested, and if you lose the battle you'll be arrested, so why not try? While Caesar's legions will wait for one year outside your city gates, they will attack if you attack them (including ballistae or sentry attacks!). You only need to raise your Favor to 35 in that year to prevent an invasion. Pg. 63: It is suggested to set "Security and Fire Prevention" as top priority in the Labor Advisor in order to keep riots under control. This should be done under " Prefectures" since "Security and Fire Protection" does not exist. Pg. 72: Some maps that have waterborne trade do not have flotsam. Waterways that aren't rivers (coastline, inner harbors) do not have flotsam but can still be utilized for sea trade. Pg. 75: The manual states that it takes three cartloads of timber to build fishing ships. No timber is required. Pg. 80: Schools educate 75 children each, not 50. Pg. 108:Governor's residences only have desirability affects. Ignore everything else about paying from personal savings, and effects on prosperity Pg. 119:"Request Food" is now "Getting Food." "Maintain Level" is now "Getting Goods." Both have the effect of having the inherent warehouse/granary cart pusher go out and get the requested items to bring back. Pg. 136-7: Reservoirs do NOT need labor and hence do not receive orders from the labor advisor. Aqueducts CAN intersect and cross each other. Aqueducts have no effect on desirability. Pg. 142:Towers need to be placed on a double thick wall ( four-square unit). Pg. 144:Gatehouses do NOT need road access. Pg. 145:Soldiers do NOT draw their pay from the treasury or have any effect on anything (except enemies). Pg. 146:Barracks try to collect 4 cartloads of weapons to keep on hand. Pg. 166:The Commerce: Labor overlay is now the Risks: Problems overlay. Pg. 184:The space bar does not pause the game, the 'P' button does. You cannot build anything while the game is paused. Building Summary Table errors (pg. 201-212) Academy: Cost = 100 Aqueduct: Desirability effect = 0, can link any number of reservoirs together Bridge, Ship: Minimum length = 5 tiles Dock: Engineering building Fountain: 4 laborers needed Gatehouse: No road access, no laborers, cost =100 Governor's Residences: No laborers and no prosperity effect Granary: Cost = 100 Hippodrome: Laborers = 150 Hospital: Cost = 300 Military Academy: Cost = 1000 Mission Post: Is an education structure Oracle: Cost = 200 + 2 units of Marble Reservoir: No laborers Shipyard: Engineering building Statues: These have no effect on prosperity. Statue, Medium: Cost = 80 Statue, Large: Cost = 150 Temple, Large: Cost = 150 + 2 units of Marble Well: No laborers Wharf: Engineering building Appendix M - Frequently Asked Questions WITHOUT answers If this sounds strange, well it is! These are questions I frequently receive or ask myself. I am looking for answers, and if you find any, do not hesitate to send them in to [email protected]! TIA. - In what scale does Caesar increase favor score in relation to how fast you actually deliver goods he required? (i.e. he requires e.g. fruit and you deliver that instantly compared to you need xx months). - Sometimes sheep cluster together in just a few tiles - is there any significant meaning to this? - When do the bookmarks in SIERRA.INF come into effect? Appendix N - Known Bugs and Errors Any bugs fixed with the enhancement package are listed under "things fixed" in the section on the enhancement package and were removed from this listing. Those that remain are shown here. - After assignment #03 being Tarentum choosing Tarraco will lead you to a briefing saying you will need to get less citizens into your city - but actually it's the same amount as in assignment #03, 2500 respectively for each city. - Sometimes sheep cluster together on a stone in the beginning of an assignment; you cannot frighten them away with civilization (as you can usually do), you cannot build mines nearby. - During the Miletus assignment it happened that my dock did not serve any boat although it was fully staffed, the trade advisor was set to export above 0 (export whenever there are goods in the city) and there were 54 weapons, 4 oil and 20 meat (fish) in the city. It did not help to reload or to rebuild the dock. - After assigning a part of the map to a key (using Ctrl-F1 for instance) and changing the direction you are facing the map (i.e. rotating the map) you will be transported to a false position. This happens because you are placed on the same coordinates relative to the center of the map, but not on absolute coordinates of the map. So, to make it clear using an example: Say you had your Senate at point A on the map, and three screens to the right and one up (approximately..) you place your map Ctrl-F1 bookmark. Now you switch to South view for instance instead of East view. Although the Senate has changed its orientation you are still transported three screens right and one up from the Senate's position, which will NOT bring you the saved position but elsewhere. Following is the graphical interpretation: X | A--- A = Senate X = saved position You now would switch directions, e.g. facing North instead of West. Normally you would have to be transported to a map piece like this: A--- | X However, the scheme for transportation stays the same as in the first graphical interpretation - you are transported only relative to the Senate's position without taking heed of your current facing. Probably little people are using this nifty feature but aside from vary fast scrolling, going out-of-bounds (see SWATs) can be very handy! Also a quick check where enemies usually appear can save you time since you do not have to press PAUSE and scroll around the whole (sometimes a little huge) scenario map. - do not have any write protected files with .sav extension in the installation directory - this will hinder the game from saving correctly - contrary to the online help there is no green cursor when you are (h)over on a water supplying installation - Although you may have free housing space, incoming immigrants seem to reserve them, becaus ehaving eighty immigrants in front of your city walls will make the general advisor say "lack of housing prevents immigration" while you still have twenty housing spaces free (for instance..). - Sometimes rubble space is called "nowhere" instead of the description you find when right-clicking on it. Appendix O - Searching for Caesar III topics on the interNet There are, among various well known sources a load of internet addresses where you may retrieve new or old information. It would be impossible for a single person to keep track of this FAQ and in fact keep up with all the news that may be out there on a the globe of the Earth. Because of this I decided to release my resources on the game Caesar III to the public, meaning I will display a lot of the internet addresses I more or less regularly visit to find out the latest things on the game. If you are not completely familiar with web addresses or how to surf the web, gopher or archie the internet, please do not contact me. Although I am experienced in these areas my spare is much too small than to yield enough space for explainations on archie, gopher or likewise utilities. If you need assistance ask your local computer guru, or, alternatively, if such is not at hand, please call your PC vendor. Should she/he not know anything about how to help you finding retrieving information from the addresses shown below, please consult any other help file you find. Only in the worst case, if you are sure that you have tried everything ask me about how to use archie, veronica or any other internet service aside from world wide web (which I may gladly explain to you, if you need assistance). World Wide Web FAQs and information are primarily distributed through providers or - if you cannot find any, try http://www.w3.org. This site provides most comprehensive information on HTML and all things related to it. You probably will be able to find a Q&A file to your specific question. And usually there are tons of other users willing to help you. So much for the promotion of this website. http://www.gamefaqs.com Distribution Site CJayC GameFAQs is renowned and well known site carrying loads of hints, tricks, FAQs, descriptions, cheats and more on games of about all the platforms you may think of. There are console (videogame) cheats among PC cheats and arcade machine cheats. If you ever need help this should be your number one stop. Also, there the newest (i.e. most recent, if you like) version of this file released to the public will always be retrievable from this site. http://caesar3.heavengames.com Offers a lot of information among small walkthrough assistance. http://www.prima.net/panther/caesar3.htm This site, mostly private I believe, offers a trainer for unlimited money, unlimited granary items and level skipping (NOT tested) http://www.gamepower.com:3030/games/html/5750demo.html Cheats, Demos, Downloads, Patches, Walkthroughs, Videos Inofficial Caesar 3 related fan sites Caesar III Heaven http://caesar3.heavengames.com Caesar III Unlimited http://members.tripod.com/~Caesar398/index.html Caesar 3 HomePage http://www.geocities.com/Area51/Lair/2713/ Caesar 3 Fan's Club (Chinese) http://caesar3.zg169.net The Caesarea Scenario Club http://meltingpot.fortunecity.com/barnsbury/31 Caesar 3 Map Archive http://members.xoom.com/caesar_map Caesar's Senate http://www.users.globalnet.co.uk/~sos/ The Preatorium http://members.xoom.com/constantn Caesar III & Lawmaster5 http://welcome.to/lawmaster5 The Colloseum http://underworld.fortunecity.com/jedi/409/ German Caesar III Homepage http://home.t-online.de/home/Vera.Herzog/ Caesar III Music Player Page http://users.aol.com/dheitm8612/test.htm The Gaming Vision http://www.homestead.com/gamingvision Caesar III Senate http://caesar3senate.webjump.com Cobra's Caesar 3 Page http://caesar3.cjb.net Alles ueber Caesar III (German) http://home.t-online.de/home/muckel.simi Appendix P - Fun Facts I've just found some fun things in Caeasr 3: - a missionary named "Crescitus Amorus" (creator of love) - an actor with the name "Circus Duglus"; may that be Kirk Douglas? names like "Robertus Rubervadus", "Burtus Renoldus" and so on - sounds familiar, non? Also, Robin Williams has hit the Roman roads: "Robinus Viliamenus" Aside from these, who does not know "Patricus Stuartus"? - legionaries with the names "Mortuus Timemus" ("we fear death" in Latin) - probably one of the best names is: "Vorfus Clingonius" for a prefect stating "I'll fight to the death!" - an engineer known as "Refector Defectus" ("grow back structural integrity") - a tax collector called "Impudensus Lenus" ("impudens" = the one without patience) - an engineer called "Montgumurs Scottus" (from ST:TOS) - an engineer named "Semperius Paratus" (always ready) - a tax collector - behold this one - "Vampirus Sanguinsanus" (sanguinic vampire) - a priest called "Vinus Veritus" (probably you know the phrase "in vino veritas" - there's truth in wine..) - an immigrant with the name "Germanicus Lupus" - this probably needs a bit of explaination: germanicus means "German", and lupus means "Wolf" - German wolf... - a priest with the name "Gustibus Disputandus" ... means "you can fight on tastes" [END OF FILE]

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