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QA ManagerJon Payne

Lead TesterGreg Sheppard

Quality assurance (UK)Neal SumsionNiall Callaghan Austin Parsons

Quality assurance (US)Brian CoonsFrank LavoieTony LeierWayne McCaulTom Rogers

Map & assignmentDoug Gonya

DesignersEric OuelletteKen ParkerGreg Sheppard

Special Thanks to Chris Beatrice and DougGonya.

Designer David Lester

ProgrammingSimon Bradbury

ProducerEric Ouellette

Art Director (US)Darrin Horbal

Artists (US)Ron AlpertAdam CarriuoloBob CurtisMike MaloneHeidi MannAndrea MuzerollDennis Rose

Artists (UK)Gary BendilowMichael BestMartin PoveyDaniel Shutt

Manual & ResearchDavid LesterKen ParkerWayne McCaul

Sound EffectsEdward Saltzman

MusicRob Euvino

Credits 3

Credits

Riots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63Prefectures & fire . . . . . . . . . . . . . . . . . . . . .66

Engineering and Transport . . . . . . . . . . . . . . .69Engineering . . . . . . . . . . . . . . . . . . . . . . . . .69Paths & Roads . . . . . . . . . . . . . . . . . . . . . . .70Bridges & Water Transport . . . . . . . . . . . . . .72Dock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73Shipyard & Wharf . . . . . . . . . . . . . . . . . . . .75

Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79School, Academy & Library . . . . . . . . . . . . .79

Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83The Gods . . . . . . . . . . . . . . . . . . . . . . . . . . .83Temples . . . . . . . . . . . . . . . . . . . . . . . . . . . .85The Oracle . . . . . . . . . . . . . . . . . . . . . . . . . .86

Entertainment . . . . . . . . . . . . . . . . . . . . . . . . .89Venues & Performer Schools . . . . . . . . . . . .89Theater . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91Amphitheater and Colosseum . . . . . . . . . . . .91Hippodrome . . . . . . . . . . . . . . . . . . . . . . . . .91Festival . . . . . . . . . . . . . . . . . . . . . . . . . . . .93

Health and Sanitation . . . . . . . . . . . . . . . . . . .95Sanitation: Bath-house & Barber . . . . . . . . .95Doctor's Clinic & Hospital . . . . . . . . . . . . . .95Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96

Government, Administration and Money . . . .99The Senate . . . . . . . . . . . . . . . . . . . . . . . . . .99Forum . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100Triumphal arch . . . . . . . . . . . . . . . . . . . . . . .101Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102Costs and Controlling Them . . . . . . . . . . . . .103Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104Tribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105

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Table of Contents

Welcome to the Roman Empire . . . . . . . . . . . .9In-Game Information . . . . . . . . . . . . . . . . . .10

Getting Started . . . . . . . . . . . . . . . . . . . . . . . . .13InstallingCaesar III . . . . . . . . . . . . . . . . . . .13Starting the Game . . . . . . . . . . . . . . . . . . . . .14Your Career . . . . . . . . . . . . . . . . . . . . . . . . .15City Construction Kit . . . . . . . . . . . . . . . . . .16Losing the Game . . . . . . . . . . . . . . . . . . . . .17For Players of Caesar II . . . . . . . . . . . . . . . .17

Roman Cities, and How to Build Them . . . . .23How to Build a Roman City . . . . . . . . . . . . .26Recommended Order of Priorities . . . . . . . . .28

Game Ratings . . . . . . . . . . . . . . . . . . . . . . . . . .33Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Prosperity . . . . . . . . . . . . . . . . . . . . . . . . . . .34Peace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36Favor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36

Housing and Desirability . . . . . . . . . . . . . . . . .41Desirability . . . . . . . . . . . . . . . . . . . . . . . . . .43Gardens and Plazas . . . . . . . . . . . . . . . . . . . .45Statues . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46

People, Employment and Migration . . . . . . . .49Migration: Attracting People to Your City . .49Population Growth . . . . . . . . . . . . . . . . . . . .52Plebeians, Patricians, & the Workforce . . . . .53Employment & Labor Allocation . . . . . . . . .54People Walking Along Roads . . . . . . . . . . . .56

Mood and Crime . . . . . . . . . . . . . . . . . . . . . . .59Mood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Crime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61

Table of Contents

Other Enemies of Rome . . . . . . . . . . . . . . . .156

Information, Tools and Tips . . . . . . . . . . . . . .159Messages . . . . . . . . . . . . . . . . . . . . . . . . . . .159Overlays . . . . . . . . . . . . . . . . . . . . . . . . . . . .160Advisors . . . . . . . . . . . . . . . . . . . . . . . . . . . .167Game Options . . . . . . . . . . . . . . . . . . . . . . .183Other Game Controls . . . . . . . . . . . . . . . . . .185Answers to Common Question . . . . . . . . . . .186Hints and Tips . . . . . . . . . . . . . . . . . . . . . . .190

Designer’s Notes . . . . . . . . . . . . . . . . . . . . . . . .197

Building Summary . . . . . . . . . . . . . . . . . . . . . .200

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Table of Contents

Your Rank & Salary . . . . . . . . . . . . . . . . . . .106Governor's Residence . . . . . . . . . . . . . . . . . .107

Food, Farming and Industry . . . . . . . . . . . . . .111Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111Farming . . . . . . . . . . . . . . . . . . . . . . . . . . . .113Storage & Distribution: Granary,

Warehouse & Market . . . . . . . . . . . . . . . .116Special Orders . . . . . . . . . . . . . . . . . . . . . . .118Market . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . .122Clay Pit, Iron Mine & Timber Yard . . . . . . .124Marble . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124Workshops . . . . . . . . . . . . . . . . . . . . . . . . . .125Oil, Pottery & Furniture . . . . . . . . . . . . . . . .125Wine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .127

Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129

Water Supply . . . . . . . . . . . . . . . . . . . . . . . . . .135Well . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135Fountain . . . . . . . . . . . . . . . . . . . . . . . . . . . .136Reservoir & Aqueduct . . . . . . . . . . . . . . . . .136

Military Activity . . . . . . . . . . . . . . . . . . . . . . . .141Walls & Towers . . . . . . . . . . . . . . . . . . . . . .142Gatehouse . . . . . . . . . . . . . . . . . . . . . . . . . .143Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144Barracks . . . . . . . . . . . . . . . . . . . . . . . . . . . .146Military Academy . . . . . . . . . . . . . . . . . . . .147Commanding Roman legions . . . . . . . . . . . .148What to Expect in Battle . . . . . . . . . . . . . . .151Battles in Your Province . . . . . . . . . . . . . . . .151Fighting for the Empire . . . . . . . . . . . . . . . .153Enemies of Rome . . . . . . . . . . . . . . . . . . . . .155Native Tribes . . . . . . . . . . . . . . . . . . . . . . . .155Mission Posts . . . . . . . . . . . . . . . . . . . . . . . .155

6

Table of Contents

ongratulations, citizen! Caesar hasapproved your application to enterthe Empire's government. The

Emperor is eager to expand his settlementsand reward citizens who can implement hiswill. The Roman Empire is so vast, and grow-ing so rapidly, that even our divine Caesarcannot hope to rule it alone. He needs capa-ble provincial governors, and that is whereyou come in.

Caesar appointed me, Pius Perplexus, toteach you the skills of governing. Your scribe,Clarus Lucidus, will add notes as we goalong. My main interest is in teaching youwhat you should do, and why you should doit. When Clarus thinks you need informationabout how to do whatever I am discussing atthe time, he adds his comments in obvioussections called �Scribe's Notes.�

Your goal is to build a thriving Roman city.Caesar III has two �styles� of play: The CareerGame and the City Construction Kit. In aCareer, Caesar rewards success with promo-tions and more challenging assignments. Allnew governors begin their careers with thesame sequence of two assignments. Afteryou complete them, Caesar lets you choosebetween accepting a �peaceful� or a �danger-ous� new assignment each time you earn apromotion. As long as you continue to meetCaesar's ever escalating expectations, youwin by becoming Rome's next Emperor.

If the second style of play, the CityConstruction Kit, is more to your liking, youcan ignore the Emperor and set your owngoals. There is no �winning� in theConstruction Kit, beyond satisfying whateverobjectives you set for yourself.

Welcome to the Roman Empire

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11

panels often include a few words in red type.Click on red words to read related helpentries. You can also choose Help from themenu bar at the top of your game screen toview the Table of Contents for in-game Help.

10

Welcome to the Roman World

You can lose either type of game if you fallvery much out of Caesar's favor. The Favorrating, which measures Caesar's currentopinion of you, is affected by your perfor-mance � especially your handling of yourprovince's funds. Don't worry, though �Caesar may be a tough master, but he is fair,and will give you the chance to recover ifyou do fall far out of favor. Use the consider-able information within the game to avoidthis unfortunate outcome.

Caesar III is not a war game, although youmight sometimes have to defend your cityagainst Rome's enemies. It's not a historicalreference or educational program, either. Itis about building cities where people can liveproductive, happy lives, and having fun inthe process. Caesar III gives you a strongfeeling of what life might have been like inancient Rome, but the game does sometimesdepart from history. In some places, stricthistorical accuracy would have made thegame complicated or restrictive. Whereverthey faced such choices, Caesar III's design-ers emphasized simplicity and fun.

In-game information

aesar III has lots of information builtright into the game. When you are indoubt about anything, click on it with

your mouse's right button (�right-click�).Almost everything displays a small panelshowing important information when youright-click on it.

For more detailed help, click on the button inthe panel's lower left corner. These detail

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Welcome to the Roman World

Installing Caesar III

ith Windows running on yourcomputer, put the Caesar III CDinto the CD-ROM drive. After a

moment, Windows' AutoPlay feature dis-plays a screen with four buttons markedPlay, Install, Uninstall and Quit. Click Installto begin.

If AutoPlay doesn't work on your computer,put the Caesar III CD into the CD-ROM drive.Click twice quickly (�double-click�) on the�My Computer� icon on your Windows desk-top. In the window that opens, find the iconrepresenting your CD-ROM drive. Click thaticon with your right mouse button (�right-click�). Now click the word �Open� at the topof the menu that appeared when you right-clicked. Double-click the item called�Setup.exe.�

The Install program performs a brief systemtest. Click the �Yes� button if you hear sound.Read the Welcome screen that appears next,then click the �Next� button. You are nowprompted to choose an Install path forCaesar III. To change the game's location onyour hard drive, click the Browse button andfind the folder to which you'd like the gameinstalled. Click Next when your choice is dis-played, or to accept the path Install chose. Ifyou're unsure where you should install thegame, just use the location chosen by theInstall program.

Caesar III's installation can take up to 10minutes. When it finishes, you see a boxdescribing the additions Caesar III made toyour Start menu. Click �OK�, then tell Installwhether or not to add bookmarks to yourInternet browser.

Getting started

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Your Career

he first two assignments are the samefor all new governors. Each assign-ment in the Career Game has clear

goals that you must achieve to earn a pro-motion and move on to the next province.At first, the Roman Empire is small, and yourchoices of cities to govern are slim. As thegame goes on and the Empire grows (thanks,in part, to your own success), Caesar lets youchoose among provinces to rule next. Heusually lets you choose between a �peaceful�or a �dangerous� province.

When you have such a choice, you'll see amap of the Empire showing the cities avail-able. Click on each city for a brief descriptionof its characteristics. When you've madeyour decision, click the �OK� button.

15

Getting started

TInstall now asks whether you would like toview the game's �Readme� file. Click �Yes� ifyou'd like to read it now. This manual wentto print several weeks before the game wasfinished, and late changes or additions aredocumented in Readme. Wherever Readmeand this manual conflict, Readme is correct.(Readme doesn't display until the Install iscomplete).

Click the Finish button. Install checks somesystem components, and updates them ifnecessary. It might then restart your com-puter.

Use the Sierra AutoUpdate feature accessiblefrom your Start button to check for any freeenhancements or upgrades to the game.

Starting the game

he Install program placed a shortcuton your Windows desktop. Double-click on that icon to start the game.

Or, insert the game CD and, when AutoPlaybegins, click the Play button. Or, click theStart button on your Windows task bar andlaunch the game from the location to whichyou installed it.

You must have the Caesar III CD in yourCD-ROM drive while playing.

After the game loads, a short movie depict-ing the rise of Rome plays, followed by cred-its and the Caesar III title screen. Click on itto proceed to the game set-up panel. Here,you choose whether to begin a new CareerGame, load a previously saved game, play aCity Construction Kit game or exit the pro-gram.

14

Getting started

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will give you every opportunity to succeed,but his patience has limits. When he has tofind more money for your city, Caesar lowersyour Favor rating (see page 36).

After choosing the Construction Kit, you seea map of the Roman Empire showing all itsmajor cities. Click on any city for a descrip-tion of its unique challenges and resources.When you decide which province to govern,click the �OK� button.

Losing the Game

aesar III is simple to learn and play,but difficult to master. It is neverthe-less possible to lose the game. Should

you fall far out of favor with the Emperor, hewill send an army to come and reclaim yourcity from you. Continual poor managementof city funds could lead to just such a prob-lem, so be careful! This applies to both indi-vidual assignments within your Career, andto the City Construction Kit.

For players of Caesar II

f you have played Caesar II, enough haschanged in Caesar III that your old play-ing styles will need to change. While you

will find much that is familiar, you shouldknow about some of the more significantareas that have changed before you plungeright into the game:

The �province level� and the �city level�have been combined into one larger map(though early assignments within the careerare on fairly small maps). Should youencounter any barbarians or invaders, youwill find that all combat now takes place on

17

Getting started

i

Some cities might need you to focus ontrade, others on industry; most blend thetwo. Some assignments might require you torescue an existing city from a crisis. Someprovinces are in dangerous areas. Everyassignment is different. Remember, though,that Caesar wants you to succeed. Healways makes his expectations clear, andgives you the resources you need to accom-plish the task at hand.

You begin your career as a Citizen. As yousuccessfully complete assignments, Caesarwill promote you through the followingranks:

ClerkEngineerArchitectDecurionApparitorMagistrateQuaestorProcuratorAedilePraetorProconsulConsulSenatorCaesar

City construction kit

lick this button if you'd rather forgetabout the Emperor and his assign-ments, and just build a city. All

options from the Career Game are open toyou, except for the career itself. There is no�winning� a Construction Kit game, apartfrom satisfying whatever goals you set your-self, but you can lose if you keep running outof money. Caesar is a reasonable ruler who

16

Getting started

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liable to collapse if they don't receive regularmaintenance.

You will quickly see a large variety ofpeople walking through your city. These allperform valuable tasks for your city, and youshould think carefully about how and whereyou build roads. Whenever a road junction isreached, these little people must make achoice about which way to take; the fewerintersections you create, therefore, the morecontrol you have over the routes your peoplewill take.

Most services needed by houses are not�provided� simply if a building is nearby, aswas the case with Caesar II. Instead, mostbuildings generate people, who need to walkpast a house in order to offer that service tothe house.

Most buildings which employ peoplemust have road access to reasonably closehousing. If housing is too far away from astructure which seeks employees, eventhough there is road access and unemploy-ment in the city, the building will not find anyworkers.

The old �Empire rating� is gone, replacedby a Favor rating, which indicates Caesar'scurrent opinion of you. Favor is important,since you will lose the game if it falls too low.

Terrain has become an important consid-eration in city design, with higher land andwaterside plots being more desirable. Youwill come across islands, and need to bridgewater at times to achieve your objectives.And different types of land hold differentresources, from fertile land to areas rich inclay or iron ore.

19

Getting started

this same map, placing your city in consider-able danger should your defenses fail.

Unlike Caesar II, in Caesar III you desig-nate areas for housing, rather than buildhousing directly. You must make your cityattractive to immigrants if you expect peopleto move in, and every growing city needsplenty of new immigrants. Once peoplemove in, they upgrade their housing of theirown accord, should you provide a suitableenvironment.

In most assignments (and almost alwaysin the City Construction Kit) you need to pro-vide food for your citizens. This shouldalways be your top priority, since it is veryhard to attract new immigrants into a citywithout food, and hunger can quickly turnyour population to crime.

Engineers are now needed to maintainyour city's buildings. Build engineering poststo send out engineers on patrol. Buildings are

18

Getting started

21

Getting started

Religion plays a larger role in citizens'lives. There are five gods to keep happy;ignore them at your peril.

Entertainment, too, has changed: buildinga theater or amphitheater is not enough toplease your people, as it did before. Buildactor colonies, gladiator schools and more toprovide performers for these otherwise�pretty (but dull) venues.

Caesar is a more �hands-on� Emperor thanhe was in the old game, and will interact withyou more often. He is worth looking afterwhenever you can.

Finally, you won't hear the phrase �Plebsare needed!� any more. The computer auto-matically allocates your workforce to jobs.This is all that you need most of the time.When there is a shortage of employees, youcan assign priorities to categories of workers,ensuring that whichever tasks matter mostto your city get first claim on the availableplebes.

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Getting started

oman cities differed from moderncities in obvious ways: No skyscrap-ers, no motor vehicles, no subways,

no electric lighting, and so on. But they wereremarkably similar in some ways, too: ManyRoman cities were large, busy places wherehundreds of thousands of people lived (histo-rians estimate that Rome itself housed onemillion residents). Cities used road networks,and had buildings several stories high.

People in ancient times had the same basicneeds that we have today: food, water, cloth-ing and other goods; a job to provide incometo pay the bills; entertainment, education,religion and other services and diversions.For a Roman city, just as for a modern one,the wide variety in kinds of people and build-ings, the hustle and bustle, the noise and dustall gave a city its character.

The center of a Roman city should be full offine buildings. The Senate, the center of gov-ernment for a Roman city, should be the cen-ter point around which other buildings arelocated. It will probably be surrounded bylavish plazas, a governor's palace, and someof the wealthiest villas imaginable. There willbe numerous large, grand temples, and per-haps an oracle, providing religious service forthe rich and powerful who live in and aroundthe city center.

The bath house, of course, will be close by.This is where the wealthy come to washaway the dirt, and also to see and be seen, totalk and to plot. And after a bath, richRomans enjoy a stroll in one of the many gar-dens that are usually to be found in this partof the city, perhaps bordered by statues

Roman Cities, and How toBuild Them

R

tents, hovels and shacks, these slums canhouse an amazing number of citizens. Youwould be well advised not to venture therealone. As you create your own city, keep awatchful eye on any such districts. They areoften the source of crime, occasionally evenriots! It's often not even worthwhile sendingtax collectors round, since the people thereare so poor there's precious little tax to col-lect.

No portrayal of Roman cities is completewithout mentioning their lifeblood: The peo-ple. How can I describe the feeling of abun-dant, thriving life that I get just from watch-ing the city center as all manner of people goabout their busy lives? Of course, you expectto see the many plebes, priests, prefects andmarket traders, and maybe the cart pushersas well. But would you imagine gladiators,lion tamers, merchants from distant lands,engineers, barbers and doctors, too? It isquite a sight to behold.

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Roman Cities, and How to Build Them

marking various triumphs of Rome's gloriousexpansion.

Other grand structures, too, will be close by:academies, schools, and libraries, where theyoung are educated in the ways of Rome.Theaters are there, and actor colonies to trainthe actors who perform the drama so popu-lar with the wealthy of Rome.

Not far away from that, though hidden awayso as not to upset the desirability of the verycenter, will be the bases for the essential ser-vices needed: barbers and doctors, policestations, markets and engineering stations; areservoir and fountains to provide the enor-mous volumes of water needed by such athriving metropolis; a granary to allow themarket traders easy access to food stores.

Beyond the tidy central core of the city arethe productive areas, where most of thework gets done, and where those who per-form that work live. Here you'll find farmingdistricts, mines and workshops, a thrivingport, and warehouses close to the main roadout of the province. These outer areas of aRoman city also house more popular, if nois-ier and dirtier, entertainment venues likeamphitheaters, where gladiators fight to thedeath to the delight of cheering crowds, andthe colosseum, where lions are brought tobattle each other and the better gladiators.The finest cities of all have a hippodrome,like Rome's Circus Maximus � one of thelargest buildings I've ever seen; the fiercelycompetitive chariot races held there aresurely the finest entertainment anywhere inthe Empire.

Some cities, it is true, also have areas theyare less proud of. Dirty and dangerous, full of

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Roman Cities, and How to Build Them

crime. Beware very high unemployment.There's more information about employmenton page 49.

Desirability: In addition to needing goodsand services, housing often requires its sur-rounding area to be made more pleasantbefore it evolves to higher values. Thismeans prettying it up with gardens, plazas,statues and temples, or removing some ofthe more antisocial buildings nearby, such asworkshops or military buildings. You canread up on desirability on page 43.

Water access: Water is critical to all life,even that found in the slums of Rome's cities.Poorer areas expect to either get their ownwater directly from a river or lake, or to drawit up from deep wells. But better citizenswant a nearby source of clean water, andthey'll soon demand a fountain before theyupgrade their housing. Of course, fountainswon't please anyone unless they actuallydistribute water, for which they need access

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Roman Cities, and How to Build Them

How to Build a RomanCity

here are a few basic concepts youwould be well advised to get straightbefore embarking too far on your jour-

ney to become the finest Governor in theEmpire.

Housing: Designate an area for housing,after which people will move in and set uptheir own homes, which they will upgrade ifyou provide them with the facilities theyseek. If there's not enough empty housing, noone can move into your city, however muchthey may wish to. You can find out moreabout housing on page 41.

Roads: Citizens can walk only on roads.Most buildings employ people, and need tobe both adjacent to road and reasonablyclose to housing so that citizens can reachthe building to start work. For more onroads, please turn to page 56.

Food: Not unreasonably, your citizensneed to eat food. People who live in tents,the simplest housing, expect to forage fortheir own food, but everyone else expectsyou, as their governor, to provide it for them.Failure to do so could lead to unhappinessand possibly severe crime, as well as pre-venting immigration. You can read aboutfood on page 111.

Unemployment: Providing jobs is nearlyas important for luring immigrants as provid-ing food. Unemployment quickly makespeople unhappy, and unhappy people arelikely to leave your city, talk other peopleinto not moving in, or, worse still, turn to

26

Roman Cities, and How to Build Them

T

Always make sure there is plenty of foodaround. Check how full your granaries areregularly; if they look empty, you are proba-bly eating more than you are growing, whichsuggests that you should build more farms orimport some more food. It is easy to forgetabout food once your city starts to takeshape and grow rapidly, but your peoplewon't let you forget it for long.

Security: Build plenty of prefectures asyou expand; cities face all sorts of pressureswith rapid growth, and most governors Iknow sleep much better knowing that thereare plenty of prefects around to put out firesand take care of any signs of crime beforethey get out of hand.

Unemployment: Try not to let the unem-ployment rate rise much above 15 percent,and then only for a short time. In the earlymonths of a new city, just a few workers canrepresent a large percentage of the work-force; if unemployment is high, add a newfarm, and kill two birds with one stone.

Water: Since reservoirs and fountains donot need road access to their labor, it is easyto forget that they need workers to function.Think ahead about the routes your aqueductswill need to follow to carry water from itsnatural source (a river, or lake, say) to theexpensive residential areas that will need it.

Religion: Try to keep the gods happy.Happy gods can be of help to you, whileangry gods can do you more damage thanyou care to know about. Beware their wrath!

Money: Don't worry about how muchmoney you're spending until your population

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Roman Cities, and How to Build Them

to a reservoir. Learn more about the city'swater supply on page 135.

Security: Prefectures help to suppresscrime, and they guard against fires in thecity. Engineers inspect your buildings forstructural flaws and keep them in top repair.If you skimp on prefectures and engineer'sposts, your city will not last for very long.Read more on page 66.

Recommended order ofpriorities

any governors feel slightly over-whelmed when facing the starkemptiness of a new province, and

don't know quite how to begin. It is temptingto rush in to a new city and build some of thefiner structures first. Sadly, this can make cit-izens unhappy. They much prefer their gov-ernors to build carefully, starting with basicneeds. In addition to some areas of housing,I recommend the following order of prioritiesas the key to solid, long-lasting cities:

28

Roman Cities, and How to Build Them

M

31

Roman Cities, and How to Build Them

nears 1,000. By then, your city should be sta-ble enough for you to consider raising taxes,making sure everyone is paying their taxes(use the tax Overlay to help you do this). Andthen you should start to consider setting upsome trade to provide more income.

Defense: In some of the more dangerousprovinces, defense is an important consider-ation. You don't need to think about it muchbefore you get the basics up and running,and in many provinces you won't need toworry about it at all. But in those dangerousprovinces, scan the map first of all to seewhere you may want to build some defen-sive walls, or place some forts, taking intoaccount where your farmland, water sourcesand other important locations are.

The Rest: there are many other structuresto build and issues to consider, but it is hardto go far wrong if you get the basics rightfirst.

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Roman Cities, and How to Build Them

Scribe's NOTE:

Remember, if in doubt, right-click. If you right-click on the peoplewandering around, they'll usually give you valuable informationabout what they think the city needs, or what they're up to. If thereare problems, you can be sure they'll let you know! Right-clicking onhousing always tells you what that house needs if it is to evolve,while right-clicking on other buildings tells you if, and how well,they are operating.

Your Chief Advisor is a good fellow, too; he'll always tell you thetruth about the state of your city. Check in with him regularly, too.

here are several measures of yourcity's progress in Caesar III, which Icall ratings. These are Peace,

Prosperity, Culture and Favor. Caesar is notan arbitrary ruler. With every new assign-ment that you take, Caesar sets specific tar-gets for you to reach for each of these rat-ings. You win a promotion to a new assign-ment when you achieve these goals (thisdoes not apply to the City Construction Kit).

You can see your current ratings on the citymap by looking at the Senate building; itsflags represent the four ratings, and theymove over time as your ratings change.Mouse help for the building gives you theprecise rating numbers. Alternatively, youcan consult your Ratings Advisor, who willshow you the ratings and offer some adviceon how to boost them.

Culture

our Culture rating is a measure of the�culture� in your city. �Culture� comesfrom education, religion, and some

entertainment. Culture was very importantto ancient Rome; it sought to impose its cul-ture throughout the Empire, which is why somany languages today are based on Latin,the ancient Romans' language.

The Culture rating is calculated by compar-ing the number of buildings your city has inthese categories with the size of your popu-lation. As the city grows, it needs more andmore buildings to offer the same level of cul-ture to its larger population.

T

Game Ratings

Y

Wage rate (paying more than Romeboosts Prosperity, while paying less reducesit);

Housing levels (having quite a few villasin your city boosts Prosperity, while a largeproportion of your citizens living in tents andshacks reduces it);

If lots of people eat more than one typeof food, Prosperity rises;

The presence of an active hippodrome ina city boosts Prosperity.

The easiest way to boost Prosperity is simplyfor your treasury to take in more money thanit spends, not counting construction costs(which are, after all, enhancing the city).

35

Game Ratings

The Ratings Advisor Panel

34

Game Ratings

Prosperity

The Prosperity rating is a measure ofthe overall wealth of your city and itspeople.

Factors which affect Prosperity include:

Unemployment (very low levels boost therating, high levels reduce it);

City profitability (excluding constructioncosts, if your city takes in more denarii thanit spends, the Prosperity rating will rise, and ifit takes in less than it spends, the rating willfall);

If the city needs additional funds fromRome, its Prosperity rating falls;

Should the city ever fail to pay tribute toRome, its Prosperity falls;

To raise your Culture rating, build additionaltemples, oracles, schools, libraries, acade-mies or theaters (the only �cultured� enter-tainment form back then).

Note that all these buildings must be activeto count towards the Culture rating � whichmeans that they must all have the employ-ees that they need, and the theater needsactors to perform plays.

Scribe's Note:

Click on your Culture rating, or any other rating for that matter, onthe City Progression Panel in the Senate to see brief advice forimproving it.

T

37

Game Ratings

Pander to Caesar's every desire. Fromtime to time, you may receive a request fromhim. This may be for goods, or for cash, oreven an army. He will always tell you whenhe wants this stuff, and getting it to him bythen makes him much more pleased withyou.

Send him gifts from your own personalsavings. You can send a small, medium orlarge gift from your Emperor's Advisor.Beware excessive use of gifts, since Caesarhas a tendency to take them for grantedafter a while. The first should be in proportionto your own personal wealth at the time.

Sadly, it is all too easy to displease Caesar.Try to avoid the following, which will causehim to think worse of you:

Poor progress towards the assignmentobjectives; Caesar does not like time to bewasted.

36

Game Ratings

Peace

he Peace rating is a measure of howsecure your people feel. As time pass-es without any disturbance of the

peace, the initial concern people naturallyhave about a brand new area begins to fall,and they feel much safer.

Disturbances of the peace reduce the rating,though. Theft and riots both reduce the Peacerating, as does any destruction of property bybarbarians or invaders. The people under-stand that they live in a dangerous time,where such evils as barbarians and invadersexist, but they expect their governor to pro-tect them from it. Any lapse will have asevere effect on a city's citizens, reducingthe Peace rating significantly. Only pro-longed periods of security can bring it backup.

Favor

our Favor rating shows you whatCaesar thinks of you.

With every new assignment youbegin, your Favor rating starts at 50, whichmeans that Caesar is neither pleased nor dis-pleased with you. If you please him, the rat-ing rises; if you displease him, the rating falls.It is important for you to understand that ifyou do not come to Caesar's attention at allin any year, the Favor rating falls slightly; outof sight, out of mind, out of Favor.

You can please Caesar in several ways:

Make strong progress towards achievingthe overall objectives of the assignment.

T

Y

39

Game Ratings

Ignoring a request from him. If you can'tmeet his deadline, it's still worthwhile to ful-fill the request, although less beneficial thanfulfilling it on time. However, failure to everfulfill it is likely to make him very angrytoward you.

Poor cash management. This is the singleeasiest way to anger Caesar. He respectssound use of the funds he has entrusted youwith, but also expects you to make yourcities contribute as soon as possible. Shouldhe send you any specific instructions regard-ing your use of Rome's funds, try hard to fol-low that advice.

If you fall very far (a Favor rating of a meager10 percent would be far enough, I fear) inCaesar's favor, he will remove you fromoffice. He will send an army to enforce that,ordering the army to stay beside your city forup to one year. If you manage to please himenough in that time to raise Favor to 40, thearmy will return to Rome. Otherwise, thearmy will enter your city to claim back forRome what belongs to her, and to place youunder arrest. I would not recommend tryingto fight the army, either; Caesar would not beamused.

38

Game Ratings

ousing is probably the single mostimportant type of building in yourcity. It is the source of labor, and

also of crime. It is also one of the best visualindicators of the progress of your city: as youprovide more of the goods and services thatyour citizens want, they upgrade their homesand enhance the area around them. This isclear right from the start: instead of buildinghouses directly, you select an area and des-ignate it �for sale,� following which immi-grants will move in and set up tents. Thesetents will hopefully develop into better hous-ing over time.

The house that a citizen lives in determineshis or her income: the better the house, thehigher the income. Fires spread more rapidlyamong tents than among more permanentstructures, and crime is more likely to occurwithin poorer areas than in wealthier ones. Itis always a good idea, then, to help housingevolve from its initial tents into good quality.

As housing evolves into better structures, thenumber of people who live in the dwellingchanges. Initially, most of the changes areupwards: more and more people can live indwellings as they grow in size. This meansthat when you need more workers in yourcity, you will usually have two choices: des-ignate some additional land to be used forhousing, or provide the services or goodsthat some existing houses need in order togrow.

This creates space in the newly evolvedhouses. People living in cheaper housingelsewhere in the city automatically move to

Housing and Desirability

H

Tent

Shack

citizens need access is provided by a build-ing. That building generates a worker, whowanders the streets near his or her place ofwork, providing services to all the houses heor she passes.

If you right-click on a house and are told thatit needs access to a bath-house, for example,place a bath-house nearby on a road that'slikely to lead the bather to walk by the housein question. The overlay reports (for moreinformation see page 160) are often an easyway to see precisely which route differentworkers follow, and hence where you mayneed to place another building.

Desirability

esirability is a measure of how nice,aesthetically, the area immediatelyaround a house is.

A neighborhood can provide food, water andmanufactured goods, and have good accessto a variety of services, yet still suffer a lackof desirability. People simply don't like to livetoo close to structures that cause noise, dirt,danger or traffic. Let common sense be yourguide. Would you rather live next to a gar-den or a pig farm?

Different buildings have substantially differ-ent effects on the desirability of the area sur-rounding them. As you might expect, thelarger the building is, the stronger and fartherreaching its effect is likely to be. Industries,military buildings and noisier entertainmentstructures are all highly undesirable neigh-bors, as you might expect.

Markets are more unusual: they are bad tobe right next to, yet they have a positive

43

Housing and Desirability

a better home when room becomes avail-able, freeing up space in their former homes.Immigrants usually move into the now-vacant cheaper dwellings, as long as theyfind your city attractive (for more details onImmigration, see page 49).

Eventually, some houses evolve into villas.This is a significant step. Villa dwellers aremuch wealthier people, and can have allsorts of positive effects on your city, from ahigher Prosperity rating to higher tax income.But note that far fewer people live in a villa,so whenever a house evolves into a villa,quite a few citizens are made homeless; youwill see them dragging their meager belong-ings behind them as they search for some-where else in the city to live.

So, how do you foster the growth of a tentvillage into a neighborhood of expensive vil-las? The short answer is to right-click on ahouse, and it will tell you what it needs nextin order to evolve.

The things that a house needs fall into twocategories: goods and services, and the qual-ity of the surrounding area. Goods and ser-vices are largely what you would expect:food, water, access to entertainment, educa-tion, religion, and so on. The needs change ascitizens become wealthier: rich citizens wantnicer water, a bath, different types of food,manufactured goods and possibly wine.They also want access to better education,more entertainment, more religion, and tohave doctors and barbers close by.

When I say �access to� I mean that the citi-zens want these services within easy walk-ing distance. Each of the services to which

42

Housing and Desirability

D

Small Villa

Large Hovel

Oh, I nearly forgot: housing that is high up,and waterfront property are both somewhatmore desirable in and of themselves. Peoplelike living near lakes, rivers and beaches, andthey love the views to be had from higherground. Bear this in mind as you think aboutyour city's master plan.

Give people good jobs, a varied diet, manu-factured goods, access to services and pleas-ant homes. They will do the rest.

45

Housing and Desirability

Scribe's Note:

To reach its highest level, housing needs access to a nearby marketsupplied with four different foods, pottery, oil, furniture and twovarieties of wine. Regular visits by workers from a bath-house, a doc-tor's clinic, a barber's shop, a priest of each god's temple, and repre-sentatives of a school, academy, library, theater, amphitheater, colos-seum and hippodrome are also required. If you can supply all ofthese goods, and access to all of these buildings, then reaching thehighest values is simply a matter of enhancing desirability. Right-click on housing to discover why its growth is stagnant. The panelthat appears shows what the house lacks, or the nearest negativeinfluence on its desirability.

Plebes will only commute a certain distance to work. They travelfarther on straight roads than on winding ones, but will not walkgreat distances. If you create a farm colony or industrial park farfrom your urban center, provide cheap, nearby housing for workers.

effect on houses a little further away.Nobody wants to live right next to a noisy,smelly place which gets going at the crack ofdawn every day, yet they do want to liveclose enough that they can just nip round acorner to pick up some more wheat whenthey run out. Wells also have a mild negativeeffect on desirability.

Gardens, temples, oracles, educational insti-tutions, government buildings, governor'sresidences, baths, statues and similar build-ings all improve a neighborhood's character.To some extent, you can offset negativeinfluences on desirability by providing posi-tive ones, but blocks near commercial build-ings are unlikely to get much beyond medi-um values. If a neighborhood stops improv-ing, and its residents complain about itsdesirability, give them a new garden, plazaor statue. If they still aren't happy, look forunpleasant structures nearby and considerrelocating them elsewhere.

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Housing and Desirability

Gardens and plazas

ardens and plazas share a simplepurpose: They make their surround-ing neighborhood nicer. Of all the

many things you could live next too, would-n't gardens be a top choice? Gardens don't

GGarden

47

Housing and DesirabilityHousing and Desirability

need road access, a water supply, laborers ormaintenance. They cannot catch fire or col-lapse.

You can build gardens by placing them oneat a time, or by clicking and dragging a larg-er area.

Plazas work the same way, except that theycan only be built over paved roads. Evenpaved roads are utilitarian, meant purely formoving traffic as efficiently as possible.When you replace a road with a plaza, youcover the plain flat paving stones with mosa-ic tiles, adding beauty and instilling civicpride in what was, before, nothing but a busythoroughfare. Plazas will not actually reducetraffic or make the former road any less func-tional. They merely make a statement aboutthe value of the properties by which theypass.

Both gardens and plaza are extremely valu-able tools for governors to make their citiesnicer. Both have valuable desirability effects,and are all the more useful since they can beplaced as a single small plot, or used to fill alarger area.

Statues

tatues enhance a neighborhood's desir-ability. Monuments to prominent citi-zens or noteworthy events show resi-

dents that their government cares about theirproperty values, and provide a pleasingfocus or reference point to a neighborhood.Statues' effect on desirability increases withtheir size.

46

SLarge Statue

Plaza

hile buildings cover most of thephysical space of any city, thepeople who live and work within

these buildings, and who you can see scurry-ing about the streets, are the life and soul ofa city. In a thriving city, you'll see all kinds ofdifferent types of people wandering around,from school children to leisurely patriciansand busy workers.

When there are no people in a city, it looksdead � and it really is dead. People give lifeto a city. When you first start to build a newcity somewhere, you start by placing somebuildings or housing area; it is only when yousee people moving in and setting about theirlives that you know the city is beginning towork. For this reason, as you construct morebuildings, be sure to keep a fresh supply ofpeople coming into your city, to provideworkers to operate those new buildings.

Clearly, these people are absolutely crucial tothe success of your city. You would do wellto look after them. And they love to talk. Ihumbly suggest that you talk to them regu-larly (by right-clicking on them); they oftenhave important messages about the state ofa city.

Migration: Attractingpeople to your city

hen you first start a new city, it hasno population at all. As soon asyou designate an area of land to

be used for housing, some carts should startto move into your province and set up their

People, Employment andMigration

W

W

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People, Employment and Migration

Scribe's note:

When you see people moving out of your city, right-click on them tofind out why. They will not hesitate to voice their grievances.

you talk to any of your people, they will beonly too happy to tell you what they think oflife; be careful, though, since they love tomoan, and will usually tell you of any prob-lem at all, even if it is minor, given half achance. Your Chief Advisor can tell you veryreliably what the overall mood of the peopleis at any time.

When immigrants arrive, they bring carts oftheir belongings with them, looking for avail-able housing. They will move in to any hous-ing which has space for them. Once they aresettled, if space becomes vacant in a betterhouse in the city, they automatically moveinto it, vacating their old home.

Sometimes houses devolve back to a moreprimitive level than they were before. Thiscan happen if some of their goods or servicesare cut off for some reason. This often meansthat fewer citizens can fit into the building,and so some of those who used to live therebecome homeless. You will see homelesspeople dragging a sack of their belongingsforlornly behind them, trying to find some-where else to live. If they cannot, they will beforced to leave your city.

Some of the citzens of your city

homes in this area. They know very littleabout you and your style of governing, butare willing to give you a chance. But after asmall initial group of people (probably up to100 or so) have moved in, you need toattract others by the way you govern.

Word about the mood of people in your cityspreads rapidly throughout the region. If yourcitizens are pleased with you, then morepeople will be keen to come in; if the exist-ing population is upset, new citizens are like-ly to stay away, and (if they are really angry)you might even find some of your existingpopulation moving out. See Page 59 formore information about the mood of yourpopulation.

Knowing what will make these people happyin your city is fairly easy: they need food,jobs, and a place to live. Note that people liv-ing in tents expect to find their own foodfrom the land; if you need more people inyour city but don't have enough food forthem, create an area of cheap housing, withno facilities, and some immigrants shouldmove in. If a city has unfilled jobs, food to eatand space in housing areas, immigrants willmove in unless something else is wrong.

What could be wrong? Understandably, citi-zens dislike very high tax rates and lowwages. If there has been a lot of sickness inthe city, that, too, could make people thinktwice about moving in. Occasionally, youmight find that an angry god has frightenedothers away.

Just remember to try to keep your peoplehappy, with job vacancies and plenty of foodbeing the two crucial ways of doing this. If

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People, Employment and Migration

The health of your people can also affect thenatural changes in population; see Page 52for more information.

Plebeians, patricians, andthe workforce

here are two classes of Roman citi-zens. Plebeians (plebes) are the com-mon people whose daily efforts keep

your city functioning. Patricians are wealthyaristocrats who don't work; instead, theyspend their days visiting one another, loung-ing in the baths, attending the theaters anddebating politics, philosophy and art.

In Caesar III, all the people who live in anyhouse which is not a villa (which will oftenmean everyone in your city) are plebes; onlythose people living in villas are patricians.

Patricians are very rich, and so pay hightaxes. Having a reasonable number of themin a city also raises its prosperity. As yourcity grows wealthier and more cultured, ple-beian apartments eventually begin to evolveinto villas. Note that this will decrease yourworkforce, without any reduction in thenumber of people you need to feed.

You will soon learn to recognize the variousdifferent people. All of them have a function,and you can learn about problems the citymay have just by watching some of the peo-ple. If you see somebody standing still, forexample, when usually he is active, rightclick on him to find out why he's not moving.Or if you see someone who seems a long

Population growth

mmigration and emigration make themost dramatic changes in the size ofyour population, especially early in the

life of a city. I should mention, though, thatthere will be some natural fluctuation in pop-ulation size due to births and deaths. Thenumber of births is determined by the num-ber of people of child-bearing age in yourcity. People are more likely to die as they getolder, and not many live past the age of 50.Newborn babies must be housed, of course,and sometimes this will make someone elsehomeless, to make way in his old building forthe new baby.

Your Population Advisor can show you auseful graph with details of how many peo-ple of each age there are in your city. Notethat immigrants of all ages will move intoyour city, not simply all young people.

52 53

People, Employment and Migration People, Employment and Migration

I

The Population Advisor Panel

T

Large Villa

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People, Employment and Migration

homes to reach his building. There is a limitas to how far people are prepared to com-mute to work, though. Sometimes a buildingwon't achieve access to labor, even though itis on a road connected to some housing, if itis a long way away.

Once a building has access to labor, it asksthe Labor Advisor for some workers. If thereare enough unemployed workers in the city,they are immediately allocated to that build-ing, and the building will commence opera-tions. If there is a shortage of workers in thecity, though, the Labor Advisor decideswhich buildings should receive labor, andwhich should not.

You might want to make different decisionsabout which structures should have the firstclaim to labor, based upon the particular sit-

The Labour Advisor Panel

way out of his or her normal area, try follow-ing that person, which may show you what iswrong.

Your �workforce� consists of approximatelytwo thirds of the number of plebeian citizensbetween the ages of 22 and 50. Youngerpeople are studying, (in schools if you haveprovided them, otherwise on their own)while people over the age of 50 are retired.

Employment & LaborAllocation

lmost every building in your cityneeds to employ workers in order tooperate. Even if there are lots of

unemployed workers in your city, a buildingcannot employ anyone unless it has �access�to labor.

When you build a new structure thatemploys people, it sends a recruiter in plainbrown clothing to look for a nearby source oflabor. As soon as that recruiter walks pasthousing (which needs to be within twospaces of the road), he knows that his build-ing has access to labor � in other words, thatworkers can walk along roads from their

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People, Employment and Migration

SCRIBE'S NOTE:

You can see how much unemployment you have right on your citymap. Any citizens sitting idly on the steps around your Senate build-ing are unemployed. One or two people means that there is some,but not too much, unemployment. Three or more people sittingaround is a sign of high unemployment, which you should try toavoid.

a

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People, Employment and Migration

There are two types of journey. The first is aspecific journey from point A to point B. Forexample, when a wheat farm harvests itscrop, it sends a farm hand with a cart full ofproduce to a granary. The farmer tries to takethe most direct route there, and also on hisreturn journey with the empty cart.

The second type of journey is more like apatrol. An engineer's post, for example,sends out an engineer to walk for a certaindistance, repairing any damage in the build-ings he passes. Eventually, the engineerreturns to his post. The next engineer sentout to repair buildings in the area tries to goin a different direction overall than the lastpatrol. This happens four times, with the firstpatrol trying to head North, the next East, thenext South, and finally the last one West.This way, they try to visit all the buildings intheir area.

But note that the more intersections thereare along any one of those patrols, the lesslikely it is that the engineer will cover everybuilding in his area. This means that you mayneed to provide more buildings to send outpatrols in areas with complex road networks,to ensure that all buildings are covered.

People walking alongroads

our city will soon have lots of differ-ent people wandering along its roadsand paths. Citizens deliver their

goods or services while walking the city'sstreets; understanding how that works isvery important.

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People, Employment and Migration

Scribe's note:

Right-click on any building to find out how many people currentlywork there, and whether the building has any other needs. Watch theactivity at your industries and trade facilities. When you see workersmoving at half speed or stopping work altogether . . . full or emptycarts standing idle . . . ships moored at your docks with no one load-ing or unloading them - then you need to define some civic priori-ties.

There will be many occasions when you have too few workers, espe-cially in the early days of a city. You can either attract new immi-grants into your city (see above, Page 49) or set priorities so thatonly the work you would like to be done is done. You can alsoinstruct your Trade Advisor to temporarily cease activity in any ofthe industrial or farming operations in your city, which would free uplabor.

uation in the city at that time. You can do thisby visiting your Labor Advisor and settingsome priorities for him, which he will alwaysfollow. If you set fire prevention as your firstpriority, for example, and food production asyour second, he will always allocate all theworkers he has initially to fire prevention,and then to food production. Should there beany workers remaining after that, he willallocate them as he thinks best to the othercategories.

Y

Mood

very governor should be concernedwith the mood of his citizens. If theyare happy, you can take actions that

will benefit the city in the long run, but thatmight upset a few citizens in the immediatefuture. But taking the same actions when thepopulation is already in a foul mood couldlead to disaster.

Put simply, the mood of a city is a sense ofhow the average citizen is feeling. The moodof a city is calculated directly from the moodof each individual dwelling in a city. YourChief Advisor will keep you informed aboutthe overall mood of your citizens. Be warned:it is quite possible to have a few houses withunhappy citizens even when the overallmood is very good.

Mood affects two important mechanismswithin Roman cities: migration and crime.

The overall mood of the city is known topeople for miles around, and affects immi-gration. New immigrants will want to moveto a city which is pleased with its governor,but they won't move into an unhappy city atall. See Immigration on Page 49 for moredetails on migration.

Both the overall mood of the city and themood of each individual dwelling determinecrime. As mood gets worse, the likelihood ofcommitting a crime rises.

Crime and migration are very important to acity's success. For a city to thrive, you need toknow how to improve the mood of your city

Mood and Crime

E

expect anger as a result. You have beenwarned!

Governors can improve their citizens' moodby holding festivals. The larger the festival,the greater the benefit. For more informationabout festivals, see Page 93.

Crime

rime is a direct result of a really uglymood in some parts of your city.When you are warned about crime, or

about the worsening mood in your city, takeit seriously, and try to cure the causes beforecrime breaks out.

Remember the distinction between the city'soverall mood, and that of each individualhouse. People are influenced by their neigh-bors, so that the overall mood of a city limitsthe effects of even very extreme anger with-in individual houses. The crime overlayshows how likely any one house is to com-mit a crime; the angrier they are, the worsecrime they want to commit.

When a house's inhabitants do grow angryenough to turn to crime, they plan their crimebased on how angry they are � but they willadjust their crime based on their neighbors'mood. Specifically, if the city's overall moodis very good, the worst crime you will sufferin your city is a mugging, even if the individ-ual house was angry enough to riot. If theoverall city mood is merely average to good,you might also suffer some thefts. The over-all mood of the city needs to be quite poorbefore riots actually break out.

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Mood and Crime

C

and its citizens. Let common sense guideyou: People with jobs, with enough food,earning a reasonable wage and paying rea-sonable taxes are likely to be fairly happy.High unemployment, a lack of food, hightaxes or low wages all upset people. Thelonger any of these conditions lasts, and themore extreme it is, the greater will be theeffect. So, high taxes for one month worsenpeople's moods to a small degree, but thesame tax rate for three or four months has amuch worse effect.

Individual dwellings are easily angered ifthey frequently miss rations. This can easilyhappen to homes near the end of a markettrader's delivery route. Solve this by placinga market closer to the troubled homes.

Throughout history, the poorer people of theworld have suffered more than their wealth-ier neighbors. Roman cities are no exceptionto this sad rule, and the people know it.When a city first gets going, many of its citi-zens probably live in tents. Conditions thereare not very good, but nobody complainsbecause they all share the same conditions,hopes and goals.

As the city develops, though, some housingevolves into better dwellings, with better liv-ing conditions. Any people still living in tentsexpect their governor to provide for them,too, allowing them to upgrade their tents intonicer property. If that does not happen,despite lots of services being made availableto a few now very wealthy houses, the tentdwellers become justifiably angry. Be fair,and your city will thrive. But if you leavesome people in extremely poor conditionswhile looking after the rest, you should

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Mood and Crime

Riots

riot occurs when a group of veryangry citizens decides to demon-strate their anger through violence.

You will start to see groups of angry, torch-carrying citizens collecting on the streets inparts of the city where the mood is ugliest.When they work themselves into a frenzy,the mob moves from their own area towarda nicer part of your city, where they set fireto your buildings. Remember, too, that firecan spread, which can worsen the problemsfurther.

If the mob is not dealt with, it continues toroam your city, setting fire to buildings. One

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Mood and Crime

Scribe's note:

Use the Risks Overlay to identify areas that are experiencing highcrime rates. You'll notice that poor neighborhoods have the mostcrime. For more information about Overlays, please turn to page160.

Muggings don't affect your Peace rating. Each theft, though, reducesPeace slightly. Riots, being almost complete breakdowns in law andorder, lower your Peace rating by quite a lot.

A

The most minor crimes are personal assaults,or what the people call �muggings.�Muggings are unfortunate, but they don'taffect the city itself. If the occasional mug-ging is the worst that your people have tocontend with, your city has no serious crimeproblem. Your advisors will not even notifyyou of these crimes, deeming them too pettyand a waste of your precious time. You mightnotice a citizen standing on the street, wav-ing a torch, angry and about to commit amugging. Take this as a warning that thepeople's mood could be better, though thereis no real damage caused directly to yourcity by these assaults. If a prefect is near oneof these angry torch wavers, he will immedi-ately approach the criminal, and persuadehim � with force if need be � not to committhe crime.

If conditions don't improve, though, themood of your people may worsen. Theft isthe next step in a criminal career, and is aclear sign of greater anger at the poor quali-ty of city life. Theft strikes right at your trea-sury, as thieves rob your tax collectors orbreak into the treasure vaults beneath yourSenate and forums, stealing some or all ofthe money stored there. You will be told ofany thefts that occur, and you should reactswiftly to improve people's mood beforethings worsen.

Should you ignore the warnings, or youractions take too long to improve things, youmay encounter riots. Riots are the worst kindof crime, and can be ugly. This is one of theworst threats a governor can face, and I willtell you momentarily how to deal with riots.

The best way to deal with crime, as I havesaid, is to improve the city's mood. A happy

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Mood and Crime

city is a crime-free city, as my Greek tutorused to say. But, even with the best inten-tions, governors sometimes must make diffi-cult decisions which on occasion may allowa certain level of crime to arise. In these sit-uations, the city's own watchmen, the pre-fects, are needed.

on page 93). Grand festivals take too long toprepare, and small ones might not raise hap-piness enough to head off the riot.

Reduce unemployment quickly. The pre-ferred way to do this is to build some newindustries, farms or other large employers. Ifyou lack the money for that, use a more dras-tic approach. Destroy some low-qualityhousing, to encourage emigration. It is aheartless thing to say, but it is better to elim-inate poor housing than to let rioters burnother structures.

Make more food available, importing itfrom abroad if you have to. Read about fooddistribution starting on page 116 and Tradeon page 129.

Raise the wages you pay.

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Mood and Crime

of the most unfortunate aspects of riots istheir natural tendency to increase: as somebuildings are destroyed, vital services to therest of your city can be cut off, which cananger more of your citizens, perhaps addingfurther to the mobs roaming the streets.

Prefects will fearlessly approach rioters, andtheir training is such that they will defeat anyrioter in a one-to-one fight. However, if alone prefect faces more than one rioter, hewill struggle, and might himself be killed. Inriot situations, try to gather groups of pre-fects together as a kind of �Riot Police.�Remember that while some prefects dealwith the rioters, fires are burning; ideally,therefore, you would have enough prefectsto allow some to put out the flames whileothers apprehend the mob.

If riots do break out, it is a good idea to buildsix or eight prefectures close to the riot area,to provide the extra prefects you need tobring the situation under rapid control. Donot build the extra prefectures so close to therioters that they are likely to burn the newstructures down. You might also wish toinstruct your Labor Advisor to set Security &Fire Prevention as the top priority for laborallocation.

Riots are very bad news. Here are somemeasures you can take to prevent them tak-ing place at all. Use them as soon as you startto get warnings about worsening mood:

Reduce your tax rate to the lowest levelyou can get away with � even zero, if youcan afford it, and certainly below 5 percent.

Plan a large festival. (Read about festivals

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Mood and Crime

Prefectures need road access and labor, buthave a negative effect on the desirability of asmall area around them.

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Mood and Crime

Prefectures and Fire

refectures are small buildings whichtrain employees to be prefects, orwatchmen. These prefects are sent out

to patrol the streets near the prefecture. Asthey pass a building, they put out any loosesparks or dangerous cooking fires they find,reducing the risk of that building catchingfire. The longer a building goes without beingpassed by a prefect, the more likely it is tocatch fire. The Risk of Fire overlay reportshows this very clearly (see Page 160 formore information about Overlays.)

When buildings do catch fire, whether natu-rally or from a criminal's torch, nearby pre-fects spring into action. They grab the near-est buckets of water that they can find, thencarry them to the burning structure andthrow the water over the fire to put out theflames. A larger burning building needs morewater, and takes longer to put out, than asmaller one.

Fires spread very easily, so it is important toput them out as soon as possible. The bestway to do this is to have a good number ofprefectures scattered throughout your city,which should ensure that whenever a firedoes break out, a prefect will be closeenough to put it out quickly.

Prefects can't prevent crime, but they do playa critical role in resolving crime when it doesbreak out. If a prefect sees angry citizensprotesting on the street, he approaches themand persuades them to cease their protests.If the prefect encounters rioters, he willattack and kill them.

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Mood and Crime

P

Prefecture

Engineering

oman engineers are crucial to thesuccess of our cities and Empire. Ourroads are the finest anywhere in the

world. Without the efforts of hard-workingengineers, our civilization would be impossi-ble.

As city governor, engineers are key for you,in that they will carry out repairs and main-tenance work on your city's buildings.Without this work, your buildings will quitesimply collapse.

Engineering posts are small structures thattrain people as engineers, then send themout to patrol the area nearby. As the engi-neers pass each building (actually, any build-ing within two spaces of the road), theyrepair any faults they find there, preventingthe building from collapsing.

You should build engineer's posts throughoutyour city, scattered around to ensure thatthey cover all your buildings.

Engineering & Transport

R

SCRIBE'S NOTE:

Use the Risks overlay to spot buildings in danger of collapse. Orderyour Labor Advisor to assign a high priority to Engineering, so thatyour engineer's posts work at their full potential. A functioningengineer's post flies a blue flag.

Engineering Post

Roads and paths are essential to the smoothrunning of your city. Your citizens refuse towalk on anything else (although immigrantsare less fussy).

New roads begin as dirt paths, just like theone crossing your province at the beginningof the assignment. As the desirability of thearea around the path grows, your citizenswill automatically widen and pave thesepaths into true roads.

You can further enhance a road by buildingplaza on top of it. Although this can be quiteexpensive, it is extremely sought after byyour citizens; the desirability of an area risessignificantly where you build plazas on top ofroads.

Almost every structure you can build mustconnect to a road, which means having atleast one piece of road adjacent to at leastone piece of the building. Buildings withoutroad access can neither recruit nor send outemployees (wells, fountains, aqueducts,reservoirs and forts are the only exception tothis rule, and do not need road access toreceive their allocation of labor).

All people who deliver their services as theywalk along roads can only deliver these ser-vices to buildings very close to the road. Thisapplies to a wide variety of people, includingprefects, engineers, market traders, bathersand entertainers. Structures placed too farfrom a road will not receive the benefits ofother buildings' workers as they walk by.

Long, straight roads are better for traffic flowthan are short ones with many intersections.

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Engineering & Transport

Some structures don't need maintenance byengineers. These are:

Reservoirs, aqueducts, fountains andwells;

Walls, towers and forts;

Gardens and statues.

Engineering posts don't affect the desirabilityof nearby housing.

Paths & Roads

ong ago, Rome settled on straightstreets and rectangular blocks as themost efficient urban layout, and you

are encouraged to plan your city according-ly.

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Engineering & Transport

LPlaza

through your province by the river's current.

Your engineers have designed two cleverbridges, which are adaptable to differentsizes of river. One is cheap and can be builtin many places, but does not permit ships topass underneath it, while the other is sturdierand taller, does allow ships to pass under-neath, and is understandably more expen-sive. Pedestrians will walk happily over bothtypes of bridge, even with carts.

Note that rivers may only be bridged at cer-tain points, usually where there are two fair-ly straight, even river banks opposite oneanother, enabling your engineers' construc-tion methods to hold.

Dock

ocks allow trading by water, by pro-viding a place for ships to offloadtheir goods and stock up with new

goods.

There are limits as to where docks can bebuilt: they need waterfront along one side,

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Engineering & Transport

DBridges & WaterTransport

ll provinces have natural watersources, whether they be lakes orrivers. Many provinces feature a

river which can be used for trade: you canspot this river from the flotsam which floatson the surface of the river, and is carried

Engineering & Transport

Scribe's Note:

Bridges don't affect the desirability of nearby housing.

You can see from the Empire Map whether there are any cities withwhich you might want to trade by sea. If there are, don't build a lowbridge over the river, or you'll block the passage of sea merchants. Ifyour province has no sea-route trade partners, then it doesn't needdocks, and this doesn't matter. Build either type of bridge wherever itsuits you. Pius gets to trade on page 129.

A

Every time citizens reach an intersection,they must choose which direction to go in.This means that you have far more controlover where people will walk when there arefewer intersections on your roads. If a citizenfinds his path blocked, he turns around andgoes back the way he came.

Scribe's note:

Houses need to be within two squares of a road. All other buildingsthat require road access must actually touch a road.

You can build roads one segment at a time by clicking individually oneach square the road will run through, or you can �drag� a road as faras you want.

To drag a road, choose the road tool and click where you want theroad to begin with your left mouse button. Holding the mouse but-ton down, move your cursor across the screen over the route yournew road will take. The total cost of building that length of road fol-lows the cursor. When you release the mouse button, the whole roadis built and your treasury pays the cost.

If the whole road disappears while you're dragging it across the map,some obstacle is blocking the road's route. Build the road up to thatpoint, switch to the �dig� tool, remove the obstruction, then resumelaying your road.

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Low Bridge

Ship Bridge

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Engineering & Transport

Shipyard and Wharf

shipyard builds fishing boats. Thefishing boats operate from a wharf.

If you see seagulls circling over a patch ofwater, then your province is blessed withfish. Fish take the place of animal meat inyour people's diet. For more detail aboutfood, see Page 111.

If your province contains fish, build a ship-yard located on the same body of water thathas the fishing grounds (the circling seag-ulls). The shipyard needs road access andemployees to work, and each fishing boatrequires three cart-loads of timber to build.

Engineering & Transport

A

Scribe's Note:

Once a ship moors at the dock, it remains tied up there until it hasoff-loaded all the goods it is selling to your city, and has received allthe goods sitting in warehouses ready to be exported by sea. Thatcan take a rather long time, especially if the warehouse with thegoods for export is a long way from the dock. Building extra ware-houses near the dock can speed this process up, and thereby allowyou to do a lot more trade.

Only one ship at a time may moor at a dock. If you are planning todo a large volume of trade by sea, you may need to build severaldocks. Docks make highly undesirable residential neighbors.

which means you have to find a straightstretch of river wide enough to fit a dock. Thebuilding is placed half on land and half overthe riverbank.

Docks employ workers. Some of these oper-ate cranes to haul goods on and off eachship; others take those goods in a cart to anearby warehouse, or collect goods forexport from the warehouses where they arestored. These cart pushers will walk all overyour province, if they must. As you canimagine, that would take a long time, and allthe while the ship is sitting in your dock, idle.A dock really should have a warehouse near-by, therefore, to accept imports and to pro-vide it with exports. (For more on warehous-es, see page 116.)

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Shipyard

Dock

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Engineering & Transport

To run a fishing industry, you also need atleast one wharf. Your fishermen work out ofthe wharf, not the shipyard. As soon as aboat is finished at the shipyard, it will sailover to a vacant wharf.

Each wharf can service one fishing boat. Aslong as the wharf has labor access andenough laborers, a fishing boat puts into thewharf to take on a crew, then sails to thefishing grounds. When its hold is full, the boatreturns to the nearest wharf to unload itscatch. As soon as it's unloaded, the boatreturns to the fishing grounds. Wharf workerstake the unloaded catch to the nearest gra-nary, if there is one with space, or ware-house.

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Engineering & Transport

Scribe's Note:

The shipyard and the wharf both need good road access, a labor sup-ply, and regular maintenance by engineers and prefects. They are, asyou would expect, highly undesirable neighbors.

Wharf

ducation is a large part of what sepa-rates Romans from barbarians, andpasses our culture along to new gener-

ations.

School, Academy andLibrary

hree educational establishments maybe built in your cities: schools, acade-mies, and libraries.

In order to evolve, even fairly basic housesneed the services of a nearby educationalestablishment. The more evolved the housebecomes, the greater its need for access tomore education; very advanced housingrequires access to all three educational build-ings. For more on house evolution, see Page41.

Besides giving individual houses access toeducation buildings, the city has a more gen-eral duty to educate young people. The totalnumber of people of school age (up to 13years' old) and academy age (14 to 21 years'old) in your population determines youroverall demand for schools and academies.For fast-growing, newer cities, the number ofeducational establishments needed to allowhousing to evolve is probably more thanenough to educate all the children. Once thecity grows substantially, though, your cityprobably has many more youths to educatethan are served by the schools and acade-mies you built just to provide access forhousing. You might need to build additionaleducational establishments.

Education

E

T

School

Academy

81

Education

The overall supply of education in your cityaffects your Culture rating. Classroom size isthe key to raising the education componentof your Culture rating: smaller classrooms (ascalculated from the number of school- oracademy-aged children and the number ofworking schools or academies in your city)yield a much higher Culture rating. Failure toeducate all the people of relevant age hurtsyour city's Culture rating. One school caneducate 50 pupils, while one academy caneducate 100.

Adults want access to libraries throughouttheir lives; one library can serve 800 people.

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Education

Scribe's Note:

Consult your Education Advisor at any time to see how many citi-zens fall into each school-age category, and how many students youreducational facilities can handle. Use the Population Advisor'sCensus graph to view your city's age composition.

Due to the noise and antics of young children, schools slightlyreduce the desirability of property next door to them. Academies andlibraries exert a somewhat larger positive influence on desirability. Allthree buildings need labor and road access.

Library

owever wealthy we become, how-ever ambitious our plans, howeverwell-fed and happy our citizenry,

we are but mortals. We ignore the gods atour peril. If anyone ever had the arrogance tofound a city without religious structures, his-tory has forgotten the attempt.

The gods

ive gods should concern you. Each hashis or her own area of interest, andthey all crave adoration from you and

your people. Build temples to make thempleased with you. When you build a temple,you are asked to select a god to dedicate itto.

Roman gods are jealous, however, and growangry if you build too few temples for thesize of your city, or if you dedicate fewertemples to them than to the other gods. Ifyou anger the gods, they will make you andyour city suffer.

The gods will each send you a mild disasterif you upset them. Take this as a warning. Ifyou continue to treat them without respect,they become truly wrathful, and send you aserious disaster. Each god can make you suf-fer in a unique way.

The gods are by no means all bad, though.Should you particularly please any of them,they might bestow signs of gratitude on you,again each in their own special way.

You can also dedicate a festival to one of thegods, which causes it to think better of you.

Religion

H

F

How well you give your citizens access toplaces of worship affects your city's Culturerating. Each religious structure has a capaci-ty. Your Culture rating suffers if more peoplewant to use each temple or oracle than itscapacity allows. You have been warned!

Consult your Religion Advisor to find outwhat each god thinks of you. If you see light-ning bolt symbols beside the word express-ing a god's feeling towards you, it's time toact. The more lightning bolts there are, themore likely the god is to act out his or heranger. One or two bolts mean that youshould have time to appease them. If four orfive bolts are displayed, you might not beable to appease them in time to avert disas-ter. Of course, any action that you take toplease them will serve you well in the futureanyway.

Temples

ach temple is dedicated to one specif-ic god, who derives pleasure from see-ing the temple devoted to him or her.

Temples also improve a neighborhood'sdesirability and enhance your city's Culturerating. Temples employ priests, who bestowaccess to their patron god as they walkaround their local area. The very best neigh-borhoods need visits from priests of at leastfour different gods.

You can build both large and small temples.Larger temples are more expensive, but sat-isfy their god to a greater extent than a smalltemple; they also have a much greater effecton desirability than do small temples.

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Religion

See Page 93 for more information about fes-tivals.

Ceres is the goddess of agricul-ture. Since everybody needs toeat, keeping her favor is a verygood idea. Her moods canaffect whether people eatabundantly, or starve.

Neptune, the god of the sea,watches over the province'ssailors, both on trade shipsand fishing boats. People saythat Neptune's temper caus-es mighty storms.

Mercury is the god of com-merce. All citizens whoengage in commerce or indus-try expect you to honorMercury, especially if their pro-duce is precious to you.

Mars, the god of war, watch-es over your soldiers. If theyfeel that Mars is withholdingprotection, your legionsmight be less reliable whenyou most need them.

Venus is the goddess of love.When Venus is unhappy, she isapt to share the feeling withyour citizens, noticeablydepressing the mood of yourcity. She has also been knownto play with citizens' health.

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Religion

E Small Temple

Large Temple

87

Religion

The Oracle

racles are a special type of temple,dedicated to all the gods. They pro-vide the same benefits as temples �

enhanced desirability and a higher Culturerating � while pleasing all gods equally. It canget quite expensive, and take up a lot ofland, to build all the temples you need in anarea to keep the gods happy. Oracles solvethat, by pleasing all the gods with far lessphysical space and less cash investmentthan an equivalent number of temples wouldtake. This makes oracles especially powerfuland useful.

As is usually the case when somethingsounds too good to be true, oracles do havea down side. To build an oracle, you needsupplies of marble. Not every assignmentwill have marble available, and those that domight require you to import it at a fair price.Furthermore, oracles do not send out prieststo minister to the population. The oracle'srole is simply to honor the gods, and providea place for citizens to come and worshiptheir gods.

Religion

Scribe's note

Consult your Religion Advisor to check your city's standing with thegods. If any are angry with you, build them more temples. If that'simpractical, or you need to pacify a particular god quickly, hold a fes-tival in that god's honor. Pius speaks more of festivals on page 93.

Each oracle or large temple that you build needs two tons of marble.Read about marble on page 124.

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O

Oracle

ife should never be all work, even forplebes. Again and again, Roman histo-ry has shown rulers the wisdom of pro-

viding diversions for their people.

Venues and PerformerSchools

ou can provide various forms ofentertainment in your cities. Youmust build both the venue where a

show takes place, and a base for the enter-tainers who will perform there. Largervenues allow more spectators to watch.Venues, in order of increasing size, are thetheater, the amphitheater, the colosseumand the hippodrome. Actors are trained at anactors' colony; gladiators learn their skills ata gladiator school; lions are tamed at a lionhouse; and charioteers are trained, and theirchariots built, at a charioteer school.

Just building the venue alone has a verysmall benefit, as long as it has road accessand employees. Without performers, thevenue's staff becomes a little desperate, andtries to entertain people there themselves �though the results are barely better thannothing at all.

Each performer school trains specialists toentertain the crowds. Once trained, the per-formers walk to suitable venues, where theyput on a show for a set period of time. Afterthat time runs out, the show is over. Unlessanother performer has started a new show,the entertainment value given by that venuefalls.

Entertainment

L

Y

Gladiator School

Theater

omans find life unlivable without reg-ular access to plays, concerts andrecitations set in well-designed the-

aters and amphitheaters. Theaters tend toattract literate, cultured audiences, and aredesirable neighbors. Theaters host only playsstaged by actors.

Amphitheater andColosseum

mphitheaters also host plays stagedby actors. While some plebeiansappreciate fine arts and the classics,

they are more likely to prefer the arenas.Amphitheaters can also be used for gladiato-rial fights, which help satisfy the people'slove of dangerous entertainment. A fully-employed amphitheater should have bothactors and gladiators.

The colosseum holds gladiatorial combats,just as the amphitheater does. Colosseumsare also large enough to add animal shows totheir repertoire. The Roman Empire's foreignexpeditions often bring back fierce, exoticanimals � lions being a prominent example.People have a lusty appreciation for fightsbetween animals and gladiators. Fightsbetween different animals are always a bigdraw; what better way to spend a relaxingafternoon than the exhilaration of watchinglions and gladiators fight to the death?

Hippodrome

hariot racing is the only form of enter-tainment more popular than colosse-um shows. A hippodrome, like

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Entertainment

Colosseum

Entertainers walking through the streets lethouses know that they have access to enter-tainment. If a house is quite close to anactive venue with lots of current shows, butno performer walks past it, the house gainsno benefit.

Performers are often strange people whomake undesirable neighbors. Actors are theonly exception to this: their drama is consid-ered to be of such a high level that their pres-ence adds a mild boost to an area's desirabil-ity. Noise and danger, coupled with thestench of blood, make gladiator schools, lionhouses and charioteer schools bad for anarea's desirability.

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Entertainment

Scribe's Note:

A performer school frequently supplies entertainers to more thanone venue. Pay some attention to this, for it is easy to keep buildingnew venues, thinking that the existing performers will be enough.Right click on venues for up-to-date information on what showsthey are putting on, and check the entertainment overlays for eachtype of entertainment to see whether you need to build any moreperformer schools.

Try building performer schools some distance away from the venues,forcing performers to walk through some housing areas to get to thevenues, to obtain maximum entertainment coverage.

R

A

Amphitheater

C

Actor�s Colony

Theater

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Entertainment

Scribe's note:

Working theaters with active shows boost your Culture rating. Noother form of entertainment affects the Culture rating.

The city has an "overall" need for entertainment, beyond that neededto provide access for individual houses. It is perfectly possible formore citizens to have access to a venue than could ever possibly fitinside it! Good overall coverage enhances the entertainment availableto each individual neighborhood.

The Entertainment Advisor can show you how many of each type ofamusement are working, how many total shows are available, howmany citizens are served and the overall adequacy of entertainment.If any type of venue is rated "below average" or "poor," use theEntertainment overlay to decide where to erect new buildings.

Rome's Circus Maximus, is an enormousstructure, and no city can support more thanone. The structure requires more engineeringtalent than is available in early assignments.Chariot races have a long, distinguished his-tory. The very fact that we use the old Greekword �hippodrome,� which means �horseracetrack,� reflects the ancient origins of thisspectacle.

The hippodrome is highly prized by your cit-izens, since it is such a grand and expensivestructure that very few cities have one. Yourpeople will feel more prosperous if you buildone for them.

Colosseums and the hippodrome are unde-sirable neighbors. Citizens enjoy the perfor-mances but dislike having all of that trafficthrough their neighborhoods, not to mentionthe noise and trash. Amphitheaters often getthe newest and most popular plays, andmake desirable neighbors despite their size.

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Entertainment

Hippodrome

Festivals

omans have always loved festivals.Even when a city has plenty of enter-tainment, there's usually precious lit-

tle time to enjoy it. A festival provides moretime for a city's hard-working citizens toenjoy the facilities offered, or simply to eat,drink and be merry. Festivals always improvecitizens' mood, and more so for larger festi-vals. This means that people work harder,making up for any time lost during the festi-val itself.

You may plan a small, large, or grand festi-val; the larger ones cost more, and takelonger to plan, but yield greater benefits. Thegrand festival also requires you to provideenough wine for all your people; if you donot have enough wine for this, you will notbe able to hold a grand festival.

Festivals make citizens and gods alikehappy. When you plan your celebration, youchoose a god to honor, and that god ispleased when the festival occurs.

R

Scribe's note:

Festivals take some time to prepare. Try to remember to hold oneregularly, and don't wait for a crisis to remind you. A festival canavert divine anger and take people's minds off their grievances, it'strue. But if you wait until one is desperately needed, the gods mightstrike, or the people take up torches, while you are still preparing theparty.

You will not benefit as much from the second (or any subsequent)festival you hold within the same year.

oman citizens usually enjoy goodhealth, assuming that they have avaried diet and see a doctor regularly.

They are also very particular about keepingthemselves clean. Your city can build somestructures to help the public ward off disease.

If your people become unhealthy, theybecome more susceptible to disease. Whenthey become diseased, they need treatmentby a hospital. If there is no room in a hospitalat that time, they will die.

Sanitation: Bath-houseand Barber

ccess to public baths and regularbarbering matter greatly to Romanpeople, though they contribute more

to their social well being than their health.Baths and barbers contribute to the desirabil-ity of any area, and their services are neededby better housing. Citizens like to spend asmuch time at the baths as they can, after all,and who wants a long walk home after beingpleasantly cleansed and relaxed?

Both structures require road access andemployees; the bath-house also needs sup-plies of water, via the underground pipesconnected to a reservoir.

Doctor's Clinic andHospital

octor's clinics are small and employfew staff. They train doctors, andsend them out to check up on the

Health & Sanitation

R

A

D Doctor�s Clinc

Bath-house

not be taken in by the hospital, unfortunate-ly, will die.

Disease understandably sours the mood ofyour citizens somewhat.

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Health & Sanitation

health of the people living nearby. Their roleis completely preventative, and they arequite successful most of the time at keepingdisease from breaking out.

Hospitals are larger than clinics, and employmore staff. They are needed if, despite yourbest health policies, disease does break out.One hospital cures a small number of peopleat a time, which should be ample for smallcity populations. Larger cities need morehospitals. Your Health Advisor will tell you ifyou need more hospitals.

If hospitals do not have their full allocation ofstaff, they can only cure a reduced number ofpatients. For every member of staff they aremissing, they are able to cure one lesspatient.

Clinics do not affect the desirability of anarea. Hospitals have a minor negative effecton the desirability of the immediate area,probably due to the smell and presence ofdiseased people.

Disease

f people cannot eat full rations, theirstrength wanes, and they are more like-ly to fall ill. If they are not seen regularly

by a doctor, their chance of getting sick risesfurther. Occasionally, travelers bring diseaseto your city despite your best preventativeefforts. Venus has also been known to sendplagues upon a city which has incurred herwrath.

When disease strikes, a certain number ofpeople fall sick. If there is space for them inhospitals, they will be cured. Those who can-

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Health & Sanitation

I

Hospital

n your city, you are the government.Your role is to direct the construction ofa city within your province, according to

any guidelines and objectives given you byCaesar. Government is also expected toensure a steady food supply, to providewatchmen (prefects) to protect against fireand crime, and to provide defense againstany hostile barbarians. (A �barbarian� is any-one who is not Roman). You carry out theseroles yourself � with the help, when you wantit, of your various advisors.

All this government activity costs money,which must come from somewhere. Tax rev-enue is one of the two main sources of fundsfor any city (the other being trade). Tax col-lection is the ugly side of government;unpopular but necessary. No one enjoys pay-ing taxes, although everyone appreciates theservices that their taxes buy.

The Senate

The Senate building is the city's mainadministrative structure. It housesyour advisors, who maintain banners

outside indicating the city's main four rat-ings: Culture, Prosperity, Peace and Favor, inthat order. As the city progresses, these flagsrise or fall to reflect your performance, soyou won't need to visit your Ratings Advisorto see how well you are faring.

Unemployed people like to sit around on theSenate's steps, where they know that they'remore visible to their governor. When you seepeople lounging on the steps of the Senate,

Government, Administrationand Money

I

T

Senate

Triumphal arch

ome knows no greater splendor thanthe Triumph of a general returningfrom campaign, with his victorious

troops escorting thousands of prisoners inchains and wagon after wagon of bootythrough the city. For generations, Romanshave commemorated these Triumphs bybuilding arches on the Via Sacra, Rome'sgreatest road.

The triumphal arch is the most impressivemonument that your city can build. Thesestructures are dedicated to successful mili-tary campaigns, and so as governor you mayorder one built in your city only when one ofyour armies has returned victorious from abattle in some distant province. An arch dra-matically boosts the desirability of the sur-rounding neighborhood.

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Government, Administration and Money

Scribe's note:

Because the Senate and forums usually have money in their vaults,invaders, rioters and criminals often target these structures.

Each figure on the Senate steps represents 5 percent unemployment.When you hold your mouse cursor over the Senate building, a whitetext box shows some of your city's vital statistics.

To gauge the need for forums in the city, visit your Finances Advisor.If the proportion of citizens registered for taxes falls much below100 percent, use the Commerce: Taxes overlay to find houses thataren't paying their fair share, and consider building a new forumsomewhere nearby. Some very poor neighborhoods won't owe muchin taxes anyway, and you will have to weigh whether or not they areworth building a forum. You might decide that 90 percent tax regis-tration is high enough, if the 10 percent who aren't registered aremostly tent-dwellers.

your city has at least some unemployment.The more people there are, the more unem-ployment you have.

The Senate also employs tax collectors towalk through nearby neighborhoods collect-ing taxes due. (see Tax, below). The Senate'scoffers store the money until it is transferredto your treasury at year's end. The Senate isa nicely maintained building and a center ofwealth and power, and therefore a verydesirable neighbor indeed.

Being such a grand building, the Senate iscostly to build and requires many employeesto function at capacity. It is neverthelesswise to build it fairly early in your city's life.Besides generating some tax revenue, it isoften at the heart of the nicer district at thecenter of your city, and it gives you an easyview of information that's valuable to yourcity's progress right from its early days.

No city can ever have more than one Senatebuilding.

Forum

he forum is a satellite office of thegovernment, usually found in outlyingneighborhoods. Its particular task is to

send out tax collectors, raising revenuesfrom areas too far from the Senate's own col-lection routes.

There is no limit on the number of forumsyour city may build. Because forums makedesirable neighbors, many governors includea new one whenever they expand the city'sresidential areas.

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R

Forum

Triumphal Arch

Costs, and ControllingThem

ities have all too many uses formoney. Constructing new buildings isusually the biggest expense, especial-

ly in periods of growth for a city. It is veryeasy to simply build whatever you wish tobuild without considering its cost. Rememberthat some buildings cost significantly moreto build than others. Wages are usually thenext largest expense. Other costs includeinterest on any debt owed to Rome, yourown salary, the cost of any goods your cityimports, the tribute due to Rome, and sundryexpenses like festivals or thefts..

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Scribe's note:

If your city finds itself in a poor financial state, you would be welladvised to pay urgent attention to improving things. There are sever-al ways to do this:

· Stop constructing new buildings, or build only structures that willboost your city's cash flow. One or two buildings (like forums, or adock to allow exports, or something that will allow some housing toevolve to a higher level and hence pay more taxes) might actuallybring in more money very quickly.

· Raise taxes. This has obvious negative effects on the mood of thecity, but, especially for a short while, can bring in substantial addi-tional funds.

· Reduce wages. Although it won't make you popular, this action cansave money in one of your city's biggest expense categories and, for ashort while, can prove extremely useful.

Money

oney is strange stuff. Withabsolutely no intrinsic value, itssole purpose is to acquire other

things. It is a means, not an end. And so itwill be with your cities. Money is never aspecific goal for city governors, and yet allmust manage it wisely if they are to succeedat the goals they have been set.

The Emperor grants you a generous sum tofound your colony, but that will run out alltoo soon. When it does, your city had betterbe generating a profit, or be very near todoing so. Caesar might sometimes come toyour aid with supplemental funds, if yourassignment is particularly important to theEmpire. And he will often secure permissionfrom Rome's senate for you to run a tempo-rary deficit.

This is a lifeline, but one which can be dan-gerous to your future. The city pays interestof 10 percent on any negative balance, mak-ing it that much harder to earn a profit. And,if worse comes to worst and you still owemoney when your credit line expires � well,hope that you do not. Your Favor rating fallswhenever Caesar has to rescue you fromfinancial trouble.

Apart from the initial sum you are given toinvest in a new city, and possible additionalinvestments if Rome thinks it appropriate,your city can raise money from two sources:taxing its people, and exporting its products.Provinces vary in their industrial resources,but export income is frequently extremelysignificant. Always make a point of seeinghow to make some profits from exports (see�Trade,� page 129).

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M C

people happy and can thereby help lureimmigrants, although they can make it hardfor your city to pay its bills each month.

In each assignment, you'll figure out the besttax rate for your governing style. Rememberthis, though: You will rarely raise enoughfunds for a truly great city just by taxing yourcitizens. You are going to have to masterindustrial production and trade before yourcity can generate real wealth.

Tribute

he tribute is a payment to Rome.Think of it as Rome's return on theirinvestment in your new city.

It will be a happy day for your province whenCaesar begins to take tribute from you, forthen you will know that you are contributingto the advancement of the Empire! All of

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Government, Administration and Money Government, Administration and Money

· Sell goods. While this is something you should normally do anyway,there may be times when you need to sell more than you perhapswould like to. Maybe your housing can wait a little longer for thatpottery or furniture.

· Stop buying imported goods. Frequently, imports are used for luxu-ries, such as a more varied diet, or olive oil. Interrupting the flow ofimported luxuries for brief periods can save you a good deal ofmoney without unduly inconveniencing your citizens.

Taxes

axes are levied on citizens' income,which is measured by how nice theirhousing is. As a house evolves, its

inhabitants pay more tax. Villa inhabitants(patricians) pay very large amounts of tax.But nobody pays any tax at all unless a taxcollector walks past the house to register itand collect the tax. Tax collectors are trainedand employed by your city's Senate, and byits forums. Your Financial Advisor canchange the income tax rate upon yourinstructions.

Tax collectors take the money they gatherback to the Senate or the forum that employsthem. The money is stored in that building'svaults until the end of the year, when it istransferred to your main treasury. The moneyin these temporary vaults is included in yourtreasury's total and can be spent as if it werealready in the treasury, but it is vulnerable totheft (see �Crime,� page 59).

People are quite sensitive to the city's taxrate. High taxes might bring you more cashquickly, but they also put people in a badmood and hence encourage them to emi-grate. Low taxes, on the other hand, make

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Government, Administration and Money

Scribe's note:

Gifts to the Emperor set a dangerous precedent. The more moneyyou send Caesar, the more he grows to expect - and he might beinsulted if your gifts don't grow in size. You can boost your Favorrating with gifts, sure. But unless you can sustain a pattern of giving,you might ultimately lose more Favor than you gain . . . not to men-tion the money!

Governor's residence

t is fitting that the governor of a greatcity should live in an appropriate style.You are free to spend your own savings

on a home, and there are several to choosefrom, depending on how much money youwant to spend and how much space youwant to take up.

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I

Rome's provinces pay tribute, to contributetheir share toward expanding and protectingthe Empire, and to repay Rome's initialinvestment in opening up the new province.

Caesar understands that some provinces canafford to pay more tribute than others, andhe takes many factors into account whencalculating how much tribute is due. Themore profitable and advanced your city is,the more tribute your Emperor expects it topay.

You can't affect the amount of tribute thatCaesar charges your treasury, nor can yourefuse to pay it. Tribute is collected once ayear, and the Emperor expects your treasuryto have the denarii on hand when the billcomes due. Inability to pay tribute lowersyour Favor rating.

Your Rank and Salary

aesar permits governors to pay them-selves a monthly salary from theirprovince's revenues. Rome gives your

province a sum of money to begin a newcity, and sometimes offers cash bailouts orcredits. It also automatically pays you amodest wage. This allows you to accumulatewealth outside of your city's treasury. Yourpersonal savings travel with you from oneassignment to the next.

You always hold a rank in the Empire. Whenyou successfully complete an assignment,Caesar usually promotes you to a higherrank. Higher ranks merit higher salaries. Youcan pay yourself any salary that you thinkyour city can afford, but you will automati-cally be paid the salary appropriate to your

rank. Paying yourself a salary above yourrank might anger important people in Rome.

Personal wealth can come in extremelyhandy.

Sometimes, you might want to donatemoney from your personal savings to yourcity's treasury. A couple of hundred denariifrom your own pocket can be a wise invest-ment in your city's future, if it prevents youfrom incurring Rome's wrath by needingmore funds from them.

Additionally, Caesar always welcomes giftsfrom his governors. Any time you decide tosend Caesar money from your privateaccount, you will rise in his Favor.

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Governor�s House

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Government, Administration and Money

The governor's residence differs from allother buildings in one way: Its cost comesdirectly out of your personal savings. (See�Money,� page 99).

The governor's home is always one of thesmartest areas of a city, popular with allmanner of social climbers and other snobs.The larger and more expensive your gover-nor's residence is, the more desirability itimparts to its surroundings.

Note, too, that the quality of the governor'sresidence affects the overall prosperity of acity. Your residence is in some sense a markof how prosperous the city is; a very pros-perous city is unlikely to have a governor liv-ing in some small shack, and a city with nogovernor's residence at all will never achievemuch in the way of Prosperity. (See �Ratings,�page 33).

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Governor�s Villa

Governor�s Palace

Food

ood: Your people quite literally can'tlive without it. If you provide themwith enough to live on, your citizens'

mood will improve steadily. Should theirrations fall short, though, and their mood willrapidly deteriorate. This can lead to emigra-tion and crime.

Tent dwellers are the only people who do notrely on city granaries to survive. These poorpeople like to scrounge a living from theland. Everyone else, though, depends on youto feed them.

You will usually have several ways of pro-viding food: growing food on farms, import-ing it from other provinces, or fishing. Eachprovince has its own natural resources,which determine what you can producethere.

You need to obtain food (usually by farmingor importing), store it, and then distribute it.For details of how to import any good, includ-ing food, please see the chapter on Trade,which starts on Page 129.

People will eat wheat, fruit, vegetables, meatand fish. Meat and fish are both cut up andstored as steaks. Wheat is by far the mostcommon food type, and is the most efficientto grow: a wheat farm can feed twice asmany people as any other food farm. (Inpractice, this means that a wheat farm willgrow and harvest its crop twice as fast asother farms).

Food, Farming and Industry

F

Farming

ince you are unlikely to attract manypeople to your city without food, farm-ing should be your top priority at the

start of a new assignment (unless Rome isproviding food for the province, which youwill be told in the Assignment Briefing).

Not all land is fertile enough for farming. Youcan spot farmland by its yellow tufts inamongst more normal terrain; on theoverview map (on your Control Panel) thefertile land is also yellow. You can build afarm anywhere there is space for it, so longas at least one square of it covers fertile land.This applies to all farms, including pig farms.

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Scribe's note:

In case Pius hasn't made the point clearly enough, let me remind you:food distribution is fundamental to a successful city. Full bellies willgo a very long way to keeping your citizens on your side.

It is very possible for your city to have enough food overall, but forit not to reach all your houses.

· Use the food overlay to see if any houses are being missed by yourmarket traders.

· If you have a residential area some way from your farming district,you may well need a new granary to store food closer by your hous-ing. Use the granary's special instructions to ensure that it maintainsits own supply of food.

· Remember that all food is distributed by markets; if some housesare requesting additional food types, make sure that a granary nearbyhas supplies of a second or third type of food. Again, use the gra-nary's special instructions if you need to.

Most people are quite content with a simplediet of one food type. In order for housing toevolve to some of its higher levels, though,inhabitants want more variety in their diet:initially a second food type, and then, foreven higher levels of housing, a third type.

One standard cart full of food contains 100�units,� each of which feeds one person forone month. A cartload of food, then, feeds100 people for a month. If your city has1,000 residents, it consumes ten cartloads offood each month.

All food to be eaten is stored in granaries. Asthe granary fills up, its windows will fill upvisually, so you can see at a glance how fulleach granary is. Your city can also store foodin warehouses, but this will never be eatendirectly. Any food at warehouses is deemedto be for export; farms only deliver their foodto a warehouse if there is no working granarywith space for the food.

Market traders make frequent trips to gra-naries to collect food. The market trader usu-ally collects more food at the granary thanshe can carry herself, so a trail of granaryboys helps her carry baskets of food back tothe market.

Once a market has food, its traders go outdelivering it to houses nearby. The markettraders drop enough food to last each houseseveral months, so long as their market hasenough.

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A farm cannot harvest its crops until theempty cart has returned from its last trip,since it has nowhere to store the harvestedcrops. This means that your farm productionwill fall if carts frequently have to make longjourneys, and this could mean that you endup having to build more farms than you real-ly need. Planning where to build warehousesand granaries becomes very important.

Food farms always send their produce to agranary, if they can. If there is no workinggranary with any space, though, the farm'scart takes the goods to a warehouse instead.If there is no working warehouse with spaceeither, the full cart of fresh food waits outsidethe farm until destination for its produceopens up.

No province enjoys the ideal climate for rais-ing all four food types, so you probably willnot be able to grow all of your population'sfood needs. Citizens don't consider that to bea good excuse for restricting their diets.Therefore, you will very probably have toimport one or more types of food if you areto enable your citizens to reach higher levelsof housing.

Scribe's note:

Farms need roads connecting them to their workforce and to theircustomers, and of course farms need maintenance by prefects andengineers.

Olive and vine farms deliver their crops to oil and wine workshops,respectively, if there are any, or to a warehouse if not.

Wheat, vegetable and pig farms are undesirable neighbors. Fruit,olive and vine farms, though, slightly increase the desirability ofnearby housing.

Some provinces have more farmland thanothers, but few have so much that you don'tneed to use it carefully. Treat farmland withrespect, and don't build non-farm structureson it unless you really need to.

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Wheat farms are twice as productive as theother food types. That is, a wheat farm willusually produce a cartload of food twice asquickly as any other farm. I say usually, sincethe cooler climate of some Northernprovinces does not allow such generousyields.

Farms need employees to work, and roadaccess. They will operate less efficiently ifthey have less staff than they need, and theywon't operate at all with no staff. Once afarm starts operating, you will see its fieldsgrowing crops or raising animals. Once thecrop is fully grown and ripe, the farm har-vests it and puts the produce into a cart,which carries it off to a granary or ware-house.

Scribe's note:

Identify farmland by yellow tufts of vegetation on the map. If you'renot sure whether a particular patch of land is fertile or not, choose afarm from the building buttons and move your cursor over the map.The cursor displays a red diamond when it moves over land that youcannot build upon, and changes to a ghostly green image of the farmwhen it passes over fertile land.

Four types of farm produce food: wheat, vegetable, fruit and pig.Some provinces can also support olive or vine farms; these crops arenot suitable for eating, but instead are used for making olive oil andwine (see Industry, on page 122, for more information).

Wheat Farm

Pig Farm

Farms and fishing wharves always try to taketheir food to a granary, even if this means alonger journey than to a warehouse.

Merchants from foreign provinces visit yourcity's warehouses to see if there are anygoods there which they can buy. They nor-mally assume that anything stored at a ware-house is for sale. This lets you select a levelof food storage with which you are comfort-able, just by building as many granaries asyou feel your city needs. If a granarybecomes less than half full, a warehouseholding food automatically sends a cart offood back to the granary.

One granary holds enough food to feed2,400 people for one month. So a city with apopulation of 3,000 people would need fourgranaries to store enough food to last every-one for three months, with a little left over.

Scribe's note:

Granaries and warehouses are undesirable neighbors. They need goodroad access to the farms, industries or merchants that supply them,and to the markets that distribute their goods. Like most buildings,they also need laborers and regular visits from prefects and engineers.

If a granary or warehouse can hire only half or fewer of the workersit needs, it only distributes the goods already stored in it - it won'taccept new deliveries. You can tell how full a granary or warehouse isat a glance, or right-click on it to discover exactly what it holds.

Both buildings are animated when they are operating, so if you don'tsee any activity, you know that there must be a problem; right-clickon them to find out what the problem is.

Storage andDistribution: Granaries,Warehouses & Markets

granary is merely a large structurethat centrally stores the output of allof your food farms and fishing boats

for later distribution. Did I really say �mere-ly�? I certainly don't mean to belittle theimportance of granaries! Without at leastone, no one can eat. Your enemies know thisas well as you do. Invaders often try todestroy granaries if they get past your citydefenses. Rioters might do the same, espe-cially if they're rioting because of lack offood.

A warehouse is a large structure that storesany goods at all: food, raw materials or man-ufactured goods. All imports are delivered toa warehouse (see trade on page 129 formore information), and all goods producedby workshops are automatically taken to awarehouse. The citizens working at ware-houses are usually quite intelligent, and willrealize when a workshop needs materialswhich are being stored at the warehouse;they will automatically send their cart withthe materials to the workshop.

Warehouses and granaries are quite similar,in that they are both used to store produce.Granaries only store food, though they willstore any type of food, not just wheat.Market traders seeking food for their cus-tomers can only get it from granaries, neverfrom warehouses. If you have no food in agranary, markets cannot distribute food toyour city's people.

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A

Granary

Warehouse

Market

ing to refuse something, the words �Notaccepting� appear in front of the balance but-ton, along with a big �X�. A structure withorders to refuse something still ships itsinventory out normally. This lets you keepgoods only in the places where you wantthem to be.

�Request food� (available only in gra-naries) tells farms, other warehouses or gra-naries to send the food type you have cho-sen to this granary. Use this to supply gra-naries far from farms with food. The buildingwhich sends the goods uses its own cart,which is often piled high with more than anormal cartload of goods. The words�Requesting Food� appear beside the balancebutton, along with a picture of a cart.

�Maintain Level� applies only to ware-houses. The warehouse tries to maintain fourcartloads of the good in stock. If its stocks fallbelow four, it requests more from all otherwarehouses, and from the supplier of thatgood (a workshop, usually). Suppliers sendtheir goods to the �Maintaining� warehousebefore they take it anywhere else.

If more than one building has �Request Food�or �Maintain Level� orders for the same com-modity, sources will take their goods to thenearest one of the requesting buildings thatis working and has space available.

The panel that appears when you right-clickon a granary or warehouse also has a buttonmarked �Empty.� This orders the structurenot to accept any more goods, and to try tosend whatever is stored there elsewhere. Ofcourse, your city will need empty space inother granaries or warehouses to accept the

Special orders

ranaries and warehouses are set upto work with very little interventionfrom you, so that you can spend your

time on more pressing matters.

However, there may be times when you wishto take more control of your goods. Youmight want to store a large quantity of onegood in order to send it to the Emperor, forexample, or you may wish to ensure that agranary near an important housing areareceives a regular supply of food eventhough it is a long way from your farms.

You can issue special instructions to anywarehouse or granary to give you this sort ofcontrol. Right-click on a granary or ware-house to access the Special Orders button,which lets you manage the flow of food andgoods. Most of these special orders relateonly to goods that you specify.

When you click this button, you see a list ofthe commodities that the structure trades in.After each item, there's a button that lookslike a balance scale. Click the balance buttonto choose one of these three options:

�Accept goods� is the building's naturalcondition. When the word in front of the bal-ance button says �Accepting,� it means thatthe granary or warehouse is taking deliveriesof that particular good normally. It also shipsthat commodity out normally. This effective-ly means that no special orders affect thatgood.

�Refuse goods� tells the warehouse orgranary not to accept any future deliveries ofthat commodity. When you order the build-

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G

Market

ranaries bursting with food, andwarehouses bulging with commodi-ties, are useless without markets to

distribute them throughout the neighbor-hoods. Only tent-dwellers can live withoutmarket access, because they forage for theirfood.

Housing never evolves very far without mar-ket access. Incorporate a market into anyneighborhood that you expect to containnicer homes. Beware of placing markets toonear your best areas, because people havefunny attitudes toward them. Everyonewants the services that a market renders, butno one wants to live next door to one. Trafficand noise make markets undesirable neigh-bors when they're too close by. Citizens wantthe convenience of nearby shopping withoutthe annoyance of living in a commercialarea.

Markets employ two types of worker:Buyers, who walk from the market to nearbywarehouses and granaries to obtain goodsfor resale, and sellers, who peddle thesesame goods throughout the city. A marketshould be near the neighborhoods that willform its customers. Sellers can only carry somuch with them before they run out of goodsand need return to the market for more.

As your city's houses evolve, some will beginto request more products than just food.Initially, they will want pottery, then furni-ture, olive oil, a more varied diet, and wine.When a house is held back just by the lack ofone of these items, it tells its market traderthat it wants the good. The market then

contents of the structure you ordered toempty.

Warehouses have another button marked�Make Trade Center.� A warehouse designat-ed as a trade center is the preferred destina-tion for merchants to unload their imports. Ifyour trade center is full or isn't working, mer-chants take their goods to the working ware-house with empty space that's closest toyour trade center. The city can only have onetrade center at a time, so telling a new ware-house to become the trade center automati-cally cancels the status of the warehousethat previously held that distinction. The firstwarehouse you build in a new city automat-ically becomes the trade center.

One last special instruction is at your dispos-al. You can tell your whole city to �Stockpile�a good, meaning that you will neither distrib-ute it through your markets nor export it.This is especially useful when Caesarrequests a shipment of some good. To issuethis order, visit your Trade Advisor, click onthe relevant good, then click the �Stockpile�button.

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Scribe's note:

It can take quite a long time for a worker to haul everything awayfrom a structure with "Empty" orders, especially if the nearest stor-age facility with vacant space is on the other side of town. If theworker can't find any empty warehouse space to receive the goods,he will stand there with a full cart until some space opens up some-where. A structure with orders to empty will sell or distribute itscontents normally.

G

not worth as much as the product that can bemade from it.

Every industry has two steps: obtaining theraw materials, and processing them. Workersin raw materials plants produce large quanti-ties of their resource. Turning raw materialsinto finished products is done at workshops,and is more labor-intensive. Each raw mate-rial facility produces enough to keep twoworkshops busy.

Each raw material can be processed into aproduct as follows:

Olives Olive oilGrapes WineClay PotteryTimber FurnitureIron ore Weapons

No province can mine or generate all theseraw materials, but all have some. Sometimesyou will be able to import a raw materialeven if you cannot generate it within theprovince. Wherever you have access to araw material, you will also be able to buildthe appropriate workshop to convert it into aproduct.

When a raw material facility has generatedone cart load of material, it sends a workerwith the cart to an appropriate workshop, ifone exists, and if not, to the nearest operat-ing warehouse with space.

sends its buyer out to get it from a city ware-house, if possible. Once the buyer brings sup-plies of the item back to her market, the sell-er can supply it to only those houses thatneed it.

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Scribe's note:

Market buyers and sellers look identical, and you need not distin-guish between them. When you first build a new market, the buyerand the seller appear to walk randomly until they have something todo, but they soon sort out their roles and perform them withoutintervention from you.

The buyer looks for a nearby granary with food. Once she finds it,she will travel between the granary and her market to keep the mar-ket supplied. The seller walks through all the residential areas thatshe can reach, asking the customers on her route what they desire.She returns to the market and loads up on those goods that thebuyer was able to obtain, and then walks a route to distribute them.When the seller's customers start requesting goods other than food,the buyer looks for a nearby warehouse that supplies them.

All of this buying and selling takes place as private transactions, withno effect on your treasury.

Markets distribute wheat, meat, fruit, vegetables, wine, oil and furni-ture, assuming that those are all available from a granary or ware-house. Busy markets evolve as time goes on.

Industry

aw materials are resources which canbe processed into something morevaluable. You can export the raw

material itself if you have an appropriatetrade route open for it, but the raw material is

R

Workshops

he work done in workshops is moreskilled than that in raw material facil-ities, and requires a lot more time.

Thus, a raw material generator working atfull capacity will produce two carts full ofmaterials in the time that a workshop pro-duces just one cartload of finished goods.

You will always see some visual signs ofactivity at workshops that have bothemployees and raw materials. If workshopslook idle, they lack one or the other.

Production of finished goods always worksthe same way. Raw materials are extractedor harvested, then taken to a waiting work-shop. When the workshop finishes producinga load, a worker emerges and wheels thecompleted goods to the nearest warehousethat has space available.

Scribe's note:

Workshops can store some extra raw materials on their grounds,which helps to even out their production. Like most industries,workshops make undesirable neighbors. They need good road accessto their workforce, to the raw material producer that supplies them,and to the warehouse that takes their output.

Oil, Pottery andFurniture

hen oil workshops receive olivesfrom an olive farm, they make oil.Clay pits take clay to pottery

Clay Pit, Iron Mine andTimber Yard

lay pits must be established close to abody of water. Their work force digs

clay for conversion to pottery. Iron mines canonly be sunk near rock outcroppings; theirworkers mine iron to make into weapons.Timber yards need to be near a stand oftrees, and their output is used to make furni-ture.

All of these raw material facilities need anearby source of workers, and easy roadaccess to the appropriate workshop. Theyare all undesirable neighbors for housing.

Marble

arble is slightly different. Like ironmines, marble quarries must beadjacent to a rock outcropping.

Unlike all other raw materials, though, marbledoes not go to a workshop. Its main use is inthe construction of oracles and large tem-ples: you cannot build these structuresunless you have marble in your warehouses.

That doesn't mean that marble is uselessapart from these buildings. Although it can-not be processed into anything else, archi-tectural-grade marble is a valuable commod-ity. Few provinces can quarry marble, and itis widely demanded throughout the Empire.If your city is lucky enough to be able toextract marble from the rocks, you probablyhave an easy source of high export income.

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C

M

W

TClay Pit

Iron Mine

Marble Quarry

Oil Workshop

Weapons

roduce weapons the same way youmake any other commodity. Open ironmines to get raw material for weapon

workshops, which take their finished goodsto warehouses.

Ordinary citizens don't demand weapons,nor would you want to supply them if theydid! Weapons are often most valuable asexports.

If you wish to build a fort and train legionar-ies, you will need weapons: each soldierrequires one cartload of weapons. Theweapons are taken to barracks, where therecruits are trained how to use them.Auxiliary troops, though, do not requireweapons; they make do with whatever theycan find themselves.

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Scribe's note:

You don't have to keep track of types of wine. As long as you're get-ting wine from at least two different sources - only one of which canbe local - your markets automatically balance the varieties. As long asa particular market has wine to sell, and your city has two differentwine or grape sources, then that market sells both varieties.

Patricians can go for short periods without wine, but if your suppliesrun dry for more than three months they will leave, and their homeswill revert to plebeian housing.

If wine were always forbidden to plebes, none would want to live inthe provinces. They drink as much of it as they are allowed to have.When you hold a Grand Festival you must make wine available toeveryone in the city; the wine is then removed automatically fromyour warehouses.

workshops, which produce pottery. Timberyards send their output to furniture work-shops, which of course make furniture.

Oil, pottery and furniture all have two uses.You can export them for a profit, or hold ontothem for local distribution through a market.

Your own citizens need pottery, oil and fur-niture before they will build really nice hous-ing. Neighborhoods just stop improving untiltheir residents can obtain these commoditiesfrom a nearby market. If your province can'tproduce pottery, oil and furniture, you willhave to import them before housing canevolve to its full potential.

Wine

ake wine like any other processedgood. Farmers bring grapes from avines farm to a wine workshop.

Wine is a valuable export commodity and agood thing to have in one's warehouses. Ithas a special role for your own people, too.

Plebes are not allowed to drink wine as partof their normal diet. Wine is restricted topatricians, who consider it such a necessitythat they will not establish villas in your cityunless it is available.

To see the most expensive villas, you willneed (amongst other things) to make at leasttwo types of wine available. This simplymeans that there need to be two sources ofgrapes, perhaps one grown locally and theother imported, or both imported from differ-ent places. It is equally acceptable to importthe wine itself from two sources if you prefer,rather than importing grapes and then mak-ing the wine locally.

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Food, Farming and Industry

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Furniture Workshop

Pottery Workshop

Wine Workshop

Vine FarmWeapons Workshop

rade is the main activity of the RomanEmpire, and its profits are arguably thebiggest reason for our many con-

quests.

Your province doesn't exist in isolation.Residents of other cities throughout theEmpire have the same desires as do yourown citizens. You can make a lot of moneyby selling them the goods that your farmsand industries produce, and keep your owncitizens happy by buying goods which theydesire but which your own province does notproduce itself.

To start trading, you first need to open atrade route. Go to your Empire Map, andclick on one of the cities near your own.Those which are happy to trade with you willtell you what goods they would like to buy orsell. It costs some money to open any traderoute. Some trade routes are over land, whileothers use the sea. The route appears on theEmpire Map after you open it, and you willbe able to see whether it crosses land or sea.

When you click a city on the Empire Map tosee which goods a foreign city will trade withyou, you also see a number of baskets nextto each commodity. These indicate howmuch trade the city is willing to do in eachgood during any given year. One basket dis-played above a good indicates a small sup-ply (about 15 cartloads per year), two bas-kets mean medium (about 25 carts per year),and three signify a strong supply (40 cartsannually). If a city has a large surplus of wine,but only a small surplus of pottery, for exam-ple, it will sell you more wine than pottery.

Trade

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you may tell him only to sell any cartloads ofthe good over a level you are comfortablewith. This protects your own city's needs.

If you instruct your Trade Advisor to allowimports of a good, he looks after how muchshould be imported, without you needing toget involved.

All imported goods are dropped off at yourtrade center, if possible. A trade center issimply a warehouse which you designate assuch (the first warehouse you build is auto-matically your trade center. To make a dif-ferent warehouse the trade center, select theTrade Center special instruction from itsright-click information panel). A city can onlyhave one trade center, so appointing a newwarehouse as trade center automaticallychanges the status of the previous one.

If your trade center is full, or if a merchantwants to deliver a good that your trade cen-

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These amounts represent annual quantities.After you sell a city its limit of a good, it willnot buy any more from you until the nextcalendar year. These levels of supply anddemand remain fairly constant. A messagewill notify you if they change, which they dofrom time to time.

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Scribe's note:

Click the Empire Map button. Your city flies a golden eagle on ablack background. Trading cities have red flags. Other cities are notinterested in trading with you; ignore them.

Click on any city with a red trade flag. Under the city's name, you'llsee what it will buy, and what you can import from it. Click on allavailable trading cities and study your options. You'd like to find atrading partner that will buy everything that you can produce,although you're not likely to be so lucky. Look for a city that willbuy commodities that you're already producing.

When you've decided which city to trade with, click the button thatshows the trade route's price. The cost of opening the route isdeducted from your treasury.

Trade by sea is impossible without docks, which you should build onthe coast of your active river (the one with the flotsam floatingdownstream). You don't have to build trade ships. Private merchantsprovide the transportation. All you need do is provide a dock, with-out any low bridges blocking ship passage downstream of it.

No trade actually takes place until youinstruct your Trade Advisor which goods youare willing to buy or sell. If you don't do this,some merchants might leave your city with-out supplies of some basic essentials! Youcan instruct your Trade Advisor to simplyallow any exports of a good, or if you prefer

ter has been given special instructions not toaccept, imports are taken to the warehousewith space closest to the trade center.

Once a trade route is open, merchant boatsor caravans pass through your province. Ifyou have goods for export stored in a ware-house, a land merchant stops at the ware-house to buy the goods. As the goods disap-pear from the warehouse, you can see yourcity's cash balance rise; very rewarding! Seamerchants work quite similarly, except thatthey land at your dock, then send the dock'scart pushers over to collect the goods fromthe relevant warehouse.

A boat can store twice as much as a land car-avan. Each carries many cartloads of pro-duce.

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Trade can move in two directions. The samecaravans or trading ships that come to col-lect your city's exports can also deliverimports. You might need to buy marble, forexample, so that you can build oracles. Ifyour city can't grow all four food types, youmay want to import the ones that you lack.

Trade

Scribe's note:

Go to your Trade Advisor (you can visit him automatically when youopen a new route). Click on the commodity you want to export. Itspanel has a button that says "not trading." Click that button, and itsays "Export goods over 0." That means your warehouses will selltheir entire inventory. To keep some of that commodity for yourown markets, use the arrow button to choose a quantity. If youchange "0" to "2," then your warehouses try to keep two cart loads instock for your market buyers.

Scribe's note:

To import goods, click the same button you used to set exports. Ifthe commodity is available for import, the button text now reads"Importing." You can't simultaneously import and export the samecommodity.

Your treasury pays for imports when they arrive at a warehouse, andreceives payment for exports when they leave the warehouse. Forseaborne routes, payments are made when goods arrive at or departfrom the docks.

Caesar might ask you to supply somethingyou normally wouldn't produce; if herequests weapons, for instance, and yourprovince has no iron mines, you'll want toimport iron so that you can make weaponsto satisfy the Emperor.

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ome's innovative distribution systemfor fresh drinking water is admiredand copied throughout the civilized

world. The only building in your city thatactually needs water to function is the bath-house. People can survive by drawing waterdirectly from nearby lakes and rivers. Theywill never build very nice homes, though,unless you supply clean drinking water tothe city's nicer neighborhoods.

All water-related buildings and structures areunique in that, even where they requirelabor, they do not need road access. Thewater protects them from fire, and they arebuilt well enough that they will not collapsedue to a lack of engineering maintenance.Note that the bath-house, although it useswater, is not a water dispenser, and absolute-ly needs road access, and prefect and engi-neer maintenance.

Well

well provides access to the freshwater deep underground, whichallows people to collect water much

closer to their homes, thus avoiding the longjourney to the river or lake. Wells thus pleasecitizens enough to allow some smallimprovement to housing very nearby.Unfortunately, wells still involve quite a bit ofhard work, hauling pails of water up from thebottom, so inhabitants of modest housing orbetter will not put up with just a well.

The advantages to wells are that they maybe built anywhere, and they are quite cheap.If you are creating a housing area purely to

Water Supply

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A Well

When you build a reservoir, you will see itsghostly image attached to your mouse point-er. The image appears full if the site hasaccess to water, or empty if not.

Especially in larger cities, you will often wantto provide fountains and bath-houses farfrom the province's lake or river. To movewater far inland, you can build an aqueduct,one of Rome's finest engineering achieve-ments. Aqueducts are tall, open pipes whichuse gravity to carry water from a reservoirwith a water supply to a second reservoir,which has no other source. You can link sev-eral reservoirs together with a chain of aque-ducts if you need to. Aqueducts can twistand turn as much as necessary to follow theland's contours and fit your city plan, butthey can't cross or intersect with each other.Roads can pass under them. There is no limitto an aqueduct's length.

Reservoirs require labor to operate, thoughaqueducts do not.

Reservoirs are huge, hulking structures thatlower the desirability of surrounding homes.Aqueducts are comparatively graceful, anddon't reduce housing's desirability as much.Neither structure needs road access.

Scribe's note:

Use the Water Overlay to see a reservoir's pipe access, which lookslike a concrete grid. You can build fountains and bath-houses any-where within this grid. A blue shaded area surrounds functioningwells and fountains. Housing built within the shaded area has accessto that water type. Expect a slight delay between building a newwater structure and seeing it on the Water Overlay. Your Labor

provide nearby labor for a farming or indus-trial outpost, well water is a generous ges-ture. It can also be a useful temporary mea-sure where labor is short.

Wells have a small negative effect on thedesirability of the area around them.

Fountain

here you want citizens to upgradetheir homes into rather nicedwellings, provide them with

access to fresh water from a fountain.

Fountains receive their sweet water fromreservoirs. Reservoirs automatically comewith underground pipes surrounding them,and fountains have to be built within a reser-voir's pipe area to be supplied with water.

Fountains supply a reasonably large areaaround them with their water. They don'taffect the desirability of their surroundingarea.

Reservoir and Aqueduct

eservoirs are large structures, whichstore water for use by cities.

A reservoir next to a water source, like a lakeor a river, visibly fills with water so long as ithas enough labor. New reservoirs come witha network of underground pipes that bath-houses and fountains both need. By them-selves, reservoirs don't slake anyone's thirst;they merely feed water into the pipes thatsurround them.

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Fountain

Reservoir

Aquaduct

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Advisor has to recruit new water workers before the structures cansupply water.

Use either of these two methods to link a second reservoir to yourfirst one:

· Choose "Aqueduct" from the water buildings button and actuallybuild it one segment at a time, or click and drag as you would a road.Then build a reservoir at the end of your new aqueduct. The aque-duct has to attach to the points in the middle of one of the reser-voir's sides.

· Or, choose reservoir from the water buildings button, then click onthe original reservoir and drag your cursor to the spot where you'dlike to build a second one. An aqueduct stretches between the firstreservoir and the ghosted one attached to your cursor. This aqueducttries to follow a straight line between the original and new reservoirs,curving around any obstacles. Release the mouse button to build thenew reservoir and its connecting aqueduct.

noticed your look of disappointmentwhen I told you that one of Caesar'smeasures of success is a Peace rating.

Your family's long history of military geniusis well known in Rome. Your father andgrandfather both have triumphal arches onthe Via Sacra, but you won't find any lavishmonuments to capable governors there. Howcan you attain comparable glory, when yourconcerns revolve around such everydaythings as roads and granaries?

You have chosen a career as a governor, nota general, so you will not embark on cam-paigns of conquest. Only the Emperor canmake foreign policy. If you tried to order yourlegions into action outside your province,Caesar would consider that an act of civilwar � if your centurions would even obeysuch an order. You have no authority to startwars.

However, Caesar knows only too well thatyou cannot avoid conflict entirely.Sometimes, your duty to protect your citi-zens from violence might require you tocommand legions of soldiers to defend yourprovince. Your authority to defend yourself isquite broad.

You have some control over your level ofmilitary involvement when Caesar lets youchoose assignments. Usually, you are offereda �more dangerous� or a �more peaceful�province. If you want to follow in your fore-bears' martial footsteps, choose the moredangerous option.

Military Activity

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Although walls need neither road access normaintenance, towers do need road access sothe guards can find their way there swiftly.

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Scribe's note:

You can build walls one segment at a time, or create large sections ofwall all at once. Click on the map where you want the wall to begin,then, holding down the left mouse button, "drag" the wall to its end,just as you would do with a road or aqueduct. Watch the cost: it canmount quite rapidly.

If an assignment is in a somewhat dangerous province, reserve spacearound the city's edge for walls, even if you don't actually build themright away. Land is seldom so scarce that you need to build right upto the border of your province.

Towers can never be free-standing; they must be built on top ofwalls.

You do not need to issue orders to tower guards, who are trained tofight automatically when needed.

Gatehouse

ou can build a pretty impressivedefense with walls and towers.Unfortunately, from the military view-

point anyway, Roman citizens and tradersexpect freedom in their comings and goings.That means that you have to provide open-ings in your defenses.

Now, these doors can be as simple as leav-ing a gap in the wall. Of course, when

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Walls & Towers

he easiest way to keep enemies awayis to enclose your city in walls. Noteven fine Roman walls, built of earth

and stone, are immune to attack. A deter-mined enemy will eventually break througheven the best wall. But walls can be built asthick as you have the money and space for,and thick walls can take a very long time topenetrate.

Even a thin wall, easily battered down by adetermined enemy, delays invaders fromswarming into your town, or persuades themto attack a different location, which mightlead them to a less important part of yourcity.

But walls are rarely built alone. Most citiesplace towers at regular intervals along theirwalls. Each tower can employ guards topatrol the walls, launching a volley ofjavelins towards any enemy who dares comewithin range. The guards also man a �bal-lista,� � a powerful catapult-like machine thatfires heavy arrows � situated on top of eachtower. A ballista is powerful, and extremelyuseful for taking out attacking elephants orchariots.

The guards must be trained at a barracksbefore they report for duty. Once they arriveat a tower, they man its ballista and patrolthe walls, assuming that the walls are two (ormore) segments thick. A single-thicknesswall gives guards no space to walk along.

Tower guards won't abandon the city'sdefensive works even if invaders breakthrough the walls.

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Wall

Tower

Gatehouse

itself. Remember that people grow extreme-ly uneasy if barbarians penetrate the city anddestroy even a single building.

Since the earliest days of Empire, RomanEmperors have been wary of their generals,and have frowned heavily on basing soldiersin Rome. In the outer provinces, this is natur-al anyway: Forts house legions to movearound the map and fight where they areneeded, and this is much better done outsidea city than within. Additionally, citizens arefrightened by the danger of forts, and strong-ly dislike living near soldiers, with theircoarse behavior. Forts are best sited far out-side the city walls.

A province may have up to six forts. Eachfort houses one legion, consisting of a singleunit type: Legionaries, the classic Romanheavy infantry; Auxiliaries, lightly armoredtroops armed with throwing pila (a deadlyform of javelin); or Cavalry, lightly armored,mounted auxiliary troops armed withswords. You choose which unit type to basethere when you build the fort.

When the legion is at its fort, it can receivenew recruits to replace any losses or bring itup to full strength. All its troops graduallyrecuperate health and gain morale while atthe fort. New soldiers are recruited from thenon-working portion of a city's population,since the rigors of military life do not allowfor the fluid allocation required by the LaborAdvisor. This means that soldiers continue tomaintain their homes in the city, and eatrations, even while away at their forts.Soldiers draw their pay from your treasury,but recruiting them doesn't reduce your laborforce.

invaders see these openings, they will prob-ably concentrate their attacks there. Morecommonly, governors build gatehouses at allof the city's entry and exit points.

Gatehouses are strong, protected by severalsets of thick doors and walls, and are unlike-ly to be the subject of direct attacks them-selves. Gatehouses confer one very usefulbenefit unrelated to their defensive role:Citizens don't like to venture outside the cityitself unless they have to, so most stop andturn around when they reach a gatehouse.The only people who will venture into thewilds of your outer province are merchants,migrants, and friendly soldiers followingorders.

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Scribe's note:

Your city must have at least one entrance, and one exit. Leave open-ings, ideally where the path through your province that was therewhen you first arrived runs through your city. This is the route mer-chants and immigrants like to use.

Gatehouses require road access; how else could people use them toenter and depart your province?

Fort

hen an enemy force is small orprimitive, walls and towers mightbe enough to repel the invasion.

But it would be foolish to rely solely on wallsand towers if you face a real threat of inva-sion. Build forts to station legions around theprovince, far outside the city; these legionscan patrol the area, and fight battles to pre-vent the invaders ever coming near the city

W

Fort

It takes time to train new soldiers. When thebarracks trains a new soldier, you will seehim make his way through your city to hispost. Soldiers are trained, and graduate, indi-vidually, rather than waiting for the rest oftheir unit.

Military Academy

military academy puts ordinary sol-diers through a grueling program ofadvanced training. All soldiers (but

not wall guards) who graduate from the bar-racks attend the military academy, if one isoperating in your city. This prolongs theirtraining somewhat, but improves the qualityof the soldiers who graduate. The training isso good that it has a 100 percent passrecord.

One advanced troop formation is only avail-able to legions who were trained in the mili-tary academy. (See below for more informa-tion).

If your city's enemies are just primitive bar-barians or weaker formal armies, normal bar-racks-trained troops are probably all you'llneed for victory. If there's a chance that youwill face better equipped and organized ene-mies, give your soldiers the advantages ofmilitary academy training.

Scribe's note:

Both the barracks and the military academy are normal city build-ings, needing road access, labor and regular maintenance. Forts, onthe other hand, are so undesirable as neighbors that you need to keepthem well away from the rest of your city. They need neither roadaccess nor labor.

The legion remains in its fort until you orderit to move elsewhere (see below,�Commanding Legions,� for more informa-tion).

Barracks

he barracks is where new employeesof both towers and military legionsare trained to be soldiers. Each city

can have just one barracks.

The barracks needs employees to work astrainers. Your Labor Advisor must assignlabor to Military duty if guards are to mantowers and walls, but soldiers will report toyour forts regardless of his work orders.Barracks need road access and the usualmaintenance services.

As soon as the barracks has labor, it can trainrecruits. When a new tower has labor access,it requests guards from the barracks, whichgive priority to training wall guards overtroops for your legions. Forts also requestrecruits as soon as they are built. Legionariesare the top-priority troop type to be deliv-ered, followed by auxiliary infantry and thenauxiliary cavalry.

Legionaries, but not either type of auxiliary,require one cart full of weapons per soldierto provide the heavy armor and weapons socritical to their power. When you build alegionary fort, the barracks orders weaponsfrom your warehouses. A legion contains 16soldiers, so the barracks tries to keep 16carts of weapons on hand to rapidly equipnew legionaries. Few soldiers anywhere inthe world can match a trained Romanlegionary. Experience has shown the value ofbeing prepared!

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Barracks

Military Academy

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All Roman soldiers are trained in line andcolumn formations, and you may also orderyour men to �mop up� any enemy, which canbe useful towards the end of a battle whenthere are just a few enemy stragglers left,scattered around.

Lines and columns can be either �close� or�open,� which describes how compact theformation is. A close formation is muchstronger, but covers less ground. An openformation disperses the same number ofmen over a larger area, reducing theirstrength somewhat.

Attacks on the flanks (sides), or especiallythe rear of a unit are much more deadly thanhead-on attacks, as you would expect. Widelines of troops have considerable value, as itis harder for an enemy to move around theirflanks.

Commanding Romanlegions

ou can raise an army of legions con-sisting of three types of soldier:

Legionaries: Slow because of their strongarmor and heavy weapons, these men makethe best hand-to-hand fighters.

Auxiliary cavalry: With little armor, lightswords, and no stirrups (which have not beeninvented yet), these soldiers are highlymobile, if somewhat more vulnerable andless deadly. Use them to shock and weakenenemy formations, and perhaps take on hos-tile missile troops. Avoid enemy heavyinfantry!

Auxiliary Infantry: With light armor andpoor hand-to-hand combat skills, thesetroops rely on their speed and ability to strikefrom a distance. Their main use is throwingpila (deadly Roman javelins) at enemy lines,inflicting casualties and reducing moralebefore they meet Roman lines.

There are only two orders you need to com-mand your legions: Move to somewhere, orchange formation.

To order any legion to move, click on itsstandard. Your mouse pointer becomes adagger. Click again on the destination youwould like the legion to move to. Their stan-dard jumps to that location, and the troopsstart marching there. Right-click directly onthe legion to issue formation orders. You canalso issue more strategic-level orders to yourtroops through your Military Advisor (seepage 160).

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What to expect in battle

lmost all the battles you face willtake place within your province.Occasionally, Caesar might request

the help of your legions in defeating somefar-off enemy of Rome; without such instruc-tions from the Emperor, your legions staywithin the borders of your province.

Battles in your province

hen invaders attack yourprovince, they rapidly assess yourmilitary strength and devise a

plan of attack. If you have legions, organizedenemy armies draw their troops up into for-mations, then advance against your men.Rabble like Gauls, Celts or Goths just massinto a crowd and charge your legions. Formyour defensive lines in the enemy's pathquickly, preferably far from the city walls:Your legions exist to prevent enemies fromreaching the city.

If you've garrisoned your forts with enoughquality soldiers, and you use sensible tactics,you should win the day. Your legions will killor drive away all the invaders, then return totheir forts to replace their losses and restoretheir strength. Victory in battle improvestheir morale, making them that muchstronger for the next fight.

Should you lose the battle, or some enemyinvaders manage to sneak past your lines,your city's walls and towers are the next lineof defense. The enemy has to break throughwhile tower guards try to defeat them withjavelins and ballista missiles. You are help-

Legionaries � the Roman heavy infantry �who graduate from the military academylearn to use a narrower, deeper �square� for-mation, four men deep by four wide. This isstronger than the shallower formations,although it obviously spans less width. Itsreal advantage comes when the legion isunder missile attack. The legion automatical-ly assumes the Roman �tortoise� formation.The men face all sides and hold their shieldsout, edge to edge, making them almostinvulnerable to missiles.

Roman soldiers are highly disciplined. Theymaintain their formation and stand theirground as long as their morale remains high.If morale falls too low, a unit will scatteraway from the front line. If its morale fallseven further, the soldiers try to return to theirfort, and will refuse to leave it until theirmorale recovers. Better-trained soldiers cankeep their morale up longer, and nothingraises it quite like victory on the battlefield.

Strong discipline and formations are the his-torical key to the success of Rome's legions.Units in formation keep their standardstaught and unmoving. As their morale fallsand their formations weaken, their standardbegins to flutter.

Our stronger enemies will try to break holesin our legions' lines, often using mountedcharges to expose new flanks and our weak-er rear. Beware larger animals and chariots:the sight of one bearing down at high speedis quite a shock to a soldier's morale, let metell you! Only the strongest-willed stand theirground to resist such a charge.

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Fighting for the Empire

lthough your province occupies youfully during your time as governor,the Empire does not stand still.

Others are fighting off invaders, or expand-ing the Empire's frontiers into new parts ofthe barbarian world. Messengers will keepyou informed of any major changes.

Occasionally, Caesar might ask your helpwith military affairs outside your province.Typically, he will request that you dispatchsome of your legions to destroy an enemy

less to affect the outcome of this conflict,aside from cheering on your guards.

Once the enemy enters your city, you canorder your soldiers to pursue them there, butthey will have trouble maneuvering in for-mation and will fight less effectively. If youhave to order your legions into the city,they've failed in their primary role of keepingthe invaders at bay. Remember that wall-guards are highly specialized soldiers, andhave strict instructions not to leave theirposts under any circumstances.

Even if the invaders defeat your legions andget past your walls, all is not quite lost.Prefects aren't soldiers, and won't meet theenemy in any organized fashion, but neitherwill they go down without a fight. If yourlegions and tower guards weakened theenemy enough, city prefects might be able tofinish the job.

Some of your other citizens might surpriseyou, too. Although they have no officialresponsibility to defend the city, gladiatorsand lion tamers aren't likely to stand by help-lessly while barbarians destroy their homesand businesses.

Everyone else is unarmed and defenseless.Most citizens try to get away from invaders.Those who can't � well, their best hope is todie quickly.

All invaders have their own objectives; itmight be food, money, the death of your peo-ple, or simply wanton destruction. Granaries,warehouses and the senate building are fre-quently prime targets. The destruction theseenemies can inflict is horrible, possibly

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enough to level your city and maybe evenspell the end of your career. Prevent streetfighting at all costs!

Your builders are not keen to work during orclose to a battle. When enemy soldiers are inyour province, immigrants wisely avoid yourcity.

Scribe's note:

If there's money in your city's treasury, you are not entirely helplessagainst invaders. If the treasury is empty, transfer your personal sav-ings to the city. These are desperate times - don't be cheap now!

You cannot build new structures very near the fighting, but yourhands are not entirely tied. Make sure towers have road access tolabor. There is probably not time to build a new fort and recruit andtrain more soldiers. Instead, beef up the city's internal defenses.Build lots of new prefectures near where the enemy will gain accessto the city. Make sure that they have road access to labor. Tell yourLabor Advisor to make Military and Fire Prevention the top priori-ties.

think quite badly of you. Withholding legionsfrom the aid of another province simply isn'tthe Roman way. Should your legions lose thebattle (and their lives!) Caesar will be a littlegrateful, but will also think you a fool.

Enemies of Rome

he barbarian mind is hard to under-stand. Why do they resist our civiliz-ing influence? Even worse, why are

they bent on destroying our glorious cities?Barbarians seem to have an innate need �whether because of their gods or their lack ofeducation or their crude existences, we willnever know � to destroy, to oppose thatwhich is noble and good � that which isRoman.

Native tribes

ot all barbarians are equally hostileto us. Some tribes can even be civ-ilized.

Sometimes, you will be sent to a provincewhere one such tribe already lives. No onecan predict how a particular group of barbar-ians will react to finding a new Roman set-tlement in their vicinity, but Rome's longexperience with native peoples has estab-lished some general principles that will helpyou.

Mission Post

hese natives usually get protectiveabout the land around them. If youbuild on it, they might attack you.

Your legions are best not bothered with suchminor actions, and their commanders will notobey instructions to slaughter the innocent.

threatening some defenseless part of ourEmpire.

You are expected to meet with your MilitaryAdvisor and order a group of legions to gowin this victory for Rome. Caesar will giveyou any known intelligence regarding thesize of the enemy, and you are well advisedto consider that when deciding how strong aforce to send.

Your governance is much too important foryou to leave your province, so you cannotaccompany these troops on their travels.Once they leave your province, they are nolonger under your direct control. You musttrust the legions' own commanders.Messengers will, however, keep track ofyour army's progress. You can also followtheir progress on the Empire Map.

Should your men achieve their task for theglory of Rome, they will return, and you canexpect to benefit handsomely from Caesar'sgratitude. Should they fail, you are unlikely tosee them again.

More rarely, Caesar might ask you to con-tribute soldiers to an Imperial army in Rome.In that case, your cohorts march to Rome andreport to the Emperor himself. You can watchtheir progress on the Empire Map, butbecause they no longer have any connectionwith your province after they arrive in Rome,they disappear from your consideration.They become part of Caesar's army.

I should warn you that Caesar does not lookkindly upon failure. Should you fail to dis-patch any legions, he will be forced to lookelsewhere among his governors, and he will

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TMission Post

NNative Huts

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Other Enemies of Rome

f isolated tribes of primitive natives werethe only barbarians in the world, Romewould soon rule all. Unfortunately, native

tribes are the least of your worries. Some bar-barians have formed mighty nations that,

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Should you be attacked, though, your sol-diers can be persuaded to fight these people.

To avoid provoking hostilities, sometimes allyou need do is respect the boundaries ofwhat the natives consider to be �their� land.One approach taken by some governors is totry to persuade them of our good intentions,and show them that working with us is bet-ter than fighting against us. These governorsestablish mission posts near the native vil-lages. Such posts need labor and road access,as with other buildings, but once staffed, theysend out missionaries to teach these barbar-ians of our ways.

Reports suggest that this can work wonders.Some even say that a thriving and profitabletrade can be had with these people. But theirtrust is gained slowly, and is placed heavilyin the missionaries they come to know.Should they leave their posts, and not bereplaced, trouble could flare up.

Scribe's note:

Use the Risks: Native Overlay to find the boundaries of a barbarianvillage.

although obviously inferior to the RomanEmpire, nonetheless pose serious challengesto our supremacy.

You will face organized armies at times �some weak, to be sure, but some not.Hannibal's reputation goes before him, andhis Carthaginians are to be feared, for theyare fine soldiers. The more Northerlyprovinces usually present less organizedforces, but don't let that deceive you: theyhave pride you would not believe, and someare excellent fighters.

It is a dangerous world, my friend, and Romehas plenty of enemies. Prepare well.

I

Messages

he middle button on the bottom of thecontrol panel (the one with a scroll onit) lets you read messages sent to you.

When the button is black, you have no mes-sages.

A brief fanfare sound while playing indicatesthat a message has arrived. Important mes-sages are signalled by a more urgent fanfare,indicating that you should try to read themwhenever you next have the chance to doso. Normal messages are announced by avery simple fanfare.

When a message arrives, your message but-ton lights up, and a small number appearsbeside the button's scroll showing how manymessages you have. If you are busy withother duties, don't worry about pouncing onthese messages the instant they arrive: theywill wait until you can spare the attention.Click on the button whenever you wish toread a message, and you'll see a panel listingall of your messages. Those you haven't readyet have a rolled-up scroll before the mes-sage title. After you read them, the symbolchanges to an open scroll. Important mes-sages are listed in red

Some very urgent messages are displayed toyou as soon as they arrive, without yourclicking the message button. These mes-sages also go into your message box,marked as having been read, in case youwant to refer back to them later.

When a message alerts you to some crisis,like a fire or a riot, you can click on the alarm

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mouse help off, it will also be off for the over-lay reports; use the partial setting to let yousee mouse help on overlays, but almostnowhere else.).

Access the overlays with the button at thetop of your Control Panel. Whenever you arelooking at an overlay, press the right mousebutton to temporarily return to the Normalview. Use the Overlay button and select�Normal� to return permanently to the nor-mal view.

Note that time in the game continues to passwhile you have an overlay on.

Water Overlay

he Water overlay shows you whichareas have access to water from foun-tains (shown in navy blue) and the

area that pipes from reservoirs covers, which

bell button (directly to the right of the mes-sage button) to jump directly to the scene ofthe problem. If there are several problemareas, clicking on the button multiple timeswill cycle you through each trouble spot inturn. Many messages include a button rightin the message itself that gives you thatsame option.

You can keep messages for as long as you'dlike. To delete a message, click on it to selectit, then click on the �delete message� button.Deleted messages are gone forever, so onlydelete one if you're sure you won't need toread it again.

Overlays

n overlay is a special view of yourcity. Caesar III's overlays let youwatch a particular part of your city in

action, and see how it interacts with its sur-roundings. Frequently they will flatten allbuildings except for the ones you have cho-sen to look at, and will only show thosebuildings' people, to let you really see howthe building or system is working.

Many overlays use color-coded pillars toindicate information: how likely is a buildingto catch fire or riot, for example. Dangerousor bad information will be colored in shadesof red; the brighter the red, and the taller thepillar, the more serious the problem. Stonecolor is used for good or neutral information,such as how much tax a building pays.

All the information has mouse help toexplain its meaning, so if in doubt hold yourmouse pointer over the item in question untilthe mouse help appears. (If you have turned

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Water Overlay

progress of your prefects for a minute, andsee if they eventually pass by the buildingswith the highest risk. If not, either redesignyour road network to allow better patrolling,or build a new prefecture near the dangerzone. The Risks: Crime Overlay works simi-larly, except that prefects cannot lower therisk of crime - they are shown because oftheir important role in dealing with criminalsand their handiwork.

The Damage Overlay works the same way,except that it shows engineers and engi-neer's posts instead of prefects and prefec-tures. Buildings with tall columns are unsta-ble, and in imminent danger of collapse.

The Problem Overlay is one of the most use-ful of all. It shows only buildings that aren'tpresently working properly. Reasons for theproblem can include lack of road access, lackof labor, lack of water, lack of raw materialsor lack of space to send their cart full of pro-duce. Scan this overlay once every fewgame-months, just to see if your street-levelreviews have missed any problems.

If your province is home to any native peo-ples, the Risks overlay includes a reportcalled Natives. With this overlay selected,you can see the land the barbarians considerto be theirs.

Entertainment overlays

ith the Entertainment overlaysselected, tall columns indicategood access. The Overall display

shows housing's combined access to the-aters, amphitheaters, colosseums and thehippodrome. It also displays all of those

is extremely useful for siting new fountainsand additional reservoirs.

Empty land that has pipe access is coveredby a grid of grey stone channels. Buildingsthat have water appear as furrowed, paleblue squares; buildings that don't need waterare plain tan squares. Fountain accessappears as a blue tint radiating from thefountain.

Risks overlays

se the Risks overlays often to spotproblems before they become crises.Red is bad; the more red you see on

a pillar, the worse the risk is.

Select Fire to see the city's prefectures and allof the prefects walking their routes. Buildingswith tall columns on them have a high risk offire. As prefects walk by buildings, you cansee the risk of fire column fall. Watch the

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Taxes Overlay; typical of most overlays

Health overlays

he Health overlays work the sameway as those for Education andEntertainment. Overall shows the

combined access to all four components ofHealth. Barber, Baths, Clinics and Hospitalseach show the relevant buildings and theirworkers. The individual overlays can showyou why a neighborhood's Overall overlay isdepressed. Areas with poor access to healthfacilities are more likely to suffer outbreaksof disease.

Commerce overlays

ome of the Commerce overlays areslightly different than those describedabove.

Tax Income is similar to the overlays forother building types. Selecting this displayshows your Senate building and forums, plusall of the tax collectors walking their routes.The column heights show how much moneyeach housing lot has paid in taxes so far thisyear.

The Market overlay is also similar to thosefor other building types; it shows the loca-tions of your markets, market workers walk-ing their routes, and columns indicating levelof market access for every housing unit.

The Desirability overlay looks quite differentfrom other overlays. It rates each mapsquare's overall attractiveness to anyoneconsidering living there. Cooler colors, likeblue and green, are raised slightly aboveground level, and indicate highly desirableareas; warm colors like orange and red are

buildings and their performer suppliers: actorcolonies, gladiator schools and lion tamers,plus all citizens associated with those build-ings.

If a particular neighborhood has a low over-all entertainment rating, select overlays forindividual types of entertainment to seewhich is holding it back. The theater overlayshows theaters and actor colonies, plus theproper workers, with columns showingaccess levels to theaters. The amphitheateroverlay shows amphitheaters, actor coloniesand gladiator schools and their workers, withcolumns showing access to amphitheaters.The colosseum overlay shows colosseums,plus gladiator schools and lion tamers, andthe proper workers and columns. The hippo-drome overlay shows your hippodrome (acity can have only one) and charioteerschool. Check each of these overlays in turnand watch their walkers circulate to seewhich entertainment type is depressing theoverall rating for a neighborhood.

Education overlays

he Education overlays work the sameway as those for Entertainment.Overall shows the combined access

level to all three forms of education. Schoolsdisplays schools and their schoolchildren;Library shows all of your libraries and theirworkers; Academy shows all academies andtheir workers. Use the individual overlays todetermine why a neighborhood's Overalloverlay is lower than it could be.

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Advisors

overning can be a lonely profession;it seems that everyone wants some-thing from you and no one appreci-

ates the many conflicting priorities that youhave to juggle. But you are not entirely onyour own. Ultimate power and responsibilityin your city are yours alone, but you do haveadvisors to help. Often, you implement yourwill by issuing orders to your advisors. Visitthem by clicking the Advisors button on theControl Panel or by selecting them from themenu bar.

Chief Advisor

our Chief Advisor looks at all theinformation gathered by the otheradvisors, and summarizes key infor-

mation for you, highlighting any criticalissues in red. When you see a report in red, itmay be helpful to visit that specific advisorfor more details.

It is usually a good idea to consult your ChiefAdvisor frequently (probably every month ortwo) to see if you have missed anythingimportant.

Labor Advisor

Your Labor Advisor assigns plebes tovarious sectors of your city's econo-my. As long as you have enough

workers to fill all of the city's open jobs, theLabor Advisor doesn't need any instructionsfrom you. In times of labor shortage, though,you can use this panel to tell your LaborAdvisor which jobs he should fill first.

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sunken below ground level, and indicateundesirable property. You want to build yourmost valuable housing in the most desirableareas, but be careful: If you start razing otherbuildings to make way for housing, you willchange the desirability calculations.

The Labor overlay looks just like a �normal�overlay, but it's different in one importantway: Most overlays show housing's accessto other types of buildings, but the Laboroverlay shows other buildings' access tohousing. The columns in this display showhow successful a building is at finding thelaborers it needs to function at its fullestcapacity. Buildings with short columns needeither some housing built nearer to them, ora more direct road to some existing housing.If your city experiences a time of labor short-age, buildings with the worst access to laborare the first to lose their workforce.

Religion overlay

here is only one overlay for Religion,and it works the same way as thosefor Entertainment, Education and

Health. It shows all of your temples and ora-cles, plus all of their priests walking aroundyour city. On the Religion Overlay, tallercolumns show access to more gods. Highlevels of housing need visits from the priestsof several different gods.

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unless you have already chosen a first andsecond choice. If you chose Engineering asyour top priority, for example, you would seethat Engineering now has a padlock symboland the number 1 in front of it, showing thatit is locked in as your first priority.

Your Labor Advisor will always assign work-ers to your priorities in order, before assign-ing anyone left to the categories you havenot given priorities as he thinks best.

To remove a category from the priority list,click on it and choose �No priority� from thepriority panel.

Your Labor Advisor's other main responsibil-ity is paying all of the city's workers. You willalways start out paying the same wage as isoffered in Rome, but you can instruct your

The Labour Advisor Panel

Information, Tools & Tips

Your city's labor force is split up into severalcategories. These are shown, along with thenumber of workers currently assigned, andthe number needed to operate at full capac-ity. At the bottom you can also see howmany total workers are available.

Unless you tell him otherwise, the LaborAdvisor assigns workers as he deems best.That won't always suit your priorities, espe-cially if you have just received somerequests from the Emperor or news ofimpending attack. You might find that yourcity is better off when some areas are work-ing at full capacity, even if it means thatother areas might barely function at all.

To change the priority of a category, click onthe category name, and a small panelappears showing priority levels ranked from1 to 9. Click on the number 1 to make it toppriority, 2 to make it second priority, and soon. You cannot select third choice, say,

The Chief Advisor Panel

Labor Advisor to change this by clicking onthe arrow buttons next to the display of thecurrent wage. .

As you would expect, the Labor Advisorkeeps track of how many plebes areemployed and unemployed, what your city'sunemployment rate is, and how much yourannual cost for labor will be.

Legion Status

our Military Advisor has up-to-dateinformation on all the legions in yourarmy. Consult him to see which

legions are strong and have high morale, andwhich are suffering. Your Military Advisoralso implements your orders to dispatchlegions in response to Caesar's requests.

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Imperial Advisor

onsult your Imperial Advisor to checkyour standing with Caesar, asexpressed by your Favor rating.

Anything that the Emperor has requested ofyou is listed here, along with how much timeremains for you to fulfil the request. Whenyour warehouses hold enough of the desiredcommodity, a �dispatch� button appears tolet you send the shipment to Rome.

Beneath that message window you see yourrank in the Empire, along with the balance inyour personal savings account. Caesargrudgingly allows you to pay yourself asalary equal to your rank, although no onewill stop you from taking more or less thanthat. Click on the large button at the bottom

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The Imperial Advisor Panel

The Military Advisor Panel

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the higher your rating. When a pillar hasreached the level you have been set for thatassignment, it will be capped.

You can also see the level you need for eachrating, to complete your assignment. Click onany rating for brief advice on how you canimprove it.

Trade advisor

our Trade Advisor is one of your mostimportant aides; he doesn't have a lotto tell you, but he carries out all of

your trade orders. Visit him to decide howmuch, if any, of each commodity in yourwarehouses to export, whether or not toimport goods, and to turn industries on andoff.

Click on any commodity listed for moreinformation about your city's activity relatingto that good, or to change its trading status.

If you have an open trade route for a partic-ular commodity, you'll see a button marked�Not trading� when you click on the good.Click that button repeatedly to cycle throughall possible trading options. Sometimes, youcan only export that commodity or import it,depending on your trading routes. Othertimes, again depending on your trading part-ners, you can choose to either import orexport the commodity. You can never bothimport and export the same commodity.

If you have a trade route open which is keento sell you a commodity, clicking on the but-ton will show the word �Importing.�

If you have a trade route open which is will-ing to buy a commodity from you, you will

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of this window to set your salary level. Justbe warned that salaries higher than your rankwarrants will not be popular in Rome.

The �Send a Gift� button lets you send Caesara token of your esteem. You will pay for anygift that you decide to send the Emperorfrom your personal savings.

The �Give to City� button lets you transfermoney from your personal savings to thecity's treasury.

Ratings Advisor

isit this advisor to see how well youare meeting the goals of your presentassignment. Rankings for Culture,

Prosperity, Peace and Favor appear on thispanel, shown as a pillar. The higher the pillar,

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The Ratings Advisor Panel

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your Trade Advisor to turn the idled indus-tries back on.

Click on the button marked �Show Prices� tolist how much you receive for each cart loadof something that you export, or how muchyou pay for each cart that you import. Noticethat it usually costs you more to importsomething than you make for exporting it.There is no profit in �playing the market� byimporting goods from one province andexporting them to another.

Prices are set by Rome, and influenced part-ly by supply and demand throughout theEmpire. You cannot change prices, althoughmarket forces in the rest of the Empire willcause them to vary from time to time. Youwill be notified of any change via a message.

Population Advisor

our Population Advisor keeps track ofyour city's population over time, andpresents his information on three

graphs.

The first graph that you see, labelled�Population � History,� simply shows the totalnumber of people in your city over time.Each bar represents the population at the endof a month. If your city is growing, the barsshould rise pretty steadily from left to right.

Click the small window labelled �Society.�The large graph changes to show your popu-lation's current composition by income. Low-income citizens are on the left, and rich citi-zens are on the right. When your city is new,most of your people are tent dwellers, andthe highest bar will be well to the left side of

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see a button marked �Export over�, witharrows that let you set a quantity. Leave it at0 to export your entire inventory of the good,or set an amount to keep in your warehous-es, with anything above that then availablefor export.

Click this button repeatedly to cycle throughall of your trade options for the particularcommodity. You have to choose betweenimporting and exporting any given good �you can never do both.

During times of labor shortage, you mightwant to temporarily shut down industriesthat have built up surpluses, or that produceitems you can do without for a short while.The workers who were employed at theindustries you turned off become availablefor your Labor Advisor to reassign elsewhere.Later, when more workers are available, youcan quickly absorb surplus workers by telling

The Trade Advisor Panel

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If you need to build more buildings, yourOverlays can help show you which areasmight benefit the most.

Your Health Advisor also offers you his sum-mary of the city's health. He will warn you ofany trouble spots with a message here.

Information, Tools & Tips

Under the main graph you can see howmuch food is in the city granaries, how manyfood types your people are eating, whetherpeople want to enter or leave your city andhow many immigrated or emigrated lastmonth.

City Health Advisor

or each type of health building � bath-house, barber, doctor's clinic and hospi-tal � you can see how many exist, how

many are working, how many residents theyserve, and the adequacy (poor, average orgood) of that service.

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The City Health Advisor Panel

the graph. As time goes on and people's for-tunes improve, the highest bar should shiftgradually to the right. This is useful to try toensure you are not creating an unequal soci-ety with a few very wealthy people and amass of poor; such a social mix is bad for thecity mood and could lead to crime. Try tohave a more balanced social mix.

Click the window labelled �Census� to call upa graph showing your population's composi-tion by age. This graph is useful for planninghow many schools and academies you'llneed, and seeing how many of your citizensare of working age. Also use it to predict howmany citizens are about to retire, which canalter the economy of a city dramatically,since retired people no longer work, yet theycontinue to consume food and other goodsand services.

The Population Advisor Panel

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Entertainment Advisor

se the top portion of this advisor'spanel to learn your city's entertain-ment needs. If the Entertainment

Advisor's report convinces you that moreamusements are needed in the city, theEntertainment Overlays can help you decidewhere to build new structures.

Remember that amphitheaters and colosse-ums can each stage two shows at the sametime. If they aren't being used to capacity,you probably need to build more actorcolonies or gladiator schools.

The lower part of the panel shows how longit's been since your city's last festival, andtells you how your people feel about it. Whenyou decide it's time to treat them to a breakin the routine, click the �Hold New Festival�

The Entertainment Advisor Panel

UEducation Advisor

se the Education Advisor's panel tolearn your city's overall educationalneeds. If the advisor convinces you

to build more educational facilities, you canuse the Education Overlays to decide wherethey would best be built.

The Education Advisor Panel

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The top line shows your total population,how many people are school-aged, and howmany are of age to enter academies.Subsequent lines show, for each type of edu-cational building, how many exist, howmany are working, how many people theycan serve, and how adequate that coverageis.

The bottom segment displays your advisor'ssummary of the city's education system, withcomments about what future needs mightbe.

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es so far this year, and, for comparison,shows the totals from last year. This report isespecially valuable if you're having troubleraising your Prosperity rating or simply wantto see how best to raise more money.

This is also the place to come if you want tochange the tax rate. Change the rate usingthe arrow buttons. The line showing the per-centage of your populace registered fortaxes is important, too; you'll usually want tokeep this number as close to 100 percent asyou can. Use the Tax Overlay to see whichhouses are not paying their taxes, and thus todecide where to build a new forum to startcollecting what is due.

The Financial Advisor Panel

button. From the new panel that appears,choose the size of the festival and which godit will honor.

Religion Advisor

our Religion Advisor shows you, at aglance, how many temples you haveerected to Ceres, Neptune, Mercury,

Mars and Venus, both in total and by size.The last column shows each god's attitudetoward you, ranging from �exalted� to �furi-ous.� Use this information to decide when tobuild new temples or oracles.

Oracles aren't listed on this report becausetheir effects are spread evenly among all thegods.

Your Religion Advisor points out, in a sen-tence at the bottom of the panel, which godis most in need of your attention.

The Religion Advisor Panel

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Finances Advisor

our Finances Advisor is one of yourmost informative aides. He analyzesall of your city's income and expens-Y

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Information, Tools & TipsGame Options

n addition to all of the game reports andcontrols that Caesar III puts at your com-mand, the program includes some fea-

tures that let you customize the game toyour liking. These are all found on either theMenu Bar or the Control Panel.

Saving the game

To store the game you are currentlyplaying, click on the �Save� optionunder the File menu, then follow the

on-screen instructions. Name the file what-ever you like so that you will remember iteasily. The �Load Game� option restarts apreviously saved game. All saved games arestored on your hard drive in the same folderto which you installed the game.

It is a good idea to always save your gamebefore exiting the program.

Options

�Display Settings� offers you four differentviews of Caesar III.

Caesar III starts as a �Full Screen� program,meaning that it takes up all of the displayspace on your monitor. If you click�Windowed,� the game runs in a standardWindows display box. Use this option if youwant access to Windows while the game isrunning. You can resize the game window,just like any other window, but Caesar III'sgraphics will not look their best if you dothat.

Caesar III uses a lot of computing power, andwe don't recommend that you run other pro-grams while you're playing the game. Doing

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Income:

When your city is young, most of yourincome will probably be from taxes.

As you establish industries and opentrade routes, the line showing �tradereceipts� will probably grow steadily larger.Eventually, it should surpass tax income.

Donations are either from your personalsavings, or from Caesar if your treasury ranout of money and Rome provided rescuefunds.

Expenses:

Imports (from trade, including any wheatprovided by Rome to feed your people);

Wages, usually the city's biggest expense;

Construction. Remember, money spenton construction doesn't count against yourProsperity rating;

Interest (if you've run your treasury intodebt);

Your personal salary; and

�Sundries,� a catch-all for expenses thatdon't fit any other category, like the cost offestivals or losses from theft.

The entry of greatest interest is probably the�Net in/out flow� line. This shows you, at aglance, how much your treasury is shrinkingor growing.

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mation button. Alternatively, choose �Help�from the menu bar to see the Table ofContents for all of Caesar III's in-game infor-mation.

Mouse help is the text that appears in awhite box when your mouse pointer hoversover some part of the game. It is �ON� whenyou first play Caesar III. Turning it �OFF�makes it go away entirely. Choose �Partial� toenable mouse help for the Senate buildingand the Overlay maps, but nothing else.Adjust this setting from the Help menu.

�Warnings� appear at the top of your map,reminding you that a building needs roadaccess, for example, or that the city needsmore workers. You can turn them off fromthe Help menu

Other Game controls

he Control Panel on the right side ofyour screen has a few buttons that wehaven't mentioned yet. The reference

card that came with your game shows a dia-gram of the whole Control Panel and labelsall of these buttons.

The right-pointing arrow to the right ofthe Overlay button lets you hide the ControlPanel to see more of the map. When theControl Panel is hidden, this button changesto a left-pointing arrow; click it again to bringback the Control Panel.

The four small buttons beneath the largeAdvisors and Empire Map buttons let youreview your present assignment, or changethe orientation of the province map. Thecurved arrows pointing left and right rotate

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so can cause conflicts that will make thegame run improperly.

The other choices under �Display Settings�enable you to define the resolution in whichCaesar III runs. At 640 by 480, everythingwill look bigger, but your screen will show asmaller section of the map; the game willprobably run somewhat faster. At 1024 by768, just the opposite is true: Everythinglooks smaller, your screen shows more of themap, and the game runs more slowly. The800 by 600 option is midway between theseextremes. Caesar III's performance willchange at different resolutions according toyour computer's capabilities.

�Sound Settings� lets you control the rela-tive volume of Music, Speech, Sound Effectsand City Sounds. Adjust the mix of soundelements to your liking, or turn them offcompletely.

�Speed Settings� lets you control the rateat which time passes in Caesar III. Set anyspeed that you are comfortable playing.

Pressing the space bar on your keyboardpauses the game. You can still carry outmany actions while time is paused, althoughnothing moves or evolves.

�Scroll speed� affects the pace at whichthe map moves when you sweep the cursorto the edge of the screen. You might prefera slower scroll speed if you have an espe-cially powerful computer.

Caesar III offers a lot of information aboutvarious aspects of the game on-line, for easyreference. Access some of it by right-clickingon most buildings, then clicking on the infor-

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A: Approach this question from two direc-tions: How can you make land more desir-able, and how can you make it less undesir-able? To make an area more desirable, buildpleasant things like gardens, plazas, temples,statues, baths and theaters nearby. To makeit less undesirable, locate unpleasant struc-tures like industrial and military buildingselsewhere.

Q: What do I need to make my city's hous-ing evolve higher?

A: Housing needs three things to evolve: (1)Access to many different types of services;(2) Various commodities, provided by mar-kets; and (3) Desirable location. Right-clickon a house to find out what's holding it backat any given time.

Q: Why don't immigrants move into myvacant housing lots?

A: One or more conditions are probablydepressing the mood in your city. Highunemployment, high taxes, low wages andlow food supplies all make people unhappyand discourage immigration.

Q: I can't attract immigrants because I don'thave enough food, but I can't get enoughfood because I can't attract immigrants! Howcan I break this cycle?

A: Order your Labor Advisor to reassign theworkers that you do have. Make FoodProduction your number 1 priority for awhile.Don't skew these priorities for too long, oryou risk fires and riots as workers are divert-ed from Engineering and Fire Prevention. Assoon as you see immigrants arriving, returnyour priorities to normal.

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the map by 90 degrees in the correspondingdirection. The circle with an arrow pointingstraight up returns the view to �due North,�which is the direction you started with.

The first button on the bottom row (with abig �X� on it) lets you undo the last thing thatyou did. You aren't allowed to undo everysingle action in the game, but you can usual-ly un-build whatever you last built. This abil-ity lasts just for a short while after you havebuilt something � after that, the effects ofbuilding it have already changed the gameso much that it would be very complex tounravel.

Use the undo feature immediately after youbuild something by accident. The buttonappears dark when you aren't allowed toundo anything, and �lights up� when you canundo your last act. If you build something inthe wrong place, or accidentally build thewrong building, click �undo� to make thebuilding go away and refund its cost to yourtreasury. Note that if you undo somethingwhile time is paused, it will not go away untilyou un-pause the game.

Answers to CommonQuestions

Why are some of my roads paved,while others aren't?

A: Citizens pave roads when surroundingproperty becomes sufficiently desirable.

Q: How can I make land more desirable forhousing?

Q:

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Q: How come all of my water supply build-ings keep flashing on and off?

A: They need laborers. Consult your LaborAdvisor. If the number of actual employeesin Water Services is less than the numberrequired, then your water workers are doingtheir best to spread water coverage through-out the city, but they can only do so sporad-ically. Assign a higher priority to WaterServices or increase your overall workforce.

Q: I need money! How do I get trade work-ing?

A: First, use the Empire Map to open a traderoute. Second, make sure you have a com-modity your trade partners want stocked in awarehouse. Third, tell your Trade Advisor toexport the commodity. Finally, if the routeyou opened is a sea route, you must havefunctioning docks.

Q: My housing won't evolve because it can'tget pottery, but there's pottery in my ware-house and the houses have market access.What am I missing here?

A: Make sure the market can get potteryfrom the warehouse. If there's another ware-house closer to the market that doesn't havepottery, the market won't have pottery. Usethe Special Orders button on the warehousesto spread the pottery around. You can tell thecloser warehouse to Maintain a Level of pot-tery, for instance, which will request potteryfrom the other warehouse.Q: Do goods spoil if they're stored in gra-naries and warehouses for a long time?

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Q: Why won't my farms or mines produceanything?

A: Assuming that you haven't ordered yourTrade Advisor to turn them off, they probablylack laborers. Try building housing closer toyour industries, or tell your Labor Advisor toassign a higher priority to Industry andCommerce.

Q: Workers with full carts are just standingaround. Why don't they get to work?

A: They would like to, but there is no placefor them to deliver their goods. Make sureyou have free space in your warehouses andgranaries, and that they have enoughemployees to function properly.

Q: When I right-click on a granary, it says itcan store 2400 food, but it doesn't hold any-thing like 2400 cartloads. What's going onwith these numbers?

A: Most of the numbers you see for com-modities are measured in cartloads. But eachcartload contains 100 units of that commod-ity. You usually don't have to pay any atten-tion to this, because trade deals only inwhole cartloads. However, citizens don'tconsume entire cartloads of a commodity ata time. When items go to a granary, a mar-ket, or a home, they're converted into small-er units that people can use. Keep this rule inmind: When you're looking at industry andtrade, you are dealing in full cartloads. Whenyou're looking at granaries, markets or hous-es, you are dealing with units, and there are100 units in a cartload. Your concern will bechiefly with cartloads, and you'll rarely (ifever) have to pay attention to units.

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other governors might make your job a littleeasier. Of course, if they do not fit with yourplaying style, by all means ignore them.

urban planning

Avoid forcing people to use a single roadin the densest parts of the city, or it willalways be clogged with traffic. Create dou-ble-wide roads or provide alternate routes toalleviate traffic snarls.

Keep the number of road intersections inyour city to a minimum, so that you can bet-ter predict the route that walking citizenswill take.

Spend some time in the early assign-ments watching Overlay reports to learnhow working citizens spread access to theirbuildings. Later assignments usually requireyour city layout to be very efficient, andyou're more likely to succeed if you learnhow citizens walk their routes in the earlier,more forgiving assignments.

Do not place bridges where workers needto cross them repeatedly in the course oftheir workday � placing farms on the far bankof a river and granaries on the near, orputting a clay pit on one side and workshopson the other, are bad ideas. If you put a rawmaterials industry on the far side of the river,put its workshops and warehouses there, too,so that only commuters and caravans haveto cross the bridge. Better still, plan somehousing near your industrial area so thatworkers need not commute across thebridge.

Whenever you build a new bridge,remember that you are creating a breach in

Information, Tools & Tips

A: No. Only divine anger or criminal acts canbring harm to your goods.

Q: Is the Emperor deliberately asking me forgoods that he knows I can't supply? Is thereany way to get him to ask me for things thatI have?

A: Caesar asks for what he wants, when hewants it. He doesn't care how hard or easy itis for you to comply with his wishes, or howconvenient it is for you to respond to hisrequests. He will, however, only ask you foritems it is possible for you to get him-even ifthat means importing it.

Q: Are the commodities that trading citieson the Empire Map will deal in determinedby set conditions, or does supply anddemand play a role?

A: Every province in the Empire has a uniqueset of resources and capabilities, just as doesyour own province. Trading cities exportgoods that they can produce in quantity, andimport goods that they lack, just as you mustdo. So, supply and demand play a role in thatsense, but the commodities that cities wantand have are predetermined by their climateand resources.

Hints and Tips

ou can see by now that there is nosingle "winning formula" for success inCaesar III. There are as many paths to

victory as there are governors in the RomanEmpire, and the one you take dependsentirely on what you enjoy and are good at.

If you have trouble making money or pleas-ing the Emperor, some of these tips from

Information, Tools & Tips

Y

193192 shrink too quickly. Remember, patriciansdon't work. When you do see patrician villasreplacing plebeian apartments, check in withyour Labor Advisor. If you have a shortage ofworkers, create new low-income housingbefore lack of services makes the new villasdevolve back to plebeian housing.

In times of labor shortage, tell your TradeAdvisor to temporarily turn off any farms orindustries that have built up surpluses. Thisfrees up workers for other sectors with moreimmediate labor needs, and buys you sometime to attract new immigrants. Don't forgetto turn the industries back on when immi-grants start to arrive!

Food, farming & indus-try

Almost all provinces have at least somefarmland, but some won't have enough tosupport a large population. After you'veplaced all fertile land under the plow, yourpopulace might well outgrow local food pro-duction. If so, and your population is not toolarge, you're best off growing specialty foodslocally, and importing wheat. That's becausewheat is the cheapest commodity. Largerpopulations should grow their wheat, sincethey will need such a large quantity of it thatto import it might clog up trade.

Make industry more efficient by central-izing your industrial sectors. First, build thesame type of raw material producers (claypits, for example) close together. Second,build the warehouse that will store the fin-ished pottery fairly close, but on a main road.Third, build the pottery workshops betweenyour cluster of clay pits and the warehouse.This minimizes the distance that cart pushershave to travel and improves the efficiency ofyour whole pottery industry. Apply the same

Information, Tools & Tips

the natural defense that the river offers.Invaders will use the bridge to reach yourcity center. Do not build bridges that youcannot defend.

Turn fires and collapsed buildings into anopportunity for urban renewal. Instead ofsimply rebuilding whatever was destroyed,reevaluate the neighborhood that suffereddamage. Would you be better off with awider road or a new garden where that hous-ing burned? Sometimes less density yieldsbetter quality.

Develop a habit of building prefectures,engineer's posts and other essential servicesat regular intervals between residentialareas. Providing regular "service strips" likethis ensures that your patrols will be evenlyspaced, and that you won't forget to buildsome crucial structure.

Try to build reservoirs exactly the rightdistance apart so that their pipe networksjust meet, without overlapping. To view areservoir's coverage, choose the WaterOverlay.

Only housing benefits from fountainaccess, so don't lay out a grid of fountains toprovide blanket coverage. Just place foun-tains to supply residential areas.Overlapping coverage by multiple fountainsgives no additional benefit to a particularhouse.

Managing people

A city with too many patricians won'thave enough workers. Don't devote all ofyour effort to encouraging patrician villas. Ifyou're too successful, your labor force might

Information, Tools & Tips

food or commodities, it might be better toopen one expensive trade route with a citythat will both sell you imports and buy yourexports, than to open separate (but cheaper)trade routes for exporting and importing.

When you build docks, always build awarehouse very close by to speed the load-ing and unloading of trade ships.

195194

Information, Tools & Tipsprinciple when you establish other industries,and try to avoid having them share the samemain roads.

A few buildings working at full capacitywith a reliable labor supply will out-producea larger number of buildings with unreliablelabor. To ensure a steady supply of labor foryour raw material producers, farms and otherindustrial buildings, create small housingcommunities near them. Don't worry aboutevolving these industrial tent cities very faror very quickly, but do be sure that you buildplenty of prefectures near them, as their res-idents are likely to be in a perpetually badmood.

Learn how to use the Special Orders but-ton in your granaries and warehouses tospread goods evenly across your city.

Trade

Trade is the key to profitability. Check theEmpire Map early in your assignment to dis-cover what your trading partners will buy,and develop that industry quickly. Onceyou're earning trade income, you can turnyour attention to improving your ratings.

Opening a new trade route always costsdenarii, but the "lowest cost" isn't always thecheapest trade route fee. If you need a cus-tomer for oil, for instance, and either Tarracoor Syracusae will buy oil, notice thatSyracusae is a sea route, while Tarraco isprobably a land route. If you haven't yet builtdocks, it might be cheaper to pay a couple ofhundred extra denarii to trade with Tarracothan it would be to build docks, a new ware-house and roads to connect them so that youcan open the "cheaper" route with Syracusae.

By the same reasoning, if you need to import

s I write, it's a wonderful Summer'sday � a holiday, here in London. And,yet again, developing a game has

come to consume the core team's life for thelast few months. Has it been worthwhile?

It should be the case that every game Idesign is better than those that have gonebefore. Together with the rest of the team,I've had a chance to learn from feedback toprevious products, and to play more gamesfrom other people also. But with Caesar III, Ifeel especially excited.

When we first began the project, we weresomewhat nervous. Caesar II had been sowell received that we didn't know quitewhere we could take it. To be sure, therewere a host of sundry points that we hadconsidered and discarded for Caesar II thatwe could add, but they certainly wouldn'tamount to a new product.

So we began working on �Caesar in Space,�where new technology would allow us free-dom to take the game in whole new direc-tions. Six months in, though, we returned toRome. There is something special about theentire Roman period, something specialabout the congruence of elements which fittogether beautifully to make a wonderfullycompelling game. Elements such as the corecolor palette, simple and seemingly innocu-ous, but somehow warm and inviting; or therange of entertainments and the Roman pan-theon of gods, or the way their Empireexpansion took place, coupled with thenature of their enemies � the Goths andHannibal, to name but two.

Designer's Notes

A

199198

(and certainly hope you agree) that we haveadded enough elements to later stages of thegame for it to continue to provide surpriseand changes in strategies right to the end.

Above all, though, I feel as though we've cre-ated a game which will provide you withhours of fun. I do hope you agree.

David Lester31st August, 1998

Designer’s Notes

Our foray into space had developed severalcore systems which tranfserred remarkablywell to the Roman setting, and which, thoughthey may seem minor to you as a player,have totally transformed the way the gameworks. I have read one magazine describingCaesar III in a preview as �more evolutionthan revolution,� which is in some ways true:the core premise of the game remains iden-tical. But the reality is that Caesar III is verymuch a revolution compared to its predeces-sors.

The way the farming and industry work, forexample, is wonderfully simple for players,but completely accurate and real (thereought to be a better word for the opposite ofabstract), and in fact allows the game enor-mous depth that Caesar II never came closeto. The combat system is truly simple, yetrecreates ancient battles far better than thesystem used before, and adds more to thegame by allowing street-to-street fighting.

I love the representation the game now pro-vides of a busy ancient city. At the time, Iloved the way Caesar II brought ancientcities somehow to life. Yet to go back todayand look at it, and compare it to a bustlingcity in Caesar III, shows just how big a leapwe've made. The variety and pace of a cityare what I hoped we might be able to cap-ture, and we've exceeded the goals for thatthat I had hoped we'd meet. Again, I hopeyou'll agree.

Probably the most satisfying thing of all is theway that the game is on the surface wonder-fully simple, yet under the surface, offers lotsand lots of depth and replayability. I believe

Designer’s Notes

or your convenience, all of Caesar III'sstructures are listed here alphabetically,with the information you're most likely

to want. Remember that this manual went topress a few weeks before the game was fin-ished. The game's designers probablychanged some of these numbers and charac-teristics. Consult the Readme file in yourCaesar3 folder for updated information.

How to read the table

he first column after the building's pic-ture tells you whether or not the struc-ture needs road access. Most build-

ings need to touch a road so that they canspread their influence, or receive the influ-ence of other structures.

The second column shows how the buildingaffects the desirability of nearby property. Asingle plus or minus sign indicates a smalleffect. Two plusses or minuses signify amoderate effect, three mean a strong effectand four indicate an extreme effect on desir-ability.

The third column shows how many plebeiansthe building needs to achieve full employ-ment.

The fourth column lists the building's price, indenarii.

The final column tells you what type of build-ing this is, and gives a very short descriptionof the building's special effects or require-ments.

Appendix: Building Summary

F

T

Bath-house

YesHealth; needspipe access toreservoir.

++ 10 50

Bridge, Low

YesEngineering;blocks ship pas-sage.

N/A 0 40

Bridge, Ship

YesEngineering;allows ships topass.

N/A 0 100

Clay Pit

YesIndustry; rawmaterial for pot-tery.

�� 10 40

Chariot Maker

YesEntertainment;supplies hippo-drome.

�� 10 75

Colosseum

Yes Entertaiment;needs gladiatorsand lion tamers.

�� 25 500

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

203

Academy

Yes Education; helpsCulture rating.

++ 30 50

Actor Colony

YesEntertainment;supplies theaterand amphitheater.

+ 5 50

Amphitheater

YesEntertainment;needs actors andgladiators.

++ 12 100

Aqueduct

NoWater; link up to4 reservoirstogether.

�� 0 8

Barber

Yes Health++ 2 25

Barracks

YesSecurity; allowsforts to recruit sol-diers.

��� 10 150

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

202

Farm, Vegetable

Yes Industry; foodsource.

� 10 40

Farm, Vine

Yes Industry; rawmaterial for wine.

+ 10 40

Farm, Wheat

YesIndustry; mostefficient foodsouce.

� 10 40

Fort

No Security; base forcohort.

���� 16 1000

Forum

YesAdministration;collect taxes.++ 6 75

Fountain

No Water; most desir-able water forhousing.

N/A * 15

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

205

*Adds to Water Services requirement

Dock

Yes Industry; allowstrade by sea

��� 12 100

Doctor�s Clinic

Yes Health; helps pre-vent disease.

N/A 5 30

Engineer�s Post

Yes Engineering; man-tains buildings

N/A 5 30

Farm, Fruit

Yes Industry; foodsource

+ 10 40

Farm, Olive

Yes Industry; rawmaterial for oil.

+ 10 40

Farm, Pig

YesIndustry; foodsource.� 10 40

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

204

Garden

NoEngineering;improves area�sdesirability.

+++ 0 12

Gatehouse

YesSecurity; providespassage throughwalls.

�� 3 250

Gladiator School

YesEntertainment;suppliesamphitheater andcolosseum.

�� 8 75

Governor�s House

YesAdministration;Prosperity ratingup to 50%.

++++ 5 150

Governor�s Villa

YesAdministration;Prosperity ratingup to 75%.

++++ 10 400

Governor�s Palace

YesAdministration;Prosperity ratingup to 100%.

++++ 15 700

Granary

Yes Industry; storesfood.

�� 6 --

Hippodrome

Yes Entertainment;needs charioteers.

�� 50 2500

Hospital

Yes Health; helpscombat disease.

� 30 75

Iron Mine

YesIndustry; rawmaterial forweapons.

��� 10 50

Library

YesEducation; helpsCulture rating.++ 20 75

Lion Pit

Yes Entertainment;supplies colosse-um.

�� 8 75

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

207

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

206

Marble Quarry

Yes Industry; marbleallows oracles.

��� 10 50

Market

YesIndustry; distrib-utes commoditiesto houses.

� 5 40

Military Academy

Yes Security; improvessoldier quality.

�� 20 250

Mission Post

NoSecurity; peacefullcontact withnatives.

�� 20 100

Oracle

YesReligion; helpsCulture rating;pacifies all gods.

+++ 0 125

Plaza

**Engineering;improves nearbydesirability.

++ 0 15

Prefecture

Yes Security; policeand firefighting.

� 6 30

Reservoir

No Water; createspipe network.

��� * 80

School

YesEducation;improves Culturerating.

� 10 50

Senate

Yes Administration;collects taxes.

++++ 30 400

Shipyard

YesIndustry; buildsfishing boats.���� 10 100

Statue, Small

No Administration;improves nearbydesirability.

++ 0 12

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

*Adds to Water Services requirement

209

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

**Built on roads.

208

Statue, Medium

NoAdministration;Prosperity ratingup to 75%

++++ 0 40

Statue, Large

NoAdministration;Prosperity ratingup to 75%.

++++ 0 80

Temple, Small

YesReligion; helpsCulture rating;placates one god.

++ 2 50

Temple, Large

YesReligion; helpsCulture rating;placates one god.

++++ 5 85

Theater

YesEntertainment;needs actor; helpsCulture rating.

+ 8 50

Timber Yard

YesIndustry; rawmaterial for furni-ture.

�� 10 40

Tower

YesSecurity; suppliesguards and bal-lista.

���� 6 150

Wall

No Security; impedesinvaders.

N/A 0 12

Warehouse

YesIndustry; storegoods for exportand acceptsimports.

��� 6 70

Well

NoWater; mildlydesirable waterfor housing.

� * 5

Wharf

YesIndustry; servicesfishing boats.���� 6 60

Workshop, Furniture

Yes Industry; turnstimber into furni-ture.

�� 10 40

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

*Adds to Water Services requirement

211

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

210

Cost to Build

Laborers Needed

Desirabilit

y Effect

Road Access

Other

Workshop, Oil

Yes Industry; turnsolives into oil.

�� 10 50

Cost to Build

Workshop, Pottery

Yes Industry; turnsclay into pottery.

�� 10 40

Workshop, Weapons

Yes Industry; turnsiron into weapons.

�� 10 50

Workshop, Wine

YesIndustry; turnsgrapes from vinefarms into wine.

� 10 45

Laborers Needed

Desirabilit

y Effect

Road Access

Other

212 213

215

Career game, 10, 14-16Chariot maker, 203City Construction Kit Game, 9, 14, 16-18, 33Clay Pit, 124, 191, 203Colosseum, 24, 45, 89, 91-92, 163, 164,

179, 203Combat, 17, 148, 198Commodities (goods), 118, 121, 126, 130,

187, 188, 190, 195Construction costs, 34-35Crime, 18, 25-29, 59, 61-63, 66, 99Culture rating, 34, 80, 85-86, 92

Demand (for goods), 130, 175, 190Desirability, 24, 27, 43-44, 46, 67, 70-71,

73, 80, 85-86, 90, 96, 101, 108, 115,136, 137, 165-166, 201

Disease , 95-97, 165Dock, 73-74, 103, 130, 132-133, 189, 194-

195, 204Doctor's Clinic, 45, 95, 177, 204Donating money, 107

Education, 23, 33, 42, 79-80, 155, 164, 178Emperor, Requests from, 119-120, 133,

146, 168, 170, 190Empire Map, 73, 129-130, 154, 185, 189,

190 Employment (Labor, workforce), 19, 26, 54-

56Engineers, 18, 25, 28, 69-76, 115, 117, 163EntertaimentExports, 74, 102-103, 112, 120, 122, 124-

127, 130-133, 173-175, 190, 195

Farming,24, 29-30, 43, 45, 56, 65, 110, 112-121, 125-126, 129, 134, 135, 188, 191, 193-194, 198, 204

Index

Academy, 45, 79-80, 147, 150, 164, 202, 208

Access, road, 19, 29, 46, 67, 71, 72, 75, 76,80, 89, 95, 114, 117, 124, 125, 135,137, 143, 144, 146, 147, 153, 156, 185, 201

Access, water, 27Actor colony, 90, 202Advisors

Chief , 167-168City Health, 177Education, 178Entertainment, 179-180Finances, 101, 180Imperial, 171Labor, 55-56, 64, 69, 137-138, 145-

146, 153, 167, 169-170Military, 154, 170Population, 52, 80, 175-176Ratings, 33, 99, 172Religion, 85-86, 180Trade, 56, 120, 130, 132, 173, 175,

188-189, 193Amphitheater, 20, 24, 45, 89, 91-92, 163-

164, 179, 202Aqueduct, 29, 70-71, 136-138, 143, 202Auxiliaries, 127, 145-148Assignment, 9, 15-18, 33-37, 69, 71, 86,

92, 102, 105-106, 113, 142-143, 172, 185, 191, 194

Ballista, 142, 151Barbarians, 17, 36, 79, 99, 145, 152, 155-

156, 163Barber, 24-25, 42, 45, 95, 165, 177, 202Barracks, 127, 142, 146-147, 202Bath-house, 23, 43, 45, 95, 135-137, 177,

203Battles, 144, 151, 198Bridges, 19, 72-73, 130, 191-192, 203

Index

217216

Hospital, 95-97Housing, 18-19, 26-28, 30, 35, 41, 45, 49-

51, 54-55, 60, 65, 70, 73, 79, 90, 95,103-104, 110, 113, 115, 118, 121, 124 , 126-127, 135-137, 163-166, 186-194, 205, 211

Immigrants, 18, 26, 41-42, 50-52, 56, 59, 71, 105, 144 , 153 , 187, 193

Imports, 74, 103-104, 116, 120, 131-133, 182, 195, 211

Income, citizens', 23, 30, 41-42, 102-104, 124, 175, 180-182, 193-194

Industry, 16, 76, 84, 114, 122-123, 188, 191, 193-194, 198, 203-208, 210-212

Installing Caesar III, 13Invaders, 17, 36, 101, 116, 142, 144, 157,

152-153, 192, 211Iron Mine, 124, 127, 133, 207

Labor, see EmploymentLegion, 84, 127, 141, 144-154, 170 Legionaries, 127, 145-148, 150 Library, 45, 79, 80, 164, 207Lion Pit, 207Losing the game, 17

Marble, 86, 124, 132, 208Market, 24-25, 43, 45, 60, 71, 112-117,

120-122, 126-127, 132, 164-165, 175, 187-189, 208

Meat, 75, 111, 122Merchants, 25, 73, 117, 120, 130-132, 144Military academy, 147, 150, 208Mission post, 155-156, 208Money, 16-17, 29, 35, 62, 65, 99-109, 129,

142, 152-153, 165, 172, 181-182, 189-190

Mood, 50-51, 59-64, 84, 93, 97, 103-104, 111, 176, 187, 194

Index

Favor rating, 10, 17, 19, 36, 38, 102, 106-107, 171

Festival, 61, 64-65, 83, 87, 93, 127, 179, 180 ,182

Fires, 28, 41, 64, 66, 187, 192Fishing, 75-76, 87, 117-117, 209, 211Food, 18, 23-26, 29, 42-45, 50, 56, 60, 65,

75, 99, 111-123, 132, 152, 176-177, 187-188, 193, 195, 204, 205, 207

Formations (army), 148-151Fort, 30, 70-71, 127, 144-147, 150-151,

156, 202, 205Forum, 62, 100-101, 103-104, 165, 181,

205Fountain, 24, 27, 44, 70, 71, 136-137, 161-

162, 192, 205Fruit, 111, 114, 204Furniture, 45, 121, 123-126, 211

Garden, 23, 27, 43-46, 70, 187, 192, 206Gatehouse, 143-144, 206Gifts to Emperor, 37, 107, 172Gladiator school, 20, 89-90, 164, 179, 206Gods (general), 20, 29, 83-86, 93, 166, 197,

208Ceres, 84, 180Mars, 84, 180Mercury, 84, 180Neptune, 84, 180Venus, 84, 180

Governor's residence, 44, 107, 108Granary, 24, 57, 76, 112-122, 188, 207Guards, Tower, 70, 142-144, 146-147, 151-

152, 210, 211

Health, 53, 84, 95-97, 145, 165-166, 177, 202-204, 207

Hippodrome, 24, 35, 45, 89, 91-92, 163-164, 203, 207

Homeless, 42, 51-52

Index

219218

Morale, 145, 148, 150-151, 170Mouse help, 33, 160-161, 185

Oil, 45, 104, 114-115, 121, 122-123, 125-126, 194, 204, 212

Olives, 114-115, 121, 123, 125, 204, 212Oracle, 23, 34, 44, 85-86, 124, 132, 166,

180, 208Overlays, 63, 66, 90, 160-166, 176-179

Patricians, 49, 53, 104, 126, 192-193Pausing the game, 184, 186Peace rating, 36, 63, 141Pigs, 43, 113-115, 204Pipe access, 137, 162, 203Plaza, 23, 27, 44-46, 71, 182, 208Plebeians, 53-54, 91, 127, 193, 201Population, 18, 29, 33, 49-53, 59, 79-80,

86, 96, 115-117, 175-176, 178, 193Pottery, 45, 104, 121, 123-126, 129, 189,

193, 203, 212Prefect, Prefecture, 25, 28-29, 62-64, 66, 71,

76, 99, 117, 135, 152-153, 162-163, 192, 194, 209

Profits, Profitability, 34, 102, 106, 126, 129,156, 175, 194Promotions, 9, 15, 33Prosperity rating, 34, 42, 181-182, 206, 210Province, 10, 15-17, 24, 28, 30, 49, 71-75,

84, 99, 101-102, 105-106, 111, 113-115, 117, 1123-124, 126-127,129, 132, 133, 137, 141, 142-145, 151, 153-155, 157, 163, 175, 185, 190, 193

Quarry, Marble, 124, 208

Ratings, 31-38, 99, 108, 172, 194Rank, 16, 106-107, 171-172Raw materials, 116, 123-125, 163, 191Religion, 20, 23, 29, 33, 42, 81, 87, 166,

Index

180, 208Requests, see Emperor, Requests fromReservoir, 24, 28-29, 70-71, 95, 136-139,

161-162, 192, 202-203, 209Riots, 25, 36, 61-64, 187Rivers, 45, 72-73, 135Road, 19, 23-24, 26, 29, 43, 45-46, 54, 56-

57, 64, 67, 69-73, 80, 89, 95, 101, 114, 115, 124-125, 135, 137, 138, 141, 143-144, 146, 153, 156, 163, 166, 185-186, 191-194, 201

Salary, 103, 106-107, 171-172, 182Sanitation, 95Savings, personal, 37, 106-108, 153, 171-

172, 182School, 45, 79-80, 89-90, 164, 178, 209Senate, 23, 33-34, 54, 62, 99-102, 104,

152, 165, 185, 209 Shipyard, 75-76, 209Special Orders, 118, 189, 194Statues, 23, 27, 44, 46, 70, 187, 209-210

Taxes, 30 ,52, 60, 99-105, 163, 181-182, 187

Temple, 45, 83, 85-86, 210Tents, 25-26, 35, 41, 50, 60Theater, 20, 24, 34, 45, 53, 89, 91, 163-164,

179, 187, 210Theft, 36, 61-63, 103,104, 182Timber yard, 124, 126, 210Tower, 142-146, 151-152, 211Trade, 16, 30, 56, 73-74, 120, 129-133Trade center, 120, 131, 132Treasury, 35, 62, 72, 100, 104, 106-107,

122, 130, 133, 145, 153, 172, 182, 186

Tribute, 27, 34, 103, 105-106, 113Triumphal Arch, 101

Undo, 186

Index

221

Unemployment, 19, 26-27, 29, 34, 56, 60, 65, 100-101, 187

Vegetables, 111, 122Villas, 23, 35, 42, 53, 126, 192-193Vines, 126

Wage rate, 35Wall, 30, 70, 142-145, 151-152, 211Warehouse, 24, 74, 76, 112, 114-125, 127,

131-133, 146, 152, 171, 173-174, 188-189, 191, 193-194, 211

Water supply, 46, 136-139Weapons, 123-124, 127, 133, 146, 148Well, 25-27, 30, 135-136, 211Wharf, 75-76, 211Wheat, 44, 57, 111, 114-116, 122, 182,

193Wine, 42, 45, 93, 114-115, 121-123Workforce, see Employment,Workshops, 24, 27, 115-116, 123, 125-

127, 191, 193

220 NotesIndex

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copies thereof (including but not limited to any titles, computer code, themes, objects, characters, characternames, stories, text, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical composi-tions, audio-visual effects, methods of operation, moral rights, any related documentation, and "applets" incor-porated into the Program) are owned by Sierra or its licensors. The Program is protected by the copyright lawsof the United States, international copyright treaties and conventions and other laws. All rights are reserved.

The Program may contain certain licensed materials and Sierra's licensors may act to protect their rights in theevent of any violation of this Agreement.

3. Responsibilities of End User.A. Subject to the grant of license hereinabove, you may not, in whole or in part, copy, photocopy,

reproduce, translate, reverse engineer, derive source code from, modify, disassemble, decompile, or createderivative works based on the Program, or remove any proprietary notices or labels on the Program without

the prior consent, in writing, of Sierra.B. The Program is licensed to you as a single product. Its component parts may not be separated

for use on more than one computer. C. You are entitled to use the Program for your own use, but you are not entitled to:

(i) sell, grant a security interest in or transfer reproductions of the Program to other parties in anyway, nor to rent, lease or license the Program to others without the prior written consent of Sierra.

(ii) exploit the Program or any of its parts for any commercial purpose including, but not limited to,use at a cyber café, computer gaming center or any other location-based site. Sierra may offer a separate Site

License Agreement to permit you to make the Program available for commercial use; contact Sierra fordetails;

(iii) host or provide matchmaking services for the Program or emulate or redirect the communicationprotocols used by Sierra in the network feature of the Program, through protocol emulation, tunneling, modi-fying or adding components to the Program, use of a utility program or any other techniques now known or

hereafter developed, for any purpose including, but not limited to network play over the Internet, network playutilizing commercial or non-commercial gaming networks or as part of content aggregation networks without

the prior written consent of Sierra.4. Program Transfer. You may permanently transfer all of your rights under this License Agreement, providedthe recipient agrees to the terms of this License Agreement and you agree to remove the Program from your

home or portable computer.5. Termination. This License Agreement is effective until terminated. You may terminate the LicenseAgreement at any time by destroying the Program. Sierra may, at its discretion, terminate this License

Agreement in the event that you fail to comply with the terms and conditions contained herein. In such event,you must immediately destroy the Program.

6. Export Controls. The Program may not be re-exported, downloaded or otherwise exported into (or to anational or resident of) any country to which the U.S. has embargoed goods, or to anyone on the U.S.

Treasury Department's list of Specially Designated Nationals or the U.S. Commerce Department's Table ofDenial Orders. By installing the Program, you are agreeing to the foregoing and you are representing and war-ranting that you are not located in, under the control of, or a national or resident of any such country or on any

such list.7. Limited Warranty. SIERRA EXPRESSLY DISCLAIMS ANY WARRANTY FOR THE PROGRAM ANDMANUAL(S). THE PROGRAM AND MANUAL(S) ARE PROVIDED "AS IS" WITHOUT WARRANTY

222 Notes

OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THEIMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, ORNONINFRINGEMENT. SIERRA FURTHER DISCLAIMS ALL WARRANTIES WITH REGARD TO

YEAR 2000 COMPLIANCE OF THE SOFTWARE. SPECIFICALLY, SIERRA MAKES NO WARRANTIESTHAT THE PERFORMANCE OR FUNCTIONALITY OF THE PROGRAM WILL NOT BE AFFECTEDBY DATES PRIOR TO, DURING OR AFTER THE YEAR 2000, OR THAT THE PROGRAM WILL BE

CAPABLE OF CORRECTLY PROCESSING, PROVIDING, AND/OR RECEIVING DATE INFORMATIONWITHIN AND BETWEEN CENTURIES, INCLUDING THE PROPER EXCHANGE OF DATE INFOR-

MATION BETWEEN PRODUCTS OR APPLICATIONS. ANY WARRANTY AGAINST INFRINGEMENTTHAT MAY BE PROVIDED IN SECTION 2-312(3) OF THE UNIFORM COMMERCIAL CODE AND/ORIN ANY OTHER COMPARABLE STATE STATUTE IS EXPRESSLY DISCLAIMED. The entire risk arisingout of use or performance of the Program and Manual(s) remains with you, however Sierra warrants up to andincluding 90 days from the date of your purchase of the Program that the master disk on which the Program isfurnished shall be free from defects in material and workmanship. In the event that the master disk proves to

be defective during that time period, and upon presentation to Sierra of proof of purchase of the defectiveProgram, Sierra will at its option 1) correct any defect, 2) provide you with a product of equal or lesser value,

or 3) refund your money. 8. Limitation of Liability. NEITHER SIERRA, ITS PARENT, SUBSIDIARIES, AFFILIATES OR LICEN-

SORS SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE OF ANY KIND RESULTING FROMTHE USE OF THE PROGRAM INCLUDING, BUT NOT LIMITED TO, LOSS OF GOODWILL, WORK

STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIALDAMAGES OR LOSSES. Some states do not allow the exclusion or limitation of incidental or consequentialdamages, or allow limitations on how long an implied warranty lasts, so the above limitations may not apply

to you.9. Equitable Remedies. You hereby agree that Sierra would be irreparably damaged if the terms of this

License Agreement were not specifically enforced, and therefore you agree that Sierra shall be entitled, with-out bond, other security, or proof of damages, to appropriate equitable remedies with respect to breaches of

this License Agreement, in addition to such other remedies as Sierra may otherwise have available to it underapplicable laws.

10. Miscellaneous. This License Agreement shall be deemed to have been made and executed in the State ofCalifornia, and any dispute arising hereunder shall be resolved in accordance with the law of the State of

California. You agree that any claim asserted in any legal proceeding by one of the parties against the othershall be commenced and maintained in any state or federal court located in the State of California, County ofLos Angeles, having subject matter jurisdiction with respect to the dispute between the parties. This LicenseAgreement may be amended, altered or modified only by an instrument in writing specifying such amend-ment, alteration or modification, which is executed by both parties. In the event that any provision of this

License Agreement shall be held by a court or other tribunal of competent jurisdiction to be unenforceable,such provision will be enforced to the maximum extent permissible and the remaining portions of this License

Agreement shall remain in full force and effect. I hereby acknowledge that I have read and understand the foregoing License Agreement and agree that the

action of installing the Program is an acknowledgment of my agreement to be bound by the terms and condi-tions of the License Agreement contained herein. I also acknowledge and agree that this License Agreement is

the complete and exclusive statement of the agreement between Sierra and me and that the LicenseAgreement supersedes any prior or contemporaneous agreement, either oral or written, and any other commu-

nications between Sierra and me.