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Page 1: Mu s i c - ia800202.us.archive.org
Page 2: Mu s i c - ia800202.us.archive.org

Mu s icRob Euvino

QA ManagerJon Payne

Lead TesterG reg Sheppard

Q ua l i ty assurance (UK)Neal Sumsion

Niall Callaghan

Austin Parsons

Q ua l i ty assurance (US)Brian Coons

Frank Lavoie

Tony Leier

Wayne McCaul

Tom Rogers

Map & assig n m e n tDoug Gonya

De s ig n e r sEric Ouellette

Ken Parker

G reg Sheppard

Special Thanks to Chris Beatrice and Doug Gonya.

C re d i t s 3

C r e d i t s

De s igner David Lester

P r o g r a m m i ngSimon Bradbury

P r oduc e rEric Ouellette

Art Di r e c tor (US)Darrin Horbal

Artists (US)Ron Alpert

Adam Carriuolo

Bob Curtis

Mike Malone

Heidi Mann

A n d rea Muzero l l

Dennis Rose

Artists (UK)Gary Bendilow

Michael Best

Martin Povey

Daniel Shutt

M a n ual & Researc hDavid Lester

Ken Parker

Wayne McCaul

Sound EffectsE d w a rd Saltzman

Manual_Caesar3_UK 23/1/02 3:00 am Page 2

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R i o t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 3Prefectures & fire . . . . . . . . . . . . . . . . . . . .6 6

Engineering and Tr a n s p o rt . . . . . . . . . . . . . .6 9E n g i n e e r i n g . . . . . . . . . . . . . . . . . . . . . . . .6 9Paths & Roads . . . . . . . . . . . . . . . . . . . . . .7 0Bridges & Water Tr a n s p o r t . . . . . . . . . . . . .7 2D o c k . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 3Shipyard & W h a r f . . . . . . . . . . . . . . . . . . .7 5

E d u c a t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 9School, Academy & Library . . . . . . . . . . . .7 9

R e l i g i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 3The Gods . . . . . . . . . . . . . . . . . . . . . . . . . .8 3Te m p l e s . . . . . . . . . . . . . . . . . . . . . . . . . . .8 5The Oracle . . . . . . . . . . . . . . . . . . . . . . . . .8 6

E n t e rt a i n m e n t . . . . . . . . . . . . . . . . . . . . . . . .8 9Venues & Performer Schools . . . . . . . . . . .8 9T h e a t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 1Amphitheater and Colosseum . . . . . . . . . .9 1H i p p o d r o m e . . . . . . . . . . . . . . . . . . . . . . . .9 1F e s t i v a l . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 3

Health and Sanitation . . . . . . . . . . . . . . . . . .9 5Sanitation: Bath-house & Barber . . . . . . . .9 5Doctor's Clinic & Hospital . . . . . . . . . . . . .9 5D i s e a s e . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 6

Government, Administration and Money . .9 9The Senate . . . . . . . . . . . . . . . . . . . . . . . . .9 9F o r u m . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 0 0Triumphal arch . . . . . . . . . . . . . . . . . . . . . .1 0 1M o n e y . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 0 2Costs and Controlling T h e m . . . . . . . . . . .1 0 3Ta x e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 0 4Tr i b u t e . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 0 5

5

Table of Contents

Welcome to the Roman Empire . . . . . . . . . .9In-Game Information . . . . . . . . . . . . . . . . .1 0

Getting Start e d . . . . . . . . . . . . . . . . . . . . . . . .1 3

Your Career . . . . . . . . . . . . . . . . . . . . . . . .1 5City Construction Kit . . . . . . . . . . . . . . . . .1 6Losing the Game . . . . . . . . . . . . . . . . . . . .1 7For Players of Caesar II . . . . . . . . . . . . . . .1 7

Roman Cities, and How to Build T h e m . . . . 2 3How to Build a Roman City . . . . . . . . . . . .2 6Recommended Order of Priorities . . . . . . .2 8

Game Ratings . . . . . . . . . . . . . . . . . . . . . . . . .3 3C u l t u r e . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 3P r o s p e r i t y . . . . . . . . . . . . . . . . . . . . . . . . . .3 4P e a c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 6F a v o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 6

Housing and Desirability . . . . . . . . . . . . . . . .4 1D e s i r a b i l i t y . . . . . . . . . . . . . . . . . . . . . . . . .4 3Gardens and Plazas . . . . . . . . . . . . . . . . . . .4 5S t a t u e s . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 6

People, Employment and Migration . . . . . .4 9Migration: Attracting People to Your City .4 9Population Growth . . . . . . . . . . . . . . . . . . .5 2Plebeians, Patricians, & the Wo r k f o r c e . . .5 3Employment & Labor A l l o c a t i o n . . . . . . . .5 4People Walking Along Roads . . . . . . . . . . .5 6

Mood and Crime . . . . . . . . . . . . . . . . . . . . . .5 9M o o d . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 9C r i m e . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 1

Table of Contents

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Other Enemies of Rome . . . . . . . . . . . . . . .1 5 6

Information, Tools and Ti p s . . . . . . . . . . . . .1 5 9M e s s a g e s . . . . . . . . . . . . . . . . . . . . . . . . . .1 5 9O v e r l a y s . . . . . . . . . . . . . . . . . . . . . . . . . . .1 6 0A d v i s o r s . . . . . . . . . . . . . . . . . . . . . . . . . . .1 6 7Game Options . . . . . . . . . . . . . . . . . . . . . . .1 8 2Other Game Controls . . . . . . . . . . . . . . . . .1 8 5Answers to Common Question . . . . . . . . . .1 8 6Hints and Ti p s . . . . . . . . . . . . . . . . . . . . . .1 9 0

D e s i g n e r’s Notes . . . . . . . . . . . . . . . . . . . . . . .1 9 7

Building Summary . . . . . . . . . . . . . . . . . . . . .2 0 0

7

Table of Contents

Your Rank & Salary . . . . . . . . . . . . . . . . . .1 0 6Governor's Residence . . . . . . . . . . . . . . . . .1 0 7

Food, Farming and Industry . . . . . . . . . . . . .111F o o d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111F a r m i n g . . . . . . . . . . . . . . . . . . . . . . . . . . .11 3Storage & Distribution: Granary,

Warehouse & Market . . . . . . . . . . . . . . .11 6Special Orders . . . . . . . . . . . . . . . . . . . . . .11 8M a r k e t . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 1I n d u s t r y . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 2Clay Pit, Iron Mine & Timber Ya r d . . . . . .1 2 4M a r b l e . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 4Wo r k s h o p s . . . . . . . . . . . . . . . . . . . . . . . . .1 2 5Oil, Pottery & F u r n i t u r e . . . . . . . . . . . . . . .1 2 5Wi n e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 6We a p o n s . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 7

Tr a d e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 2 9

Wa t e r S u p p l y . . . . . . . . . . . . . . . . . . . . . . . . .1 3 5We l l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 3 5F o u n t a i n . . . . . . . . . . . . . . . . . . . . . . . . . . .1 3 6Reservoir & A q u e d u c t . . . . . . . . . . . . . . . .1 3 6

M i l i t a ry A c t i v i t y . . . . . . . . . . . . . . . . . . . . . . .1 4 1Walls & To w e r s . . . . . . . . . . . . . . . . . . . . .1 4 2G a t e h o u s e . . . . . . . . . . . . . . . . . . . . . . . . . .1 4 3F o r t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 4 4B a r r a c k s . . . . . . . . . . . . . . . . . . . . . . . . . . .1 4 6Military A c a d e m y . . . . . . . . . . . . . . . . . . . .1 4 7Commanding Roman legions . . . . . . . . . . .1 4 8What to Expect in Battle . . . . . . . . . . . . . .1 5 1Battles in Your Province . . . . . . . . . . . . . . .1 5 1Fighting for the Empire . . . . . . . . . . . . . . .1 5 3Enemies of Rome . . . . . . . . . . . . . . . . . . . .1 5 5Native Tr i b e s . . . . . . . . . . . . . . . . . . . . . . .1 5 5Mission Posts . . . . . . . . . . . . . . . . . . . . . . .1 5 5

6

Table of Contents

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C ongratulations, citizen! Caesar hasa p p roved your application to enterthe Empire's government. The

E m p e ror is eager to expand his settlementsand re w a rd citizens who can implement hiswill. The Roman Empire is so vast, and gro w-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. Yo u rscribe, Clarus Lucidus, will add notes as wego along. My main interest is in teaching youwhat you should do, and why you should doit. When Clarus thinks you need inform a t i o nabout 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 Care e rGame and the City Construction Kit. In aC a re e r, Caesar re w a rds success with pro m o-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 “dan-g e rous” new assignment each time you earna promotion. As long as you continue tomeet Caesar's ever escalating expectations,you win by becoming Rome's next Empero r.

If the second style of play, the City ConstructionKit, is more to your liking, you can ignore theE m p e ror and set your own goals. There is no “win-

Welcome to the RomanE m p i re

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1 1

the panel's lower left corn e r. These detailpanels 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.

1 0

Welcome to the Roman Wo r l d

ning” in the Construction Kit, beyond satisfyingwhatever objectives you set for yourself. You can lose either type of game if you fallvery much out of Caesar's favor. The Favorrating, which measures Caesar's curre n topinion of you, is af fected by your perf o r-mance – especially your handling of yourp rovince's funds. Don't worry, though –Caesar may be a tough master, but he is fair,and will give you the chance to recover if youdo fall far out of favor. Use the considerablei n f o rmation within the game to avoid thisunfortunate outcome.

Caesar III is not a war game, although youmight sometimes have to defend your cityagainst Rome's enemies. It's not a historicalre f e rence or educational program, either. Itis about building cities where people can livep roductive, happy lives, and having fun inthe process. Caesar III gives you a stro n gfeeling 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. Where v e rthey faced such choices, Caesar III's design-ers emphasized simplicity and fun.

In-game infor m at io n

C 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 in

Welcome to the Roman Wo r l d

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Getting start e d

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Your Career

T 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 m o-tion and move on to the next province. Atfirst, 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” pro v i n c e .

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 made yourdecision, click the “OK” button. Some cities might need you to focus on trade,

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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 see amap of the Roman Empire showing all itsmajor cities. Click on any city for a descrip-tion of its unique challenges and re s o u rc e s .When you decide which province to govern ,click the “OK” button.

Losing the Game

c aesar III is simple to learn and play, butd i fficult to master. It is neverthelesspossible to lose the game. Should you

fall far out of favor with the Empero r, he willsend an army to come and reclaim your cityf rom you. Continual poor management of cityfunds could lead to just such a problem, so bec a reful! This applies to both individual assign-ments within your Care e r, and to the CityConstruction Kit.

F or play e rs of Caesar II

I 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 significanta reas 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 care e ra re on fairly small maps). Should youencounter any barbarians or invaders, you willfind that all combat now takes place on thissame map, placing your city in considerabledanger should your defenses fail.

1 7

Getting started

others on industry; most blend the two. Someassignments might re q u i re you to rescue anexisting city from a crisis. Some provinces arein dangerous areas. Every assignment is diff e r-ent. Remember, though, that Caesar wants youto succeed. He always makes his expectationsc l e a r, and gives you the re s o u rces you need toaccomplish the task at hand.

You begin your career as a Citizen. Asyou successfully complete assignments,Caesar will promote you through the fol-lowing ranks:

C l e r kE n g i n e e rA rc h i t e c tD e c u r i o nA p p a r i t o rM a g i s t r a t eQ u a e s t o rP ro c u r a t o rA e d i l eP r a e t o rP ro c o n s u lC o n s u lS e n a t o rC a e s a r

C i ty co n s t r u c t ion kit

C lick this button if you'd rather forg e tabout 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, apartf rom satisfying whatever goals you set your-self, but you can lose if you keep running outof money. Caesar is a reasonable ruler whowill give you every opportunity to succeed,

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Getting started

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m a i n t e n a n c e .You will quickly see a large variety of peo-

ple walking through your city. These all per-f o rm 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, there f o re, the morec o n t rol you have over the routes your peoplewill take.

Most services needed by houses are not“ p rovided” 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 people musthave road access to reasonably close hous-ing. If housing is too far away from a structurewhich seeks employees, even though there isroad access and unemployment in the city,the building will not find any workers.

The old “Empire rating” is gone, re p l a c e dby a Favor rating, which indicates Caesar'sc u r rent opinion of you. Favor is important,since you will lose the game if it falls too low.

Terrain has become an important consider-ation in city design, with higher land andwaterside plots being more desirable. Yo uwill come across islands, and need to bridgewater at times to achieve your objectives.And dif f e rent types of land hold dif f e re n tre s o u rces, from fertile land to areas rich inclay or iron ore .

1 9

Getting started

Unlike Caesar II, in Caesar III you designatea reas for housing, rather than build housingd i rectly. You must make your city attractiveto immigrants if you expect people to movein, and every growing city needs plenty ofnew immigrants. Once people move in, theyupgrade their housing of their own accord ,should you provide a suitable enviro n m e n t .

In most assignments (and almost always inthe City Construction Kit) you need to pro-vide food for your citizens. This should alwaysbe your top priority, since it is very hard toattract new immigrants into a city withoutfood, and hunger can quickly turn your popu-lation to crime.

Engineers are now needed to maintainyour city's buildings. Build engineering poststo send out engineers on patrol. Buildings areliable to collapse if they don't receive re g u l a r

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Getting started

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Getting started

Religion plays a larger role in citizens'lives. There are five gods to keep happy;i g n o re 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 top rovide perf o rmers for these otherwise–p retty (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 “Plebsa re 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 most toyour city get first claim on the availablep l e b e s .

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Getting started

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R oman cities diff e red 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 whereh u n d reds 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 anddust all gave a city its character.

The center of a Roman city should be full offine buildings. The Senate, the center of gov-e rnment 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 aro u n dthe city center.

The bath house, of course, will be close by.This is where the wealthy come to wash awaythe dirt, and also to see and be seen, to talkand to plot. And after a bath, rich Romansenjoy a stroll in one of the many gardens that

Roman Cities, and How toBuild T h e m

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tents, hovels and shacks, these slums canhouse an amazing number of citizens. Yo uwould 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 therea re 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.

How to Build a Roman City

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Roman Cities, and How to Build Them

a re usually to be found in this part of the city,p e rhaps bord e red by statues marking varioustriumphs of Rome's glorious expansion.

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 perf o rm the drama so popularwith the wealthy of Rome.

Not far away from that, though hidden awayso as not to upset the desirability of the veryc e n t e r, 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 store s .

Beyond the tidy central core of the city arethe productive areas, where most of the workgets done, and where those who perf o rmthat work live. Here you'll find farming dis-tricts, mines and workshops, a thriving port,and warehouses close to the main road out ofthe province. These outer areas of a Romancity also house more popular, if noisier andd i r t i e r, entertainment venues like amphithe-aters, where gladiators fight to the death tothe delight of cheering crowds, and thecolosseum, where lions are brought to battleeach other and the better gladiators. Thefinest cities of all have a hippodrome, likeRome's Circus Maximus – one of the larg e s tbuildings I've ever seen; the fiercely compet-itive chariot races held there are surely thefinest entertainment anywhere in the Empire .Some cities, it is true, also have areas theya re less proud of. Dirty and dangerous, full of

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Roman Cities, and How to Build Them

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and services, housing often re q u i res its sur-rounding area to be made more pleasantb e f o re it evolves to higher values. This meansp rettying it up with gardens, plazas, statuesand temples, or removing some of the moreantisocial buildings nearby, such as work-shops or military buildings. You can read upon desirability on page 43.

Water access: Water is critical to all life,even that found in the slums of Rome's cities.P o o rer 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 actually dis-tribute water, for which they need access to are s e r v o i r. Learn more about the city's watersupply on page 135.

Security: Pre f e c t u res help to suppre s s

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Roman Cities, and How to Build Them

Th e re are a few basic concepts you wouldbe well advised to get straight beforeembarking too far on your journey to

become the finest Governor in the Empire .

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 ro a d s .Most buildings employ people, and need tobe both adjacent to road and re a s o n a b l yclose to housing so that citizens can reach thebuilding to start work. For more on ro a d s ,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 govern o r, to provide it for them.F a i l u re 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 nearly asimportant for luring immigrants as pro v i d i n gfood. Unemployment quickly makes peopleunhappy, and unhappy people are likely toleave your city, talk other people into not mov-ing in, or, worse still, turn to crime. Bewarevery high unemployment. There's more infor-mation about employment on page 49.

Desirability: In addition to needing goods

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regularly; if they look empty, you are pro b a-bly eating more than you are growing, whichsuggests that you should build more farms orimport some more food. It is easy to forg e tabout food once your city starts to take shapeand grow rapidly, but your people won't letyou forget it for long.

Security: Build plenty of pre f e c t u res as youexpand; cities face all sorts of pre s s u res withrapid growth, and most governors I knowsleep much better knowing that there areplenty of prefects around to put out fires andtake care of any signs of crime before they getout of hand.

Unemployment: Try not to let the unem-ployment rate rise much above 15 perc e n t ,and then only for a short time. In the earlymonths of a new city, just a few workers canre p resent a large percentage of the work-f o rce; if unemployment is high, add a newf a rm, 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 its nat-ural source (a river, or lake, say) to the expen-sive 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 populationnears 1,000. By then, your city should be sta-ble enough for you to consider raising taxes,making sure everyone is paying their taxes

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Roman Cities, and How to Build Them

crime, and they guard against fires in the city.Engineers inspect your buildings for structur-al flaws and keep them in top re p a i r. If youskimp on pre f e c t u res and engineer's posts,your city will not last for very long. Readm o re on page 66.

R e co m m e n ded or der ofp r ior i t i e s

Many 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 citi-zens unhappy. They much prefer their gover-nors to build carefully, starting with basicneeds. In addition to some areas of housing, Irecommend the following order of priorities asthe key to solid, long-lasting cities:

Always make sure there is plenty of fooda round. Check how full your granaries are

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Roman Cities, and How to Build Them

(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 dangero u sp rovinces, defense is an important consider-ation. You don't need to think about it muchb e f o re you get the basics up and running, andin many provinces you won't need to worryabout it at all. But in those dangero u sp rovinces, scan the map first of all to seew h e re you may want to build some defensivewalls, or place some forts, taking into accountw h e re your farmland, water sources andother important locations are .

The Rest: there are many other structure sto build and issues to consider, but it is hard togo far wrong if you get the basics right first.

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Roman Cities, and How to Build Them

Scribe's NOTE:

R e m e m b e r, if in doubt, right-click. If you right-click on the peoplewandering around, they'll usually give you valuable inform a t i o nabout what they think the city needs, or what they're up to. If therea re 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.

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T h e re are several measures of yourcity's pro g ress in Caesar III, which I callratings. These are Peace, Pro s p e r i t y ,

C u l t u re and Favor. Caesar is not an arbitraryr u l e r. With every new assignment that youtake, Caesar sets specific targets for you toreach for each of these ratings. You win a pro-motion to a new assignment when youachieve these goals (this does not apply tothe City Construction Kit).

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

C u lt u r e

Y our Culture rating is a measure of the“ c u l t u re” in your city. “Culture ”comes from education, religion, and

some entertainment. Culture was very impor-tant to ancient Rome; it sought to impose itsc u l t u re throughout the Empire, which is whyso many languages today are based on Latin,the ancient Romans' language.

The Culture rating is calculated by comparingthe number of buildings your city has in thesecategories with the size of your population.As the city grows, it needs more and morebuildings to of fer the same level of culture toits larger population.

To raise your Culture rating, build additional

Game Ratings

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Wage rate (paying more than Rome boostsP rosperity, while paying less reduces it);

Housing levels (having quite a few villas inyour city boosts Prosperity, while a large pro-portion of your citizens living in tents andshacks reduces it);

If lots of people eat more than one type offood, Prosperity rises;

The presence of an active hippodrome in acity boosts Pro s p e r i t y .

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).

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The Ratings Advisor Panel

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Game Ratings

P r o s p e r i ty

T he Prosperity rating is a measure of theoverall wealth of your city and its peo-ple.

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 than itspends, the Prosperity rating will rise, and if ittakes in less than it spends, the rating willf a l l ) ;

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

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

temples, oracles, schools, libraries, acade-mies or theaters (the only “cultured” enter-tainment form back then).

Note that all these buildings must be active tocount towards the Culture rating – whichmeans that they must all have the employeesthat they need, and the theater needs actorsto perf o rm plays.

Scribe's Note:

Click on your Culture rating, or any other rating for that matter, onthe City Pro g ression Panel in the Senate to see brief advice fori m p roving it.

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Pander to Caesar's every desire. From timeto time, you may receive a request from him.This may be for goods, or for cash, or even ana rmy. He will always tell you when he wantsthis stuf f, and getting it to him by then makeshim much more pleased with you.

Send him gifts from your own personalsavings. You can send a small, medium orl a rge gift from your Emperor's Advisor.B e w a re excessive use of gifts, since Caesarhas a tendency to take them for granted aftera while. The first should be in proportion toyour own personal wealth at the time.

Sadly, it is all too easy to displease Caesar. Tr yto avoid the following, which will cause himto think worse of you:

Poor pro g ress towards the assignmentobjectives; Caesar does not like time to bew a s t e d .

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P e a c e

T he Peace rating is a measure of hows e c u re 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,w h e re such evils as barbarians and invadersexist, but they expect their governor to pro-tect them from it. Any lapse will have as e v e re effect on a city's citizens, reducing thePeace rating significantly. Only pro l o n g e dperiods of security can bring it back up.

Fav or

Y our Favor rating shows you whatCaesar thinks of you.

With every new assignment you begin, yourFavor rating starts at 50, which means thatCaesar is neither pleased nor displeased withyou. If you please him, the rating rises; if youdisplease him, the rating falls. It is importantfor you to understand that if you do not cometo Caesar's attention at all in any year, theFavor rating falls slightly; out of sight, out ofmind, out of Favor.

You can please Caesar in several ways:

Make strong pro g ress towards achievingthe overall objectives of the assignment.

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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 angryt o w a rd you.

Poor cash management. This is the singleeasiest way to anger Caesar. He re s p e c t ssound use of the funds he has entrusted youwith, but also expects you to make your citiescontribute as soon as possible. Should hesend you any specific instructions re g a rd i n gyour use of Rome's funds, try hard to followthat 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 fro mo ffice. He will send an army to enforce that,o rdering 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, thea rmy will re t u rn to Rome. Otherwise, thea rmy 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 bea m u s e d .

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H 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 pro g ress of your city: as youp rovide 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 desig-nate it “for sale,” following which immigrantswill move in and set up tents. These tents willhopefully develop into better housing overt i m e .

The house that a citizen lives in determ i n e shis or her income: the better the house, thehigher the income. Fires spread more rapidlyamong tents than among more perm a n e n ts t r u c t u res, 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 areu p w a rds: 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: desig-nate some additional land to be used for hous-ing, or provide the services or goods thatsome existing houses need in order to gro w .

This creates space in the newly evolved hous-es. People living in cheaper housing else-w h e re in the city automatically move to abetter home when room becomes available,f reeing up space in their former homes.

Housing and Desirability

T e n t

S h a c k

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p roviding services to all the houses he or shepasses.

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 morei n f o rmation see page 160) are often an easyway to see precisely which route dif f e re n tworkers follow, and hence where you mayneed to place another building.

De s i r a b i l i ty

D esirability is a measure of how nice,aesthetically, the area immediatelya round a house is.

A neighborhood can provide food, water andm a n u f a c t u red goods, and have good accessto a variety of services, yet still suf fer a lack ofdesirability. People simply don't like to livetoo close to structures that cause noise, dirt,danger or traf fic. Let common sense be yourguide. Would you rather live next to a gar-den or a pig farm?

D i ff e rent buildings have substantially diff e r-ent ef fects on the desirability of the area sur-rounding them. As you might expect, thel a rger the building is, the stronger and fartherreaching its ef fect is likely to be. Industries,military buildings and noisier entertainments t r u c t u res are all highly undesirable neigh-bors, as you might expect.

Markets are more unusual: they are bad to beright next to, yet they have a positive effect onhouses a little further away. Nobody wants tolive right next to a noisy, smelly place whichgets going at the crack of dawn every day, yet

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Housing and Desirability

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 all sortsof positive effects on your city, from a higherP rosperity rating to higher tax income. Butnote that far fewer people live in a villa, sowhenever a house evolves into a villa, quite afew citizens are made homeless; you will seethem dragging their meager belongingsbehind them as they search for somewhereelse in the city to live.

So, how do you foster the growth of a tent vil-lage into a neighborhood of expensive villas?The short answer is to right-click on a house,and it will tell you what it needs next in ord e rto evolve.

The things that a house needs fall into two cat-egories: goods and services, and the quality ofthe surrounding area. Goods and services arel a rgely what you would expect: food, water,access to entertainment, education, re l i g i o n ,and so on. The needs change as citizensbecome wealthier: rich citizens want nicerw a t e r, a bath, dif f e rent types of food, manufac-t u red goods and possibly wine. They also wantaccess to better education, more entertain-ment, more religion, and to have doctors andbarbers close by.

When I say “access to” I mean that the citi-zens want these services within easy walkingdistance. Each of the services to which citi-zens need access is provided by a building.That building generates a worker, who wan-ders the streets near his or her place of work,

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Small Villa

Large Hovel

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like living near lakes, rivers and beaches, andthey love the views to be had from higherg round. Bear this in mind as you think aboutyour city's master plan.

Give people good jobs, a varied diet, manu-f a c t u red goods, access to services and pleas-ant homes. They will do the re s t .

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Scribe's Note:

To reach its highest level, housing needs access to a nearby marketsupplied with four diff e rent foods, pottery, oil, furn i t u re 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 re p re-sentatives of a school, academy, library, theater, amphitheater, colos-seum and hippodrome are also re q u i red. 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 travel far-ther on straight roads than on winding ones, but will not walk gre a tdistances. If you create a farm colony or industrial park far from yoururban center, provide cheap, nearby housing for workers.

they do want to live close enough that theycan just nip round a corner to pick up somem o re wheat when they run out. Wells alsohave a mild negative effect on desirability.

G a rdens, temples, oracles, educational insti-tutions, government buildings, govern o r ' sresidences, baths, statues and similar build-ings all improve a neighborhood's character.To some extent, you can of fset negative influ-ences on desirability by providing positiveones, but blocks near commercial buildingsa re unlikely to get much beyond medium val-ues. If a neighborhood stops improving, andits residents complain about its desirability,give them a new garden, plaza or statue. Ifthey still aren't happy, look for unpleasants t r u c t u res nearby and consider re l o c a t i n gthem elsewhere .Oh, I nearly forgot: housing that is high up,and waterf ront property are both somewhatm o re desirable in and of themselves. People

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Housing and Desirability

G a r dens and plazas

G a rdens and plazas share a simple pur-pose: They make their surro u n d i n gn e i g h b o rhood nicer. Of all the many

things you could live next too, wouldn't gar-dens be a top choice? Gardens don't needroad access, a water supply, laborers or main-tenance. They cannot catch fire or collapse.You can build gardens by placing them one at G a r d e n

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Housing and DesirabilityHousing and Desirability

a time, or by clicking and dragging a larg e ra re a .

Plazas work the same way, except that theycan only be built over paved roads. Evenpaved roads are utilitarian, meant purely formoving traf fic as ef ficiently 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 busyt h o ro u g h f a re. Plazas will not actually re d u c et r a ffic or make the former road any less func-tional. They merely make a statement aboutthe value of the properties by which theyp a s s .

Both gardens and plaza are extremely valu-able tools for governors to make their citiesn i c e r. Both have valuable desirability eff e c t s ,and are all the more useful since they can beplaced as a single small plot, or used to fill al a rger are a .

S tat u e s

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

dents that their government cares about theirp roperty values, and provide a pleasing focusor re f e rence point to a neighborh o o d .Statues' ef fect on desirability increases withtheir size.

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Large Statue

P l a z a

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W hile buildings cover most of thephysical space of any city, the peo-ple who live and work within these

buildings, and who you can see scurryingabout the streets, are the life and soul of acity. In a thriving city, you'll see all kinds ofd i ff e rent types of people wandering aro u n d ,f rom school children to leisurely patriciansand busy workers.

When there are no people in a city, it looksdead – and it really is dead. People give life toa city. When you first start to build a new citys o m e w h e re, you start by placing some build-ings or housing area; it is only when you seepeople 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 pro v i d eworkers to operate those new buildings.

Clearly, these people are absolutely crucial tothe success of your city. You would do well tolook after them. And they love to talk. Ihumbly suggest that you talk to them re g u-larly (by right-clicking on them); they oftenhave important messages about the state of ac i t y .

M i g r at io n: At t r a c t i n gp e opl e to yo u r c i ty

W 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 start to

People, Employment andMigration

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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 pro b-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 servicesa re cut of f 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 belongingsf o r l o rnly behind them, trying to find some-w h e re else to live. If they cannot, they will bef o rced to leave your city.

Some of the citzens of your city

move into your province and set up theirhomes in this area. They know very littleabout you and your style of governing, buta re willing to give you a chance. But after asmall initial group of people (probably up to100 or so) have moved in, you need to attractothers by the way you govern .

Wo rd about the mood of people in your citys p reads rapidly throughout the region. Ifyour citizens are pleased with you, then morepeople will be keen to come in; if the existingpopulation is upset, new citizens are likely tostay away, and (if they are really angry) youmight even find some of your existing popu-lation moving out. See Page 59 for morei n f o rmation about the mood of your popula-t i o n .

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 foodf rom 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

Scribe's note:

When you see people moving out of your city, right-click onthem to find out why. They will not hesitate to voice their griev-ances.

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The health of your people can also affect thenatural changes in population; see Page 52for more inform a t i o n .

Pl eb e ia n s ,pat r i c i a n s ,and the wor k f or c e

T h e re 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 them ina city also raises its prosperity. As your cityg rows wealthier and more cultured, plebeianapartments eventually begin to evolve intovillas. Note that this will decrease your work-f o rce, without any reduction in the number ofpeople you need to feed.

You will soon learn to recognize the variousd i ff e rent 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 longway out of his or her normal area, try follow-ing that person, which may show you what isw ro n g .

P op ul at ion growt h

Immigration and emigration make themost dramatic changes in the size of yourpopulation, especially early in the life of a

city. I should mention, though, that there willbe some natural fluctuation in population sizedue to births and deaths. The number of birthsis determined by the number of people ofchild-bearing age in your city. People arem o re likely to die as they get older, and notmany live past the age of 50. Newborn babiesmust be housed, of course, and sometimesthis will make someone else homeless, tomake way in his old building for the new baby.

Your Population Advisor can show you a use-ful graph with details of how many people ofeach age there are in your city. Note thatimmigrants of all ages will move into yourcity, not simply all young people.

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People, Employment and Migration People, Employment and Migration

The Population Advisor Panel

Large Villa

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Once a building has access to labor, it asksthe Labor Advisor for some workers. If therea re 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 diff e rent decisionsabout which structures should have the firstclaim to labor, based upon the particular situ-ation 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

The Labour Advisor Panel

Your “workforce” consists of appro x i m a t e l ytwo thirds of the number of plebeian citizensbetween the ages of 22 and 50. Younger peo-ple are studying, (in schools if you have pro-vided them, otherwise on their own) whilepeople over the age of 50 are re t i re d .

E m pl oyment & LaborAl lo c at io n

A lmost every building in your city needsto employ workers in order to operate.Even if there are lots of unemployed

workers in your city, a building cannot employanyone unless it has “access” to labor.

When you build a new structure that employspeople, it sends a recruiter in plain bro w nclothing to look for a nearby source of labor.As soon as that recruiter walks past housing(which needs to be within two spaces of theroad), he knows that his building has access tolabor – in other words, that workers can walkalong roads from their homes to reach hisbuilding. There is a limit as to how far peoplea re pre p a red to commute to work, though.Sometimes a building won't achieve access tol a b o r, even though it is on a road connected tosome housing, if it is a long way away.

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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 sittinga round is a sign of high unemployment, which you should try toavoid.

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T h e re are two types of journey. The first is aspecific journey from point A to point B. Forexample, when a wheat farm harvests itsc rop, it sends a farm hand with a cart full ofp roduce to a granary. The farmer tries to takethe most direct route there, and also on hisre t u rn journey with the empty cart.

The second type of journey is more like ap a t rol. 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 engineerre t u rns to his post. The next engineer sentout to repair buildings in the area tries to goin a dif f e rent direction overall than the lastp a t rol. This happens four times, with the firstp a t rol trying to head North, the next East, thenext South, and finally the last one West. Thisway, they try to visit all the buildings in theira re a .

But note that the more intersections there arealong any one of those patrols, the less likelyit is that the engineer will cover every build-ing in his area. This means that you may needto provide more buildings to send out patro l sin areas with complex road networks, toe n s u re that all buildings are covere d .

P e ople wal king al on gr oa d s

Y our city will soon have lots of dif f e re n tpeople wandering along its roads andpaths. Citizens deliver their goods or

services while walking the city's stre e t s ;understanding how that works is very impor-t a n t .

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People, Employment and Migration

Scribe's note:

Right-click on any building to find out how many people curre n t l ywork 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-t i e s .

T h e re 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 that onlythe work you would like to be done is done. You can also instructyour Trade Advisor to temporarily cease activity in any of the indus-trial or farming operations in your city, which would free up labor.

then to food production. Should there be anyworkers remaining after that, he will allocatethem as he thinks best to the other cate-g o r i e s .

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M o od

E very governor should be concern e dwith the mood of his citizens. If theya re happy, you can take actions that

will benefit the city in the long run, but thatmight upset a few citizens in the immediatef u t u re. But taking the same actions whenthe population is already in a foul moodcould lead to disaster.

Put simply, the mood of a city is a sense ofhow the average citizen is feeling. Themood of a city is calculated directly fro mthe mood of each individual dwelling in acity. Your Chief Advisor will keep youi n f o rmed about the overall mood of yourcitizens. Be warned: it is quite possible tohave a few houses with unhappy citizenseven when the overall mood 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 af fects immi-gration. New immigrants will want to moveto a city which is pleased with its govern o r,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 deter-mine crime. As mood gets worse, the likeli-hood of committing a crime rises.

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

Mood and Crime

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expect anger as a result. You have beenw a rn e d !G o v e rnors can improve their citizens' moodby holding festivals. The larger the festival,the greater the benefit. For more inform a-tion about festivals, see Page 93.

C r i m e

C 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,take it seriously, and try to cure the causesb e f o re crime breaks out.

Remember the distinction between thecity's overall mood, and that of each indi-vidual house. People are influenced by theirneighbors, so that the overall mood of a citylimits the effects of even very extre m eanger within individual houses. The crimeoverlay shows how likely any one house isto commit a crime; the angrier they are, theworse crime they want to commit.

When a house's inhabitants do grow angryenough to turn to crime, they plan theircrime based on how angry they are – butthey will adjust their crime based on theirneighbors' mood. Specifically, if the city'soverall mood is very good, the worst crimeyou will suf fer in your city is a mugging,even if the individual house was angryenough to riot. If the overall city mood ism e rely average to good, you might alsos u f fer some thefts. The overall mood of thecity needs to be quite poor before riotsactually break out.

The most minor crimes are personal

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Mood and Crime

city and its citizens. Let common senseguide you: People with jobs, with enoughfood, earning a reasonable wage and pay-ing reasonable taxes are likely to be fairlyhappy. High unemployment, a lack of food,high taxes or low wages all upset people.The longer any of these conditions lasts,and the more extreme it is, the greater willbe the effect. So, high taxes for one monthworsen people's moods to a small degre e ,but the same tax rate for three or fourmonths has a much worse ef fect.

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.

T h roughout history, the poorer people ofthe world have suf f e red more than theirwealthier neighbors. Roman cities are noexception to this sad rule, and the peopleknow it. When a city first gets going, manyof its citizens probably live in tents.Conditions there are not very good, butnobody complains because they all sharethe same conditions, hopes and goals.

As the city develops, though, some housingevolves into better dwellings, with better liv-ing conditions. Any people still living intents expect their governor to provide forthem, too, allowing them to upgrade theirtents into nicer property. If that does nothappen, despite lots of services being madeavailable to a few now very wealthy houses,the tent dwellers become justifiably angry.Be fair, and your city will thrive. But if youleave some people in extremely poor condi-tions while looking after the rest, you should

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R io ts

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

You will start to see groups of angry, torc h -carrying citizens collecting on the streets inparts of the city where the mood is ugliest.When they work themselves into a frenzy, themob moves from their own area toward anicer part of your city, where they set fire toyour buildings. Remember, too, that fire cans p read, which can worsen the problems fur-t h e r.

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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 page1 6 0 .

Muggings don't affect your Peace rating. Each theft, though, re d u c e sPeace slightly. Riots, being almost complete breakdowns in law ando rd e r, lower your Peace rating by quite a lot.

assaults, or what the people call “mug-gings.” Muggings are unfortunate, but theydon't af fect the city itself. If the occasionalmugging is the worst that your people haveto contend with, your city has no seriouscrime problem. Your advisors will not evennotify you of these crimes, deeming themtoo petty and a waste of your precious time.You might notice a citizen standing on thes t reet, waving a torch, angry and about tocommit a mugging. Take this as a warn i n gthat the people's mood could be better,though there is no real damage causedd i rectly to your city by these assaults. If ap refect is near one of these angry torc hwavers, he will immediately approach thecriminal, and persuade him – with force ifneed be – not to commit the crime.

If conditions don't improve, though, themood of your people may worsen. Theft isthe next step in a criminal care e r, and is aclear sign of greater anger at the poor qual-ity of city life. Theft strikes right at yourt reasury, as thieves rob your tax collectorsor break into the tre a s u re vaults beneathyour Senate and forums, stealing some orall of the money stored there. You will betold of any thefts that occur, and you shouldreact swiftly to improve people's moodb e f o re things worsen.

Should you ignore the warnings, or youractions take too long to improve things,you may encounter riots. Riots are theworst kind of crime, and can be ugly. This isone of the worst threats a governor canface, and I will tell you momentarily how todeal 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 dif-ficult decisions which on occasion mayallow a certain level of crime to arise. Inthese situations, the city's own watchmen,the prefects, are needed.

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Plan a large festival. (Read about festivalson page 93). Grand festivals take too long top re p a re, and small ones might not raise hap-piness enough to head off the riot.

Reduce unemployment quickly. The pre-f e r red 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 structure s .

Make more food available, importing itf rom abroad if you have to. Read about fooddistribution starting on page 116 and Tr a d eon page 129.

Raise the wages you pay.

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Mood and Crime

If the mob is not dealt with, it continues toroam your city, setting fire to buildings. Oneof 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 stre e t s .

P refects will fearlessly approach rioters, andtheir training is such that they will defeat anyrioter in a one-to-one fight. However, if a lonep refect faces more than one rioter, he willstruggle, and might himself be killed. In riotsituations, try to gather groups of pre f e c t stogether as a kind of “Riot Police.” Rememberthat while some prefects deal with the riot-ers, fires are burning; ideally, there f o re, youwould have enough prefects to allow some toput out the flames while others appre h e n dthe mob.

If riots do break out, it is a good idea tobuild six or eight pre f e c t u res close to theriot area, to provide the extra prefects youneed to bring the situation under rapid con-t rol. Do not build the extra pre f e c t u res soclose to the rioters that they are likely tob u rn the new structures down. You mightalso wish to instruct your Labor Advisor toset Security & Fire Prevention as the top pri-ority for labor allocation.

Riots are very bad news. Here are some mea-s u res you can take to prevent them takingplace at all. Use them as soon as you start toget warnings about worsening mood:

Reduce your tax rate to the lowest levelyou can get away with – even zero, if you cana ff o rd it, and certainly below 5 perc e n t .

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P re f e c t u res need road access and labor, buthave a negative ef fect on the desirability of asmall area around them.

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Prefectures and Fire

P re f e c t u res are small buildings whichtrain employees to be prefects, orwatchmen. These prefects are sent out

to patrol the streets near the pre f e c t u re. Asthey pass a building, they put out any loosesparks or dangerous cooking fires they find,reducing the risk of that building catchingf i re. The longer a building goes without beingpassed by a prefect, the more likely it is tocatch fire. The Risk of Fire overlay re p o r tshows this very clearly (see Page 160 form o re 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 neare s tbuckets of water that they can find, then carrythem to the burning structure and throw thewater over the fire to put out the flames. Al a rger burning building needs more water,and takes longer to put out, than a smallero n e .

F i res 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 ofp re f e c t u res scattered throughout your city,which should ensure that whenever a firedoes break out, a prefect will be closeenough to put it out quickly.

P refects can't prevent crime, but they do playa critical role in resolving crime when it doesb reak out. If a prefect sees angry citizensp rotesting on the street, he approaches themand persuades them to cease their protests. Ifthe prefect encounters rioters, he will attackand kill them.

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P r e f e c t u r e

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E n g i n e e r i n g

R oman engineers are crucial to the suc-cess of our cities and Empire. Ourroads are the finest anywhere in the

world. Without the efforts of hard - w o r k i n gengineers, our civilization would be impossi-ble.

As city govern o r, engineers are key for you,in that they will carry out repairs and mainte-nance work on your city's buildings. Wi t h o u tthis work, your buildings will quite simplyc o l l a p s e .

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, pre v e n t i n gthe building from collapsing.

You should build engineer's posts thro u g h o u tyour city, scattered around to ensure thatthey cover all your buildings.Some structures don't need maintenance byengineers. These are:

Engineering & Tr a n s p o rt

SCRIBE'S NOTE:

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

Engineering Post

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

You can further enhance a road by buildingplaza on top of it. Although this can bequite expensive, it is extremely sought afterby your citizens; the desirability of an are arises significantly where you build plazas ontop of ro a d s .

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 with-out road access can neither recruit nor sendout employees (wells, fountains, aque-ducts, reservoirs and forts are the onlyexception to this rule, and do not need ro a daccess to receive their allocation of labor).

All people who deliver their services asthey walk along roads can only deliverthese services to buildings very close to theroad. This applies to a wide variety of peo-ple, including prefects, engineers, markettraders, bathers and entertainers. Structure splaced too far from a road will not re c e i v ethe benefits of other buildings' workers asthey walk by.

Long, straight roads are better for traff i cflow than are short ones with many inter-sections. Every time citizens reach an inter-section, they must choose which dire c t i o nto go in. This means that you have far morec o n t rol over where people will walk whent h e re are fewer intersections on your ro a d s .If a citizen finds his path blocked, he turn s

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Engineering & Tr a n s p o r t

Reservoirs, aqueducts, fountains andw e l l s ;

Walls, towers and forts;

G a rdens and statues.

Engineering posts don't af fect the desirabilityof nearby housing.

Paths & Roa d s

L ong ago, Rome settled on straights t reets and rectangular blocks as themost ef ficient urban layout, and you

a re encouraged to plan your city accord i n g-ly.

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

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Engineering & Tr a n s p o r t

P l a z a

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Your engineers have designed two cleverbridges, which are adaptable to dif f e re n tsizes of river. One is cheap and can be built inmany places, but does not permit ships topass underneath it, while the other is sturd i e rand 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 fairlystraight, even river banks opposite onea n o t h e r, enabling your engineers' construc-tion methods to hold.

D o c k

D ocks allow trading by water, by pro v i d i n ga place for ships to of fload their goodsand stock up with new goods.

T h e re are limits as to where docks can bebuilt: they need waterf ront along one side,which means you have to find a straights t retch of river wide enough to fit a dock. Thebuilding is placed half on land and half overthe riverbank.

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Engineering & Tr a n s p o r t

Bridges & Wat e rT r a n s p or t

A ll provinces have natural waters o u rces, whether they be lakes orrivers. Many provinces feature a river

which can be used for trade: you can spot thisriver from the flotsam which floats on the sur-face of the river, and is carried through yourp rovince by the river's curre n t .

Engineering & Tr a n s p o r t

a round and goes back the way he came.

Scribe's note:

Houses need to be within two squares of a road. All other buildingsthat re q u i re road access must actually touch a road.

You can build roads one segment at a time by clicking individuallyon each square the road will run through, or you can “drag” a ro a das far as 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 wholeroad is built and your treasury pays the cost.

If the whole road disappears while you're dragging it across themap, some obstacle is blocking the road's route. Build the road upto that point, switch to the “dig” tool, remove the obstruction, thenresume laying your ro a d .

7 2

Low Bridge

Ship Bridge

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 where v e rit suits you. Pius gets to trade on page 129.

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S h i p yard and Wharf

A s h i p y a rd builds fishing boats. Thefishing boats operate from a wharf .

If you see seagulls circling over a patch ofw a t e r, then your province is blessed with fish.Fish take the place of animal meat in yourpeople's diet. For more detail about food, seePage 111.

If your province contains fish, build a shipyardlocated on the same body of water that hasthe fishing grounds (the circling seagulls). Thes h i p y a rd needs road access and employees towork, and each fishing boat re q u i res thre ecart-loads of timber to build.

Engineering & Tr a n s p o r t

Docks employ workers. Some of these oper-ate cranes to haul goods on and of f each ship;others take those goods in a cart to a nearbyw a rehouse, or collect goods for export fro mthe warehouses where they are stored. Thesecart pushers will walk all over your pro v i n c e ,if they must. As you can imagine, that wouldtake a long time, and all the while the ship issitting in your dock, idle. A dock really shouldhave a warehouse nearby, there f o re, toaccept imports and to provide it withexports. (For more on warehouses, see page1 1 6 . )

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S h i p y a r d

D o c k

Scribe's Note:

Once a ship moors at the dock, it remains tied up there until it haso ff-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.

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To run a fishing industry, you also need atleast one wharf. Your fishermen work out ofthe wharf, not the shipyard. As soon as a boatis finished at the shipyard, it will sail over to avacant wharf .

Each wharf can service one fishing boat. Aslong as the wharf has labor access and enoughl a b o rers, a fishing boat puts into the wharf totake on a crew, then sails to the fishingg rounds. When its hold is full, the boat re t u rn sto the nearest wharf to unload its catch. Assoon as it's unloaded, the boat re t u rns to thefishing grounds. Wharf workers take theunloaded catch to the nearest granary, if thereis one with space, or warehouse.

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Engineering & Tr a n s p o r t

Scribe's Note:

The shipyard and the wharf both need good road access, a laborsupply, and regular maintenance by engineers and prefects. Theya re, as you would expect, highly undesirable neighbors.

W h a r f

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

a t i o n s .

S c ho ol, Acade my andL i b r a ry

T h ree 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 tom o re education; very advanced housingre q u i res access to all three educationalbuildings. For more on house evolution, seePage 41.

Besides giving individual houses access toeducation buildings, the city has a moregeneral duty to educate young people. Thetotal number of people of school age (up to13 years' old) and academy age (14 to 21years' old) in your population determ i n e syour overall demand for schools and acade-mies. For fast-growing, newer cities, thenumber of educational establishmentsneeded to allow housing to evolve is pro b-ably more than enough to educate all thec h i l d ren. Once the city grows substantially,though, your city probably has many moreyouths to educate than are served by theschools and academies you built just to pro-vide access for housing. You might need tobuild additional educational establish-ments.

E d u c a t i o n

S c h o o l

A c a d e m y

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E d u c a t i o n

The overall supply of education in your citya f fects 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 thro u g h o u ttheir lives; one library can serve 800 people.

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E d u c a t i o n

Scribe's Note:

Consult your Education Advisor at any time to see how many citizensfall into each school-age category, and how many students your edu-cational facilities can handle. Use the Population Advisor's Censusgraph 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.All three buildings need labor and road access.

L i b r a r y

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

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

The god s

F ive gods should concern you. Each hashis or her own area of interest, and theyall crave adoration from you and your

people. Build temples to make them pleasedwith you. When you build a temple, you areasked to select a god to dedicate it to.

Roman gods are jealous, however, and gro wangry if you build too few temples for the sizeof your city, or if you dedicate fewer templesto them than to the other gods. If you angerthe gods, they will make you and your citys u ff e r.

The gods will each send you a mild disaster ifyou upset them. Take this as a warning. If youcontinue to treat them without respect, theybecome truly wrathful, and send you a seri-ous disaster. Each god can make you suf fer ina 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.See Page 93 for more information about festi-v a l s .

R e l i g i o n

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want to use each temple or oracle than itscapacity allows. You have been warn e d !

Consult your Religion Advisor to find outwhat each god thinks of you. If you see light-ning bolt symbols beside the word expre s s-ing a god's feeling towards you, it's time toact. The more lightning bolts there are, them o re likely the god is to act out his or hera n g e r. One or two bolts mean that you shouldhave time to appease them. If four or fivebolts are displayed, you might not be able toappease them in time to avert disaster. Ofcourse, any action that you take to pleasethem will serve you well in the future any-w a y .

T e m p l e s

F ach temple is dedicated to one specificgod, who derives pleasure from seeingthe temple devoted to him or her.

Temples also improve a neighborh o o d ' sdesirability and enhance your city's Culturerating. Temples employ priests, who bestowaccess to their patron god as they walka round their local area. The very best neigh-b o rhoods need visits from priests of at leastfour dif f e rent gods.

You can build both large and small temples.L a rger temples are more expensive, but sat-isfy their god to a greater extent than a smalltemple; they also have a much greater eff e c ton desirability than do small temples.The Or a c l e

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

8 5

R e l i g i o n

C e res is the goddess of agriculture. Sinceeverybody needs to eat, keeping her favor isa very good idea. Her moods can aff e c t

whether people eat abundant-ly, or starve.

Neptune, the god of the sea,watches over the pro v i n c e ' ssailors, both on trade ships andfishing boats. People say that

Neptune's temper causesmighty storm s .

M e rcury is the god of com-m e rce. All citizens whoengage in commerce orindustry expect you to honor

M e rcury, especially if their pro-duce is precious to you.

Mars, the god of war, watchesover your soldiers. If they feelthat Mars is withholding pro-tection, your legions might be

less reliable when you mostneed them.

Venus is the goddess of love.When Venus is unhappy, sheis apt to share the feelingwith your citizens, noticeably

d e p ressing the mood of yourcity. She has also been knownto play with citizens' health.

How well you give your citizensaccess to places of worshipa f fects your city's Culture rat-

ing. Each religious structure has a capacity.Your Culture rating suffers if more people

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R e l i g i o n

Small Temple

Large Temple

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R e l i g i o n

enhanced desirability and a higher Culturerating – while pleasing all gods equally. It canget quite expensive, and take up a lot of land,to build all the temples you need in an area tokeep the gods happy. Oracles solve that, bypleasing all the gods with far less physicalspace and less cash investment than anequivalent number of temples would take.This makes oracles especially powerful anduseful.

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 assignment willhave marble available, and those that domight re q u i re you to import it at a fair price.F u r t h e rm o re, oracles do not send out prieststo minister to the population. The oracle'srole is simply to honor the gods, and pro v i d ea place for citizens to come and worship theirg o d s .

R e l i g i o n

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 afestival 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 r a c l e

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W ife should never be all work, evenfor plebes. Again and again,Roman history has shown rulers

the wisdom of providing diversions for theirp e o p l e .

Venues and Perfor m e rS c ho ol s

Y ou can provide various forms of enter-tainment in your cities. You must buildboth the venue where a show takes

place, and a base for the entertainers who willp e rf o rm there. Larger venues allow morespectators to watch. Venues, in order ofi n c reasing size, are the theater, thea m p h i t h e a t e r, the colosseum and the hippo-d rome. Actors are trained at an actors'colony; gladiators learn their skills at a gladi-ator school; lions are tamed at a lion house;and charioteers are trained, and their chariotsbuilt, at a charioteer school.

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

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

E n t e rt a i n m e n t

Gladiator School

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T h e ater

R omans find life unlivable without re g-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.

A m p h i t h e ater andCol o s s e um

Amphitheaters also host plays stagedby actors. While some plebeiansa p p reciate fine arts and the classics,

they are more likely to prefer the are n a s .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. Colosseumsa re also large enough to add animal shows totheir re p e r t o i re. The Roman Empire's fore i g nexpeditions often bring back fierce, exoticanimals – lions being a prominent example.People have a lusty appreciation for fightsbetween animals and gladiators. Fightsbetween dif f e rent animals are always a bigdraw; what better way to spend a re l a x i n ga f t e rnoon than the exhilaration of watchinglions and gladiators fight to the death?

H i p p odrome

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

C i rcus Maximus, is an enormous structure ,

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E n t e r t a i n m e n t

C o l o s s e u m

Entertainers walking through the streets lethouses know that they have access to enter-tainment. If a house is quite close to an activevenue with lots of current shows, but no per-f o rmer walks past it, the house gains no ben-e f i t .

P e rf o rmers are often strange people whomake undesirable neighbors. Actors are theonly exception to this: their drama is consid-e red to be of such a high level that their pre s-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 ana rea's desirability.

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Scribe's Note:

A perf o rmer 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 perf o rmers will be enough.Right click on venues for up-to-date information on what shows theya re putting on, and check the entertainment overlays for each type ofentertainment to see whether you need to build any more perf o rm e rs c h o o l s .

Try building perf o rmer schools some distance away from the venues,f o rcing perf o rmers to walk through some housing areas to get to thevenues, to obtain maximum entertainment coverage.

A m p h i t h e a t e r

Actor’s Colony

T h e a t e r

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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 form o re citizens to have access to a venue than could ever possibly fitinside it! Good overall coverage enhances the entertainment avail-able to 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.

and no city can support more than one. Thes t r u c t u re re q u i res more engineering talentthan is available in early assignments. Chariotraces have a long, distinguished history. Thevery fact that we use the old Greek word“ h i p p o d rome,” which means “horse race-track,” reflects the ancient origins of thiss p e c t a c l e .

The hippodrome is highly prized by your citi-zens, since it is such a grand and expensives t r u c t u re that very few cities have one. Yo u rpeople will feel more pro s p e rous if you buildone for them.

Colosseums and the hippodrome are undesirableneighbors. Citizens enjoy the perf o rmances butdislike having all of that traffic through theirn e i g h b o rhoods, not to mention the noise andtrash. Amphitheaters often get the newest andmost popular plays, and make desirable neigh-bors despite their size.

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E n t e r t a i n m e n t

H i p p o d r o m e

F e s t i va l s

R 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 off e red, or simply to eat,drink and be merry. Festivals always impro v ecitizens' mood, and more so for larger festi-vals. This means that people work hard e r,making up for any time lost during the festi-val itself.

You may plan a small, large, or grand festival;the larger ones cost more, and take longer toplan, but yield greater benefits. The grandfestival also re q u i res you to provide enoughwine for all your people; if you do not haveenough wine for this, you will not be able tohold a grand festival.

Festivals make citizens and gods alike happy.When you plan your celebration, you choosea god to honor, and that god is pleased whenthe festival occurs.

Scribe's note:

Festivals take some time to pre p a re. 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 pre p a r i n gthe party.

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

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R oman citizens usually enjoy goodhealth, assuming that they have a var-ied diet and see a doctor re g u l a r l y .

They are also very paticular about keepingthemselves clean. Your city can build somes t r u c t u res to help the public ward of f disease.

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

Sa n i tat ion: Bat h - ho u s eand Ba r b e r

A ccess to public baths and regular bar-bering matter greatly to Roman peo-ple, though they contribute more to

their social well being than their health. Bathsand barbers contribute to the desirability ofany area, and their services are needed bybetter 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 re q u i re road access andemployees; the bath-house also needs sup-plies of water, via the underg round pipesconnected to a re s e r v o i r.

D o c tor's Clinic andHo s p i ta l

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

Health & Sanitation

Doctor’s Clinc

B a t h - h o u s e

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Disease understandably sours the mood ofyour citizens somewhat.

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

Hospitals are larger than clinics, and employm o re 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 ofs t a f f, they can only cure a reduced number ofpatients. For every member of staff they aremissing, they are able to cure one less patient.

Clinics do not af fect the desirability of ana rea. Hospitals have a minor negative eff e c ton the desirability of the immediate are a ,p robably due to the smell and presence ofdiseased people.

Di s e a s e

I f people cannot eat full rations, theirs t rength wanes, and they are more likelyto fall ill. If they are not seen regularly by

a doctor, their chance of getting sick rises fur-t h e r. Occasionally, travelers bring disease toyour city despite your best pre v e n t a t i v ee f forts. Venus has also been known to sendplagues upon a city which has incurred herw r a t h .

When disease strikes, a certain number ofpeople fall sick. If there is space for them inhospitals, they will be cured. Those who can-not be taken in by the hospital, unfortunately,will die.

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H o s p i t a l

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I n your city, you are the govern m e n t .Your role is to direct the construction of acity within your province, according to

any guidelines and objectives given you byC a e s a r. Government is also expected toe n s u re a steady food supply, to pro v i d ewatchmen (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 re v-enue is one of the two main sources of fundsfor any city (the other being trade). Tax col-lection is the ugly side of govern m e n t ;unpopular but necessary. No one enjoys pay-ing taxes, although everyone appreciates theservices that their taxes buy.

The Senat e

T he Senate building is the city's mainadministrative structure. It housesyour advisors, who maintain banners

outside indicating the city's main four ratings:C u l t u re, Prosperity, Peace and Favor, in thato rd e r. As the city pro g resses, these flags riseor fall to reflect your perf o rmance, so youwon't need to visit your Ratings Advisor tosee how well you are faring.

Unemployed people like to sit around on theSenate's steps, where they know that they'rem o re visible to their govern o r. When you see

Government, A d m i n i s t r a t i o nand Money

S e n a t e

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T r i umphal arch

R ome knows no greater splendor thanthe Triumph of a general re t u rn i n gf rom campaign, with his victorious

t roops escorting thousands of prisoners inchains and wagon after wagon of bootyt h rough the city. For generations, Romanshave commemorated these Triumphs bybuilding arches on the Via Sacra, Rome'sg reatest road.

The triumphal arch is the most impre s s i v emonument that your city can build. Theses t r u c t u res are dedicated to successful mili-tary campaigns, and so as governor you mayo rder one built in your city only when one ofyour armies has re t u rned victorious from abattle in some distant province. An arch dra-matically boosts the desirability of the sur-rounding neighborh o o d .

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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 re p resents 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 re g i s t e red for taxes falls much below 100p e rcent, use the Commerce: Taxes overlay to find houses that are n ' tpaying their fair share, and consider building a new forum some-w h e re nearby. Some very poor neighborhoods won't owe much intaxes anyway, and you will have to weigh whether or not they areworth building a forum. You might decide that 90 percent tax re g i s-tration is high enough, if the 10 percent who aren't re g i s t e red aremostly tent-dwellers.

people lounging on the steps of the Senate,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'sc o f fers store the money until it is transferre dto your treasury at year's end. The Senate is anicely maintained building and a center ofwealth and power, and there f o re a very desir-able neighbor indeed.

Being such a grand building, the Senate iscostly to build and re q u i res many employeesto function at capacity. It is nevertheless wiseto 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 pro g ress right from its early days.

No city can ever have more than one Senateb u i l d i n g .

F or um

T he forum is a satellite of fice of the gov-e rnment, usually found in outlyingn e i g h b o rhoods. Its particular task is to

send out tax collectors, raising revenues fro ma reas too far from the Senate's own collectionro u t e s .

T h e re 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 are a s .

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F o r u m

Triumphal Arch

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Co s ts, andCo n t r ol ling Them

C ities have all too many uses for money.Constructing new buildings is usuallythe biggest expense, especially in

periods of growth for a city. It is very easy tosimply build whatever you wish to build with-out considering its cost. Remember thatsome buildings cost significantly more tobuild than others. Wages are usually the nextl a rgest expense. Other costs include intere s ton any debt owed to Rome, your own salary,the cost of any goods your city imports, thetribute due to Rome, and sundry expenseslike 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, fora short while, can prove extremely useful.

M o n e y

M oney is strange stuff. Wi t habsolutely no intrinsic value, itssole purpose is to acquire other

things. It is a means, not an end. And so it willbe with your cities. Money is never a specificgoal for city governors, and yet all must man-age it wisely if they are to succeed at thegoals they have been set.

The Emperor grants you a generous sum tofound your colony, but that will run out all toosoon. When it does, your city had better begenerating a profit, or be very near to doingso. Caesar might sometimes come to your aidwith supplemental funds, if your assignmentis particularly important to the Empire. Andhe will often secure permission from Rome'ssenate for you to run a temporary deficit.

This is a lifeline, but one which can be dan-g e rous to your future. The city pays intere s tof 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 fro mfinancial trouble.

Apart from the initial sum you are given toinvest in a new city, and possible additionalinvestments if Rome thinks it appro p r i a t e ,your city can raise money from two sourc e s :taxing its people, and exporting its pro d u c t s .P rovinces vary in their industrial re s o u rc e s ,but export income is frequently extre m e l ysignificant. Always make a point of seeinghow to make some profits from exports (see“ Trade,” page 129).

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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.

T r i b u t e

T he tribute is a payment to Rome. Thinkof it as Rome's re t u rn on their invest-ment in your new city.

T It will be a happy day for your pro v i n c ewhen Caesar begins to take tributef rom you, for then you will know that

you are contributing to the advancement ofthe Empire! All of Rome's provinces pay trib-ute, to contribute their share toward expand-ing and protecting the Empire, and to re p a yRome's initial investment in opening up thenew pro v i n c e .

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Government, Administration and Money Government, Administration and Money

· Sell goods. While this is something you should normally do any-way, there may be times when you need to sell more than you per-haps would like to. Maybe your housing can wait a little longer forthat pottery or furn i t u re .

· 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.

Tax e s

T 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. Butnobody pays any tax at all unless a tax collec-tor walks past the house to register it and col-lect the tax. Tax collectors are trained andemployed by your city's Senate, and by itsforums. Your Financial Advisor can changethe income tax rate upon your instructions.

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 ist r a n s f e r red to your main treasury. The moneyin these temporary vaults is included in yourt reasury's total and can be spent as if it werea l ready 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, makepeople happy and can thereby help lureimmigrants, although they can make it hardfor your city to pay its bills each month.

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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!

G o v e r n or's reside n c e

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

on a home, and there are several to choosef rom, depending on how much money youwant to spend and how much space you wantto take up.

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Caesar understands that some pro v i n c e scan af f o rd to pay more tribute than others,and he takes many factors into accountwhen calculating how much tribute is due.The more profitable and advanced yourcity is, the more tribute your Empero rexpects it to pay.

You can't af fect the amount of tribute thatCaesar charges your treasury, nor can yourefuse to pay it. Tribute is collected once ay e a r, and the Emperor expects your tre a s u r yto have the denarii on hand when the billcomes due. Inability to pay tribute lowersyour Favor rating.

Your Rank and Sa l a ry

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

p rovince a sum of money to begin a new city,and sometimes offers cash bailouts or cre d i t s .It also automatically pays you a modestwage. This allows you to accumulate wealthoutside of your city's treasury. Your personalsavings travel with you from one assignmentto the next.

You always hold a rank in the Empire. Whenyou successfully complete an assignment,Caesar usually promotes you to a higher rank.Higher ranks merit higher salaries. You canpay yourself any salary that you think yourcity can af f o rd, but you will automatically bepaid the salary appropriate to your rank.Paying yourself a salary above your rankmight anger important people in Rome.

Personal wealth can come in extre m e l yh a n d y .

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

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

Governor’s H o u s e

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The governor's residence dif fers from allother buildings in one way: Its cost comesd i rectly out of your personal savings. (See“Money,” page 99).

The governor's home is always one of thesmartest areas of a city, popular with all man-ner of social climbers and other snobs. Thel a rger and more expensive your govern o r ' sresidence is, the more desirability it impartsto its surroundings.

Note, too, that the quality of the govern o r ' sresidence af fects the overall prosperity of acity. Your residence is in some sense a markof how pro s p e rous the city is; a very pro s p e r-ous city is unlikely to have a governor livingin some small shack, and a city with no gov-e rnor'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

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F o od

F ood: Your people quite literally can'tlive without it. If you provide them withenough to live on, your citizens' mood

will improve steadily. Should their rations fallshort, though, and their mood will rapidlydeteriorate. This can lead to emigration andc r i m e .

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 v i d-ing food: growing food on farms, importing itf rom other provinces, or fishing. Eachp rovince has its own natural re s o u rces, whichd e t e rmine what you can produce there .

You need to obtain food (usually by farm i n gor importing), store it, and then distribute it.For details of how to import any good, includ-ing food, please see the chapter on Tr a d e ,which starts on Page 129.

People will eat wheat, fruit, vegetables, meatand fish. Meat and fish are both cut up ands t o red as steaks. Wheat is by far the mostcommon food type, and is the most eff i c i e n tto grow: a wheat farm can feed twice as manypeople as any other food farm. (In practice,this means that a wheat farm will grow andharvest its crop twice as fast as other farm s ) .

Most people are quite content with a simplediet of one food type. In order for housing toevolve to some of its higher levels, though,

Food, Farming and Industry

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Fa r m i n g

S 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 isp roviding food for the province, which youwill be told in the Assignment Briefing).

Not all land is fertile enough for farming. Yo ucan spot farmland by its yellow tufts inamongst more normal terrain; on theoverview map (on your Control Panel) the fer-tile land is also yellow. You can build a farma n y w h e re there is space for it, so long as atleast one square of it covers fertile land. Thisapplies to all farms, including pig farm s .

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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 for itnot 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 housesa re requesting additional food types, make sure that a granary near-by has supplies of a second or third type of food. Again, use the gra-nary's special instructions if you need to.

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 has 1,000residents, it consumes ten cartloads of foodeach 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 eatend i rectly. 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 granary boyshelps her carry baskets of food back to them a r k e t .

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 hase n o u g h .

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A farm cannot harvest its crops until theempty cart has re t u rned from its last trip,since it has nowhere to store the harvestedc rops. This means that your farm pro d u c t i o nwill fall if carts frequently have to make longj o u rneys, and this could mean that you endup having to build more farms than you re a l-ly need. Planning where to build ware h o u s e sand 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 spacee i t h e r, the full cart of fresh food waits outsidethe farm until destination for its pro d u c eopens 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.T h e re f o re, you will very probably have toimport one or more types of food if you are toenable your citizens to reach higher levels ofh o u s i n g .

Scribe's note:

F a rms need roads connecting them to their workforce and to their customers,and of course farms need maintenance by prefects and engineers.

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 structure son it unless you really need to.

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Food, Farming and IndustryFood, Farming and Industry

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 Northernp rovinces does not allow such genero u sy i e l d s .

F a rms need employees to work, and ro a daccess. They will operate less efficiently ifthey have less staf f than they need, and theywon't operate at all with no staf f. Once a farmstarts operating, you will see its fields gro w-ing crops or raising animals. Once the crop isfully grown and ripe, the farm harvests it andputs the produce into a cart, which carries ito f f to a granary or warehouse.

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 af a rm 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 inform a t i o n ) .

Wheat Farm

Pig Farm

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F a rms and fishing wharves always try to taketheir food to a granary, even if this means alonger journey than to a ware h o u s e .

M e rchants 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 level offood storage with which you are comfortable,just by building as many granaries as you feelyour city needs. If a granary becomes lessthan half full, a warehouse holding food auto-matically sends a cart of food back to the gra-n a r y .

One granary holds enough food to feed 2,400people for one month. So a city with a popula-tion of 3,000 people would need four granariesto store enough food to last everyone for thre emonths, with a little left over.

Scribe's note:

Granaries and warehouses are undesirable neighbors. They needgood road access to the farms, industries or merchants that supplythem, and to the markets that distribute their goods. Like most build-ings, they also need laborers and regular visits from prefects andengineers.

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 ware h o u s eis at 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.

S torage andDi s t r i b u t io n :Granaries, Wa r e ho u s e s& Markets

Agranary 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 least one,no one can eat. Your enemies know this aswell as you do. Invaders often try to destro ygranaries if they get past your city defenses.Rioters might do the same, especially ift h e y ' re rioting because of lack of food.

A warehouse is a large structure that store sany goods at all: food, raw materials or man-u f a c t u red goods. All imports are delivered toa warehouse (see trade on page 129 for morei n f o rmation), and all goods produced byworkshops are automatically taken to a ware-house. The citizens working at ware h o u s e sa re usually quite intelligent, and will re a l i z ewhen a workshop needs materials which arebeing stored at the warehouse; they willautomatically send their cart with the materi-als to the workshop.

Wa rehouses and granaries are quite similar,in that they are both used to store pro d u c e .Granaries only store food, though they wills t o re any type of food, not just wheat. Markettraders seeking food for their customers canonly get it from granaries, never from ware-houses. If you have no food in a granary, mar-kets cannot distribute food to your city's peo-p l e .

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G r a n a r y

W a r e h o u s e

M a r k e t

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ing to refuse something, the words “Notaccepting” appear in front of the balance but-ton, along with a big “X”. A structure witho rders 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 chosento this granary. Use this to supply granariesfar from farms with food. The building whichsends the goods uses its own cart, which isoften piled high with more than a norm a lcartload of goods. The words “RequestingFood” appear beside the balance button,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 otherw a rehouses, and from the supplier of thatgood (a workshop, usually). Suppliers sendtheir goods to the “Maintaining” ware h o u s eb e f o re 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 then e a rest one of the requesting buildings thatis working and has space available.

The panel that appears when you right-click ona granary or warehouse also has a buttonmarked “Empty.” This orders the structure notto accept any more goods, and to try to sendwhatever is stored there elsewhere. Of course,your city will need empty space in other gra-naries or warehouses to accept the contents ofthe structure you ord e red to empty.

Special or de rs

G ranaries and warehouses are set up towork with very little intervention fro myou, so that you can spend your time

on more pressing matters.

H o w e v e r, there may be times when you wishto take more control of your goods. Yo umight want to store a large quantity of onegood in order to send it to the Empero r, forexample, or you may wish to ensure that agranary near an important housing are areceives a regular supply of food eventhough it is a long way from your farm s .

You can issue special instructions to anyw a rehouse or granary to give you this sort ofc o n t rol. 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 re l a t eonly 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 eff e c t i v e-ly means that no special orders af fect thatg o o d .

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

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M a r k e t

G ranaries bursting with food, and ware-houses bulging with commodities,a re useless without markets to dis-

tribute them throughout the neighborh o o d s .Only tent-dwellers can live without marketaccess, because they forage for their food.

Housing never evolves very far without mar-ket access. Incorporate a market into anyn e i g h b o rhood that you expect to containnicer homes. Beware of placing markets toonear your best areas, because people havefunny attitudes toward them. Everyone wantsthe services that a market renders, but no onewants to live next door to one. Tr a f fic andnoise make markets undesirable neighborswhen they're too close by. Citizens want theconvenience of nearby shopping without theannoyance of living in a commercial area.

Markets employ two types of worker: Buyers,who walk from the market to nearby ware-houses and granaries to obtain goods forresale, and sellers, who peddle these samegoods throughout the city. A market shouldbe near the neighborhoods that will form itscustomers. Sellers can only carry so muchwith them before they run out of goods andneed re t u rn 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 furn i-t u re, 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 sendsits buyer out to get it from a city ware h o u s e ,if possible. Once the buyer brings supplies ofthe item back to her market, the seller can

Wa rehouses have another button marked“Make Trade Center.” A warehouse desig-nated as a trade center is the pre f e r red des-tination for merchants to unload theirimports. If your trade center is full or isn'tworking, merchants take their goods to theworking warehouse with empty space that'sclosest to your trade center. The city canonly have one trade center at a time, sotelling a new warehouse to become thetrade center automatically cancels the sta-tus of the warehouse that previously heldthat distinction. The first warehouse youbuild in a new city automatically becomesthe 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. Thisis especially useful when Caesar requests ashipment of some good. To issue this ord e r,visit your Trade Advisor, click on the re l e v a n tgood, then click the “Stockpile” button.

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Food, Farming and IndustryFood, Farming and Industry

Scribe's note:

It can take quite a long time for a worker to haul everything awayf rom a structure with "Empty" orders, especially if the nearest storagefacility with vacant space is on the other side of town. If the workercan't find any empty warehouse space to receive the goods, he willstand there with a full cart until some space opens up somewhere. As t r u c t u re with orders to empty will sell or distribute its contents nor-m a l l y .

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Every industry has two steps: obtaining theraw materials, and processing them. Wo r k e r sin raw materials plants produce large quanti-ties of their re s o u rce. Tu rning raw materialsinto finished products is done at workshops,and is more labor-intensive. Each raw mater-ial facility produces enough to keep twoworkshops busy.

Each raw material can be processed into ap roduct as follows:

O l i v e s Olive oilG r a p e s Wi n eC l a y P o t t e r yTi m b e r F u rn i t u reI ron ore We a p o n s

No province can mine or generate all theseraw materials, but all have some. Sometimesyou will be able to import a raw material evenif you cannot generate it within the pro v i n c e .W h e rever you have access to a raw material,you will also be able to build the appro p r i a t eworkshop to convert it into a pro d u c t .

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.

supply it to only those houses that need it.

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Food, Farming and IndustryFood, Farming and Industry

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 perf o rm 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 re t u rns to the market and loads up on those goods that the buyerwas able to obtain, and then walks a route to distribute them. Whenthe seller's customers start requesting goods other than food, thebuyer looks for a nearby warehouse that supplies them.

All of this buying and selling takes place as private transactions, withno effect on your tre a s u r y .

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

I n d u s t ry

R aw materials are re s o u rces which canbe processed into something morevaluable. You can export the raw

material itself if you have an appro p r i a t etrade route open for it, but the raw material isnot worth as much as the product that can bemade from it.

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T he work done in workshops is moreskilled than that in raw material facili-ties, and re q u i res a lot more time.

Thus, a raw material generator working at fullcapacity will produce two carts full of materi-als in the time that a workshop produces justone cartload of finished goods.

You will always see some visual signs ofactivity at workshops that have both employ-ees and raw materials. If workshops look idle,they lack one or the other.

P roduction of finished goods always worksthe same way. Raw materials are extracted orharvested, then taken to a waiting workshop.When the workshop finishes producing aload, a worker emerges and wheels the com-pleted goods to the nearest warehouse thathas space available.

Scribe's note:

Workshops can store some extra raw materials on their gro u n d s ,which helps to even out their production. Like most industries,workshops make undesirable neighbors. They need good ro a daccess to their workforce, to the raw material producer that suppliesthem, and to the warehouse that takes their output.

Oil, Pottery andF u r n i t u r e

hen oil workshops receive olives from anolive farm, they make oil. Clay pits take clayto pottery workshops, which produce pot-tery. Timber yards send their output to furn i-

C l ay Pit, Iron Mine andTimber Ya r d

C lay pits must be established close to abody of water. Their work force digsclay for conversion to pottery. Iro n

mines can only be sunk near rock outcro p-pings; their workers mine iron to make intoweapons. Timber yards need to be near astand of trees, and their output is used tomake furn i t u re.

All of these raw material facilities need anearby source of workers, and easy ro a daccess to the appropriate workshop. They areall undesirable neighbors for housing.

M a r b l e

M arble is slightly diff e rent. Like iro nmines, marble quarries must beadjacent to a rock outcro p p i n g .

Unlike all other raw materials, though, marbledoes not go to a workshop. Its main use is inthe construction of oracles and large temples:you cannot build these structures unless youhave marble in your ware h o u s e s .

That doesn't mean that marble is uselessapart from these buildings. Although it can-not be processed into anything else, arc h i t e c-tural-grade marble is a valuable commodity.Few provinces can quarry marble, and it iswidely demanded throughout the Empire. Ifyour city is lucky enough to be able to extractmarble from the rocks, you probably have aneasy source of high export income.

W or ks hops

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Food, Farming and IndustryFood, Farming and Industry

Clay Pit

Iron Mine

Marble Quarry

Oil Workshop

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W e a p o n s

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

workshops, which take their finished goodsto warehouses.

O rdinary citizens don't demand weapons, norwould you want to supply them if they did!Weapons are often most valuable as exports.

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

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Food, Farming and Industry

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 diff e rent sources - only one of which canbe local - your markets automatically balance the varieties. As longas a particular market has wine to sell, and your city has two diff e r-ent wine 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 fro myour ware h o u s e s .

t u re workshops, which of course make furn i-t u re.

Oil, pottery and furn i t u re 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 furn i-t u re before they will build really nice hous-ing. Neighborhoods just stop improving untiltheir residents can obtain these commoditiesf rom a nearby market. If your province can'tp roduce pottery, oil and furn i t u re, you willhave to import them before housing canevolve to its full potential.

W i n e

M ake wine like any other pro c e s s e dgood. 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 diff e r-ent places. It is equally acceptable to importthe wine itself from two sources if you pre f e r,rather than importing grapes and then mak-ing the wine locally.

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Food, Farming and Industry

Furniture Workshop

Pottery Workshop

Wine Workshop

Vine Farm

Weapons Workshop

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T rade is the main activity of the RomanE m p i re, and its profits are arguably thebiggest reason for our many con-

q u e s t s .

Your province doesn't exist in isolation.Residents of other cities throughout theE m p i re have the same desires as do your owncitizens. You can make a lot of money by sell-ing them the goods that your farms andindustries produce, and keep your own citi-zens happy by buying goods which theyd e s i re but which your own province does notp roduce itself.

To start trading, you first need to open a traderoute. Go to your Empire Map, and click onone of the cities near your own. Those whicha re happy to trade with you will tell you whatgoods they would like to buy or sell. It costssome money to open any trade route. Sometrade routes are over land, while others usethe sea. The route appears on the EmpireMap after you open it, and you will be able tosee 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 next toeach commodity. These indicate how muchtrade the city is willing to do in each goodduring any given year. One basket displayedabove a good indicates a small supply (about15 cartloads per year), two baskets meanmedium (about 25 carts per year), and thre esignify a strong supply (40 carts annually). If acity has a large surplus of wine, but only asmall surplus of pottery, for example, it willsell you more wine than pottery.

Tr a d e

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good over a level you are comfortable with.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 of f 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 diff e r-ent warehouse the trade center, select theTrade Center special instruction from its right-click information panel). A city can only haveone trade center, so appointing a new ware-house as trade center automatically changesthe status of the previous one.

If your trade center is full, or if a merc h a n twants to deliver a good that your trade centerhas been given special instructions not to

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Tr a d e

These amounts re p resent annual quantities.After you sell a city its limit of a good, it willnot buy any more from you until the next cal-endar year. These levels of supply anddemand remain fairly constant. A messagewill notify you if they change, which they dof rom time to time.

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Tr a d e

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 noti n t e rested 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 pro d u c e ,although you're not likely to be so lucky. Look for a city that will buycommodities 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 tre a s u r y .

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

No trade actually takes place until youinstruct your Trade Advisor which goods youa re willing to buy or sell. If you don't do this,some merchants might leave your city with-out supplies of some basic essentials! You caninstruct your Trade Advisor to simply allowany exports of a good, or if you prefer youmay tell him only to sell any cartloads of the

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accept, imports are taken to the ware h o u s ewith 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 re w a rding! Seam e rchants work quite similarly, except thatthey land at your dock, then send the dock'scart pushers over to collect the goods fro mthe relevant ware h o u s e .

A boat can store twice as much as a land car-avan. Each carries many cartloads of pro d u c e .

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Tr a d e

Trade can move in two directions. The samecaravans or trading ships that come to collectyour city's exports can also deliver imports.You might need to buy marble, for example,so that you can build oracles. If your city can'tg row all four food types, you may want to

Tr a d e

Scribe's note:

Go to your Trade Advisor (you can visit him automatically whenyou open a new route). Click on the commodity you want toexport. Its panel has a button that says "not trading." Click that but-ton, and it says "Export goods over 0." That means your ware h o u s e swill sell their entire inventory. To keep some of that commodity foryour own markets, use the arrow button to choose a quantity. Ifyou change "0" to "2," then your warehouses try to keep two cartloads in stock 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 re a d s"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. Fors e a b o rne routes, payments are made when goods arrive at or departf rom the docks.

import the ones that you lack. Caesar mightask you to supply something you norm a l l ywouldn't produce; if he requests weapons,for instance, and your province has no iro nmines, you'll want to import iron so that youcan make weapons to satisfy the Empero r.

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R ome's innovative distribution systemfor fresh drinking water is admire dand 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 waterd i rectly from nearby lakes and rivers. Theywill never build very nice homes, though,unless you supply clean drinking water to thecity's nicer neighborh o o d s .

All water- related buildings and structures areunique in that, even where they re q u i re labor,they do not need road access. The water pro-tects them from fire, and they are built wellenough that they will not collapse due to alack of engineering maintenance. Note thatthe bath-house, although it uses water, is nota water dispenser, and absolutely needs ro a daccess, and prefect and engineer mainte-n a n c e .

W e l l

Awell provides access to the fre s hwater deep underg round, whichallows people to collect water much

closer to their homes, thus avoiding the longj o u rney to the river or lake. Wells thus pleasecitizens enough to allow some smalli m p rovement to housing very nearby.Unfortunately, wells still involve quite a bit ofh a rd 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 may bebuilt anywhere, and they are quite cheap. Ifyou are creating a housing area purely to pro-vide nearby labor for a farming or industrial

Wa t e r S u p p l y

W e l l

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ghostly image attached to your mouse point-e r. 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 farf rom 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 re s e r v o i rwith a water supply to a second re s e r v o i r,which has no other source. You can link sev-eral reservoirs together with a chain of aque-ducts if you need to. Aqueducts can twist andt u rn as much as necessary to follow the land'scontours and fit your city plan, but they can'tc ross or intersect with each other. Roads canpass under them. There is no limit to an aque-duct's length.

Reservoirs re q u i re 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-w h e re 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 LaborAdvisor has to recruit new water workers before the structures can

outpost, well water is a generous gesture. Itcan also be a useful temporary measurew h e re labor is short.

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

F o u n tain

W h e re you want citizens to upgradetheir homes into rather nicedwellings, provide them with

access to fresh water from a fountain.

Fountains receive their sweet water fro mreservoirs. Reservoirs automatically comewith underg round pipes surrounding them,and fountains have to be built within a re s e r-voir's pipe area to be supplied with water.

Fountains supply a reasonably large are aa round them with their water. They don'ta f fect the desirability of their surro u n d i n ga rea.

R e s e r v oir andA q u e d u c t

R eservoirs are large structures, whichs t o re 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 underg round 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 thats u r round them. When you build a re s e r v o i r, you will see its

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Water SupplyWater Supply

F o u n t a i n

R e s e r v o i r

A q u a d u c t

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Water SupplyWater Supply

supply 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 ro a d .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 re s e r v o i r ' ssides.

· 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 re s e r-voirs, curving around any obstacles. Release the mouse button tobuild the new reservoir and its connecting aqueduct.

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I noticed your look of disappointmentwhen I told you that one of Caesar's mea-s u res of success is a Peace rating. Yo u r

family's long history of military genius is wellknown in Rome. Your father and grandfatherboth have triumphal arches on the Via Sacra,but you won't find any lavish monuments tocapable governors there. How can you attaincomparable glory, when your concern srevolve around such everyday things asroads and granaries?

You have chosen a career as a govern o r, not ageneral, 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 pro v i n c e ,Caesar would consider that an act of civil war– if your centurions would even obey such ano rd e r. You have no authority to start wars.

H o w e v e r, Caesar knows only too well thatyou cannot avoid conflict entire l y .Sometimes, your duty to protect your citi-zens from violence might re q u i re you tocommand legions of soldiers to defend yourp rovince. Your authority to defend yourself isquite broad.

You have some control over your level of mil-itary involvement when Caesar lets youchoose assignments. Usually, you are of f e re da “more dangerous” or a “more peaceful”p rovince. If you want to follow in your fore-bears' martial footsteps, choose the mored a n g e rous option.

Walls & To w e rs

M i l i t a ry A c t i v i t y

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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 spacea round 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 pro v i n c e .

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.

G at e ho u s e

Y ou can build a pretty impre s s i v edefense 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 leavinga gap in the wall. Of course, when invaders

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T 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 thro u g heven 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 top e n e t r a t e .

Even a thin wall, easily battered down by ad e t e rmined enemy, delays invaders fro ms w a rming into your town, or persuades themto attack a diff e rent location, which mightlead them to a less important part of your city.

But walls are rarely built alone. Most citiesplace towers at regular intervals along theirwalls. Each tower can employ guards top a t rol the walls, launching a volley of javelinst o w a rds any enemy who dares come withinrange. The guards also man a “ballista,” – ap o w e rful catapult-like machine that fire sheavy arrows – situated on top of each tower.A ballista is powerful, and extremely usefulfor taking out attacking elephants or chariots.

The guards must be trained at a barracksb e f o re they report for duty. Once they arriveat a tower, they man its ballista and patrol thewalls, assuming that the walls are two (orm o re) segments thick. A single-thicknesswall gives guards no space to walk along.

Tower guards won't abandon the city's defen-sive works even if invaders break through thew a l l s .Although walls need neither road access normaintenance, towers do need road access sothe guards can find their way there swiftly.

W a l l

T o w e r

G a t e h o u s e

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itself. Remember that people grow extre m e-ly uneasy if barbarians penetrate the city andd e s t roy even a single building.

Since the earliest days of Empire, RomanE m p e rors 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 movea round 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 stro n g-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. Each forthouses one legion, consisting of a single unittype: Legionaries, the classic Roman heavyinfantry; Auxiliaries, lightly arm o red tro o p sa rmed with throwing pila (a deadly form ofjavelin); or Cavalry, lightly arm o red, mount-ed auxiliary troops armed with swords. Yo uchoose which unit type to base there whenyou build the fort.

When the legion is at its fort, it can re c e i v enew 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 re q u i red by the LaborA d v i s o r. This means that soldiers continueto maintain their homes in the city, and eatrations, even while away at their forts.Soldiers draw their pay from your tre a s u r y ,but recruiting them doesn't reduce yourlabor forc e .

see these openings, they will probably con-centrate their attacks there. More commonly,g o v e rnors build gatehouses at all of the city'sentry and exit points.

Gatehouses are strong, protected by severalsets of thick doors and walls, and are unlikelyto be the subject of direct attacks themselves.Gatehouses confer one very useful benefitu n related to their defensive role: Citizensdon't like to venture outside the city itselfunless they have to, so most stop and turna round when they reach a gatehouse. Theonly people who will venture into the wilds ofyour outer province are merchants, migrants,and friendly soldiers following ord e r s .

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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 re q u i re road access; how else could people use them toenter and depart your pro v i n c e ?

F or t

W 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 thep rovince, far outside the city; these legionscan patrol the area, and fight battles to pre-vent the invaders ever coming near the city

F o r t

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It takes time to train new soldiers. When thebarracks trains a new soldier, you will see himmake his way through your city to his post.Soldiers are trained, and graduate, individu-ally, rather than waiting for the rest of theiru n i t .

M i l i ta ry Acade my

military academy puts ordinary sol-diers through a grueling program ofadvanced training. All soldiers (butnot wall guards) who graduate fro m

the barracks attend the military academy, ifone is operating in your city. This pro l o n g stheir training somewhat, but improves thequality of the soldiers who graduate. Thetraining is so good that it has a 100 perc e n tpass re c o rd .

One advanced troop formation is only avail-able to legions who were trained in the mili-tary academy. (See below for more inform a-t i o n ) .

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 tokeep them well away from the rest of your city. They need neitherroad access nor labor.

The leg ion remains in i t s fo rt un t i l youo rder i t to move el sewhere ( see be low,“Command ing Legions ,” f or mor ei n f o r mat i on) .

Ba r r a c ks

T he barracks is where new employeesof both towers and military legions aretrained 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 re g a rdless of his work ord e r s .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 overt roops for your legions. Forts also re q u e s trecruits as soon as they are built. Legionariesa re the top-priority troop type to be deliv-e red, followed by auxiliary infantry and thenauxiliary cavalry.

Legionaries, but not either type of auxiliary,re q u i re 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 weaponsf rom 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 valueof being pre p a re d !

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B a r r a c k s

Military Academy

A

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All Roman soldiers are trained in line and col-umn formations, and you may also order yourmen to “mop up” any enemy, which can beuseful towards the end of a battle when therea re just a few enemy stragglers left, scattere da ro u n d .

Lines and columns can be either “close” or“open,” which describes how compact thef o rmation is. A close formation is muchs t ro n g e r, but covers less ground. An openf o rmation disperses the same number ofmen over a larger area, reducing theirs t rength somewhat.

Attacks on the flanks (sides), or especiallythe rear of a unit are much more deadly thanhead-on attacks, as you would expect.Wide lines of troops have considerablevalue, as it is harder for an enemy to movea round their flanks.

Co m m a n ding Romanl e g io n s

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

L e g i o n a r i e s : Slow because of their stro n ga rmor and heavy weapons, these men makethe best hand-to-hand fighters.

Auxiliary cavalry: With little arm o r, lights w o rds, 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 heavyi n f a n t r y !

Auxiliary Infantry: With light armor and poorhand-to-hand combat skills, these troops re l yon their speed and ability to strike from a dis-tance. Their main use is throwing pila (dead-ly Roman javelins) at enemy lines, inflictingcasualties and reducing morale before theymeet Roman lines.

T h e re are only two orders you need to com-mand your legions: Move to somewhere, orchange form a t i o n .

To order any legion to move, click on its stan-d a rd. Your mouse pointer becomes a dagger.Click again on the destination you would likethe legion to move to. Their standard jumpsto that location, and the troops start marc h-ing there. Right-click directly on the legion toissue formation orders. You can also issuem o re strategic-level orders to your tro o p st h rough your Military Advisor (see page1 6 0 ) .

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W h at to expect in bat-t l e

A lmost all the battles you face will takeplace within your pro v i n c e .Occasionally, Caesar might re q u e s t

the help of your legions in defeating somef a r- o f f enemy of Rome; without such instruc-tions from the Empero r, your legions staywithin the borders of your province.

Battles in yo u rp r o v i n c e

W hen invaders attack your pro v i n c e ,they rapidly assess your militarys t rength and devise a plan of

attack. If you have legions, organized enemya rmies draw their troops up into form a t i o n s ,then advance against your men. Rabble likeGauls, Celts or Goths just mass into a cro w dand charge your legions. Form your defensivelines in the enemy's path quickly, pre f e r a b l yfar from the city walls: Your legions exist top revent enemies from reaching 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 re t u rn totheir forts to replace their losses and re s t o retheir strength. Victory in battle impro v e stheir morale, making them that muchs t ronger 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 thro u g h

Legionaries – the Roman heavy infantry –who graduate from the military academyl e a rn to use a narro w e r, deeper “square” for-mation, four men deep by four wide. This iss t ronger than the shallower form a t i o n s ,although it obviously spans less width. Itsreal advantage comes when the legion isunder missile attack. The legion automatical-ly assumes the Roman “tortoise” form a t i o n .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 theirg round as long as their morale remains high.If morale falls too low, a unit will scatter awayf rom the front line. If its morale falls even fur-t h e r, the soldiers try to re t u rn to their fort,and will refuse to leave it until their moralerecovers. Better-trained soldiers can keeptheir morale up longer, and nothing raises itquite like victory on the battlefield.

S t rong discipline and formations are the his-torical key to the success of Rome's legions.Units in formation keep their standard staught 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 mountedc h a rges to expose new flanks and our weakerre a r. Beware larger animals and chariots: thesight of one bearing down at high speed isquite a shock to a soldier's morale, let me tellyou! Only the strongest-willed stand theirg round to resist such a charg e .

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Fighting for the Empire

A lthough your province occupies youfully during your time as govern o r,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 help withmilitary affairs outside your province. Ty p i c a l l y ,he will request that you dispatch some of yourlegions to destroy an enemy threatening somedefenseless part of our Empire.

while tower guards try to defeat them withjavelins and ballista missiles. You are helplessto af fect the outcome of this conflict, asidef rom cheering on your guard s .

Once the enemy enters your city, you cano rder your soldiers to pursue them there, butthey will have trouble maneuvering in form a-tion and will fight less effectively. If you haveto order your legions into the city, they'vefailed in their primary role of keeping theinvaders at bay. Remember that wall-guard sa re highly specialized soldiers, and havestrict instructions not to leave their postsunder any circ u m s t a n c e s .

Even if the invaders defeat your legions andget past your walls, all is not quite lost.P refects 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 off i c i a lresponsibility 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,w a rehouses and the senate building are fre-quently prime targets. The destruction these

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enemies can inflict is horrible, possiblyenough to level your city and maybe evenspell the end of your care e r. Prevent stre e tfighting at all costs!

Your builders are not keen to work duringor close to a battle. When enemy soldiersa re in your province, immigrants wiselyavoid your city.

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 tol a b o r. 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 pre f e c t u res 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 priorities.

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grateful, but will also think you a fool.

Enemies of Rome

T 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 lackof education or their crude existences, wewill never know – to destroy, to oppose thatwhich is noble and good – that which isR o m a n .

N ative tribes

N ot all barbarians are equally hostileto us. Some tribes can even be civ-i l i z e d .

Sometimes, you will be sent to a pro v i n c ew h e re one such tribe already lives. No onecan predict how a particular group of bar-barians will react to finding a new Romansettlement in their vicinity, but Rome's longexperience with native peoples has estab-lished some general principles that will helpy o u .

M i s s ion Post

T hese natives usually get pro t e c t i v eabout the land around them. If youbuild on it, they might attack you.

Your legions are best not bothered with suchminor actions, and their commanders willnot obey instructions to slaughter the inno-cent. Should you be attacked, though, yoursoldiers can be persuaded to fight thesep e o p l e .

To avoid provoking hostilities, sometimes all

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 re g a rding thesize of the enemy, and you are well advisedto consider that when deciding how strong af o rce 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 of youra rmy's pro g ress. You can also follow theirp ro g ress on the Empire Map.

Should your men achieve their task for theglory of Rome, they will re t u rn, and you canexpect to benefit handsomely from Caesar'sgratitude. Should they fail, you are unlikely tosee them again.

M o re 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 pro g ress on the Empire Map, butbecause they no longer have any connectionwith your province after they arrive in Rome,they disappear from your consideration. Theybecome part of Caesar's arm y .

I should warn you that Caesar does not lookkindly upon failure. Should you fail to dis-patch any legions, he will be forced to looke l s e w h e re among his governors, and he willthink quite badly of you. Withholding legionsf rom the aid of another province simply isn'tthe Roman way. Should your legions lose thebattle (and their lives!) Caesar will be a little

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Mission Post

Native Huts

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Other Enemies of Rome

I 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,although obviously inferior to the RomanE m p i re, nonetheless pose serious challengesto our supre m a c y .

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you 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 betterthan fighting against us. These govern o r sestablish mission posts near the native vil-lages. Such posts need labor and road access,as with other buildings, but once staf fed, 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 pro f i t a b l etrade can be had with these people. But theirtrust is gained slowly, and is placed heavily inthe missionaries they come to know. Shouldthey leave their posts, and not be re p l a c e d ,t rouble could flare up.

Scribe's note:

Use the Risks: Native Overlay to find the boundaries of a barbarianv i l l a g e .

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 theya re fine soldiers. The more Northerlyp rovinces usually present less org a n i z e df o rces, but don't let that deceive you: theyhave pride you would not believe, and somea re excellent fighters.

It is a dangerous world, my friend, and Romehas plenty of enemies. Pre p a re well.

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M e s sa g e s

T he middle button on the bottom of thec o n t rol 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 do so.N o rmal messages are announced by a verysimple 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 re a dyet 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 re d

Some very urgent messages are displayed toyou as soon as they arrive, without your click-ing the message button. These messages alsogo into your message box, marked as havingbeen read, in case you want to refer back tothem later.

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

Information, Tools & Ti p s

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lay reports; use the partial setting to let yousee mouse help on overlays, but almostn o w h e re else.).

Access the overlays with the button at the topof your Control Panel. Whenever you arelooking at an overlay, press the right mousebutton to temporarily re t u rn to the Norm a lview. Use the Overlay button and select“ N o rmal” to re t u rn permanently to the nor-mal view.

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

Water Overlay

T he Water overlay shows you whicha reas have access to water from foun-tains (shown in navy blue) and the are a

that pipes from reservoirs covers, which ise x t remely useful for siting new fountains andadditional re s e r v o i r s .

bell button (directly to the right of the mes-sage button) to jump directly to the scene ofthe problem. If there are several pro b l e ma reas, clicking on the button multiple timeswill cycle you through each trouble spot int u rn. Many messages include a button rightin the message itself that gives you that sameoption.

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 fore v e r, so onlydelete one if you're sure you won't need toread it again.

O v e r l ay s

A 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 those build-ings' people, to let you really see how thebuilding or system is working.

Many overlays use color-coded pillars to indi-cate information: how likely is a building tocatch fire or riot, for example. Dangerous orbad information will be colored in shades ofred; the brighter the red, and the taller thep i l l a r, the more serious the problem. Stonecolor is used for good or neutral inform a t i o n ,such as how much tax a building pays.

All the information has mouse help to explainits meaning, so if in doubt hold your mousepointer over the item in question until themouse help appears. (If you have turn e dmouse help off, it will also be off for the over-

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Water Overlay

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or build a new pre f e c t u re near the dangerzone. The Risks: Crime Overlay works similar-ly, except that prefects cannot lower the riskof crime - they are shown because of theirimportant role in dealing with criminals andtheir handiwork.

The Damage Overlay works the same way,except that it shows engineers and engineer'sposts instead of prefects and pre f e c t u re s .Buildings with tall columns are unstable, andin imminent danger of collapse.

The Problem Overlay is one of the most use-ful of all. It shows only buildings that are n ' tp resently working properly. Reasons for thep roblem can include lack of road access, lackof labor, lack of water, lack of raw materials orlack of space to send their cart full of pro d u c e .Scan this overlay once every few game-months, just to see if your stre e t - l e v e lreviews have missed any pro b l e m s .

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

E n t e r tainment over-l ay s

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

shows housing's combined access to the-aters, amphitheaters, colosseums and theh i p p o d rome. It also displays all of thosebuildings and their perf o rmer suppliers:actor colonies, gladiator schools and liontamers, plus all citizens associated withthose buildings.

Empty land that has pipe access is covered bya grid of grey stone channels. Buildings thathave water appear as furrowed, pale blues q u a res; buildings that don't need water areplain tan squares. Fountain access appears asa blue tint radiating from the fountain.

R i s ks overlay s

U se the Risks overlays often to spotp roblems 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 pre f e c t u res and allof the prefects walking their routes. Buildingswith tall columns on them have a high risk off i re. As prefects walk by buildings, you cansee the risk of fire column fall. Watch thep ro g ress of your prefects for a minute, andsee if they eventually pass by the buildingswith the highest risk. If not, either re d e s i g nyour road network to allow better patro l l i n g ,

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Taxes Overlay; typical of most overlays

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workers. The individual overlays can showyou why a neighborhood's Overall overlay isd e p ressed. Areas with poor access to healthfacilities are more likely to suffer outbreaks ofd i s e a s e .

Commerce overlay s

S ome of the Commerce overlays areslightly dif f e rent than those describeda b o v e .

Tax Income is similar to the overlays for otherbuilding types. Selecting this display showsyour Senate building and forums, plus all ofthe tax collectors walking their routes. Thecolumn heights show how much money eachhousing lot has paid in taxes so far this year.

The Market overlay is also similar to those forother building types; it shows the locations ofyour markets, market workers walking theirroutes, and columns indicating level of mar-ket access for every housing unit.

The Desirability overlay looks quite dif f e re n tf rom other overlays. It rates each maps q u a re's overall attractiveness to anyone con-sidering living there. Cooler colors, like blueand green, are raised slightly above gro u n dlevel, and indicate highly desirable are a s ;w a rm colors like orange and red are sunkenbelow ground level, and indicate undesirablep roperty. You want to build your most valu-able housing in the most desirable areas, butbe careful: If you start razing other buildingsto make way for housing, you will change thedesirability calculations.

The Labor overlay looks just like a “norm a l ”overlay, but it's dif f e rent in one important

If a particular neighborhood has a low overallentertainment rating, select overlays for indi-vidual types of entertainment to see which isholding it back. The theater overlay showstheaters and actor colonies, plus the pro p e rworkers, with columns showing access levelsto theaters. The amphitheater overlay showsamphitheaters, actor colonies and gladiatorschools and their workers, with columnsshowing access to amphitheaters. The colos-seum overlay shows colosseums, plus gladia-tor schools and lion tamers, and the pro p e rworkers and columns. The hippodrome over-lay shows your hippodrome (a city can haveonly one) and charioteer school. Check eachof these overlays in turn and watch theirwalkers circulate to see which entertainmenttype is depressing the overall rating for an e i g h b o rh o o d .

E d u c at ion overlay s

T 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 schoolchildre n ;Library shows all of your libraries and theirworkers; Academy shows all academies andtheir workers. Use the individual overlays tod e t e rmine why a neighborhood's Overalloverlay is lower than it could be.

H e alt h o v e r l ay s

T he Health overlays work the same wayas those for Education andEntertainment. Overall shows the

combined access to all four components ofHealth. Barber, Baths, Clinics and Hospitalseach show the relevant buildings and their

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A d v i s ors

G o v e rning can be a lonely profession; itseems that everyone wants some-thing from you and no one appre c i-

ates the many conflicting priorities that youhave to juggle. But you are not entirely onyour own. Ultimate power and re s p o n s i b i l i t yin your city are yours alone, but you do haveadvisors to help. Often, you implement yourwill by issuing orders to your advisors. Vi s i tthem by clicking the Advisors button on theC o n t rol Panel or by selecting them from themenu bar.

Chief Advisor

Y our Chief Advisor looks at all the infor-mation gathered by the other advi-sors, and summarizes key inform a t i o n

for you, highlighting any critical issues in re d .When you see a report in red, it may be help-ful to visit that specific advisor for mored e t a i l s .

way: Most overlays show housing's access toother types of buildings, but the Labor over-lay shows other buildings' access to housing.The columns in this display show how suc-cessful a building is at finding the laborers itneeds to function at its fullest capacity.Buildings with short columns need eithersome housing built nearer to them, or a mored i rect road to some existing housing. If yourcity experiences a time of labor shortage,buildings with the worst access to labor arethe first to lose their workforce.

R eli gion overlay

T h e re is only one overlay for Religion,and it works the same way as those forEntertainment, Education and Health.

It shows all of your temples and oracles, plusall of their priests walking around your city.On the Religion Overlay, taller columns showaccess to more gods. High levels of housingneed visits from the priests of several diff e r-ent gods.

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locked in as your first priority. Your Labor Advisor will always assign work-ers to your priorities in ord e r, before assign-ing anyone left to the categories you have notgiven 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 re s p o n s i b i l i-ty is paying all of the city's workers. You willalways start out paying the same wage as iso ff e red in Rome, but you can instruct yourLabor Advisor to change this by clicking onthe arrow buttons next to the display of thec u r rent 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.

Information, Tools & Ti p s

It is usually a good idea to consult your ChiefAdvisor frequently (probably every month or two)to see if you have missed anything important.

L a b or Advisor

Y our Labor Advisor assigns plebes tovarious sectors of your city's economy.As long as you have enough workers

to fill all of the city's open jobs, the LaborAdvisor doesn't need any instructions fro myou. In times of labor shortage, though, youcan use this panel to tell your Labor Advisorwhich jobs he should fill first.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 capaci-ty. At the bottom you can also see how manytotal 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 some re q u e s t sf rom the Emperor or news of impendingattack. You might find that your city is bettero f f when some areas are working at fullcapacity, even if it means that other are a smight barely function at all.

To change the priority of a category, click onthe category name, and a small panel appearsshowing priority levels ranked from 1 to 9.Click on the number 1 to make it top priority,2 to make it second priority, and so on. Yo ucannot select third choice, say, unless youhave already chosen a first and secondchoice. If you chose Engineering as your toppriority, for example, you would see thatEngineering now has a padlock symbol andthe number 1 in front of it, showing that it is

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L e g ion Stat u s

Y our Military Advisor has up-to-datei n f o rmation on all the legions in youra rmy. 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 re q u e s t s .

Imperial Advisor

C onsult your Imperial Advisor to checkyour standing with Caesar, ase x p ressed 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 desire dcommodity, a “dispatch” button appears tolet you send the shipment to Rome.

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Beneath that message window you see yourrank in the Empire, along with the balance inyour personal savings account. Caesar grudg-ingly allows you to pay yourself a salary equalto your rank, although no one will stop youf rom taking more or less than that. Click onthe large button at the bottom of this windowto set your salary level. Just be warned thatsalaries higher than your rank warrants willnot 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 Emperor fro myour personal savings.

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

The Imperial Advisor Panel

The Military Advisor Panel

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out all of your trade orders. Visit him todecide how much, if any, of each commod-ity in your warehouses to export, whetheror not to import goods, and to turn indus-tries on and of f.

Click on any commodity listed for more infor-mation about your city's activity relating tothat good, or to change its trading status.

If you have an open trade route for a particu-lar commodity, you'll see a button marked“Not trading” when you click on the good.Click that button repeatedly to cycle thro u g hall 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 willsee a button marked “Export over”, witha r rows that let you set a quantity. Leave it at0 to export your entire inventory of thegood, or set an amount to keep in your ware-houses, with anything above that then avail-able for export.

Click this button repeatedly to cycle thro u g hall 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 might

R atings Advisor

R isit this advisor to see how well youa re meeting the goals of your pre s e n tassignment. Rankings for Culture ,

P rosperity, Peace and Favor appear on thispanel, shown as a pillar. The higher the pillar,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 cani m p rove it.

T r a de advisor

Y our Trade Advisor is one of yourmost important aides; he doesn'thave a lot to tell you, but he carries

The Ratings Advisor Panel

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by supply and demand throughout theE m p i re. You cannot change prices, althoughmarket forces in the rest of the Empire willcause them to vary from time to time. Yo uwill be notified of any change via a message.

P op u l at ion Advisor

Y our Population Advisor keeps track of yourcity's population over time, and pre s e n t shis information on three graphs.

The first graph that you see, labelled

“Population – History,” simply shows thetotal number of people in your city over time.Each bar re p resents 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-

want to temporarily shut down industries thathave built up surpluses, or that produce itemsyou can do without for a short while. Theworkers who were employed at the industriesyou turned off become available for yourLabor Advisor to reassign elsewhere. Later,when more workers are available, you canquickly absorb surplus workers by telling yourTrade Advisor to turn the idled industriesback 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.T h e re is no profit in “playing the market” byimporting goods from one province andexporting them to another.

Prices are set by Rome, and influenced partly

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Overlays can help show you which are a smight 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 .

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 ofthe graph. As time goes on and people's for-tunes improve, the highest bar should shiftgradually to the right. This is useful to try toe n s u re 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 citizensa re of working age. Also use it to predict howmany citizens are about to re t i re, which canalter the economy of a city dramatically, sincere t i red people no longer work, yet they con-tinue to consume food and other goods ands e r v i c e s .

Under the main graph you can see how muchfood is in the city granaries, how many foodtypes your people are eating, whether peoplewant to enter or leave your city and how manyimmigrated or emigrated last month.

C i ty Health Advisor

F 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.

If you need to build more buildings, your

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E d u c at ion Advisor

se the Education Advisor's panel to learn yourcity's overall educational needs. If the advisorconvinces you to build more educational facil-ities, you can use the Education Overlays todecide where they would best be built.The top line shows your total population, how

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time. 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 bre a kin the routine, click the “Hold New Festival”button. From the new panel that appears,choose the size of the festival and which godit will honor.

R eli g io n A d v i s or

Y our Religion Advisor shows you, at aglance, how many temples you havee rected to Ceres, Neptune, Merc u r y ,

Mars and Venus, both in total and by size.The last column shows each god's attitudet o w a rd you, ranging from “exalted” to “furi-ous.” Use this information to decide whento build new temples or oracles. Oracles aren't listed on this report becausetheir ef fects are spread evenly among allthe gods.

Your Religion Advisor points out, in a sen-

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many people are school-aged, and how manya re of age to enter academies. Subsequentlines show, for each type of educational build-ing, how many exist, how many are working,how many people they can serve, and howadequate that coverage is.

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

E n t e r tainment Advisor

U 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 more

amusements are needed in the city, theEntertainment Overlays can help you decidew h e re to build new structure s .Remember that amphitheaters and colosse-ums can each stage two shows at the same

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w h e re to build a new forum to start collectingwhat is due.

I n come:

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

As you establish industries and open traderoutes, the line showing “trade receipts” willp robably grow steadily larg e r. Eventually, itshould surpass tax income.

Donations are either from your personalsavings, or from Caesar if your treasury ranout of money and Rome provided re s c u efunds.

Ex p e n s e s :

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

Wages, usually the city's biggest expense;

Construction. Remember, money spent onconstruction doesn't count against yourP rosperity rating;

I n t e rest (if you've run your treasury intod e b t ) ;

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 “Netin/out flow” line. This shows you, at a glance,how much your treasury is shrinking or gro w i n g .Game Op t io n s

tence at the bottom of the panel, which godis most in need of your attention.

Finances Advisor

our Finances Advisor is one of your mosti n f o rmative aides. He analyzes all of yourcity's income and expenses so far this year,and, for comparison, shows the totals fro mlast year. This report is especially valuable ify o u ' re having trouble raising your Pro s p e r i t yrating or simply want to see how best to raisem o re money.

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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 re g i s t e red for taxesis important, too; you'll usually want to keepthis number as close to 100 percent as youcan. Use the Tax Overlay to see which housesa re not paying their taxes, and thus to decide

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game run impro p e r l y .

The other choices under “Display Settings”enable you to define the resolution in whichCaesar III runs. At 640 by 480, everything willlook bigger, but your screen will show asmaller section of the map; the game willp robably 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 thesee x t remes. Caesar III's perf o rmance willchange at dif f e rent resolutions according toyour computer's capabilities.

“Sound Settings” lets you control the re l a-tive volume of Music, Speech, Sound Eff e c t sand City Sounds. Adjust the mix of soundelements to your liking, or turn them off com-pletely.

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

P ressing the space bar on your keyboardpauses the game. You can still carry out manyactions while time is paused, although noth-ing moves or evolves.

“ S c roll speed” af fects the pace at whichthe map moves when you sweep the cursorto the edge of the screen. You might prefer aslower scroll speed if you have an especiallyp o w e rful computer.

Caesar III o ffers a lot of information aboutvarious aspects of the game on-line, for easyre f e rence. Access some of it by right-clickingon most buildings, then clicking on the infor-mation button. Alternatively, choose “Help”

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I n addition to all of the game reports andc o n t rols that Caesar III puts at your com-mand, the program includes some fea-

t u res that let you customize the game to yourliking. These are all found on either the MenuBar or the Control Panel.

Saving the game

T o store the game you are curre n t l yplaying, click on the “Save” optionunder the File menu, then follow the

o n - s c reen instructions. Name the file whatev-er you like so that you will remember it easi-ly. The “Load Game” option restarts a pre v i-ously saved game. All saved games ares t o red on your hard drive in the same folderto which you installed the game.

It is a good idea to always save your gameb e f o re exiting the program.

Op t io n s

“Display Settings” of fers you four diff e re n tviews of Caesar III.

Caesar III starts as a “Full Screen” pro g r a m ,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 do that.

Caesar III uses a lot of computing power, andwe don't recommend that you run other pro-grams while you're playing the game. Doingso can cause conflicts that will make the

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straight up re t u rns 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 abili-ty lasts just for a short while after you havebuilt something – after that, the effects ofbuilding it have already changed the game somuch that it would be very complex to unrav-el.

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 thew rong building, click “undo” to make thebuilding go away and refund its cost to yourt reasury. Note that if you undo somethingwhile time is paused, it will not go away untilyou un-pause the game.

A n s w e rs to Co m m o nQ u e s t io n s

Why are some of my roads paved, whileothers are n ' t ?

A: Citizens pave roads when surro u n d i n gp roperty becomes suf ficiently desirable.

Q: How can I make land more desirablefor housing?

A: Approach this question from twod i rections: How can you make land moredesirable, and how can you make it lessundesirable? To make an area more desir-

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f rom 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. Tu rning 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.

“ Wa rnings” appear at the top of your map,reminding you that a building needs ro a daccess, for example, or that the city needsm o re workers. You can turn them of f from theHelp menu

Other Game co n t r ol s

T he Control Panel on the right side ofyour screen has a few buttons that wehaven't mentioned yet. The re f e re n c e

c a rd that came with your game shows a dia-gram of the whole Control Panel and labels allof these buttons.

The right-pointing arrow to the right of theOverlay button lets you hide the Contro lPanel to see more of the map. When theC o n t rol Panel is hidden, this button changesto a left-pointing arrow; click it again to bringback the Control Panel.

The four small buttons beneath the larg eAdvisors and Empire Map buttons let youreview your present assignment, or changethe orientation of the province map. Thecurved arrows pointing left and right ro t a t ethe map by 90 degrees in the corre s p o n d i n gd i rection. The circle with an arrow pointing

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your Trade Advisor to turn them of f, theyp robably lack laborers. Try building hous-ing closer to your industries, or tell yourLabor Advisor to assign a higher priorityto Industry and Commerc e .

Q: Workers with full carts are just stand-ing around. Why don't they get to work?

A: They would like to, but there is noplace for them to deliver their goods.Make sure you have free space in yourw a rehouses and granaries, and that theyhave enough employees to functionp ro p e r l y .

Q: When I right-click on a granary, it saysit can store 2400 food, but it doesn't holdanything like 2400 cartloads. What'sgoing on with these numbers?

A: Most of the numbers you see for com-modities are measured in cartloads. Buteach cartload contains 100 units of thatcommodity. You usually don't have topay any attention to this, because tradedeals only in whole cartloads. However,citizens don't consume entire cartloadsof a commodity at a time. When items goto a granary, a market, or a home, they'reconverted into smaller units that peoplecan use. Keep this rule in mind: Wheny o u ' re looking at industry and trade, youa re dealing in full cartloads. When you'relooking at granaries, markets or houses,you are dealing with units, and there are100 units in a cartload. Your concern willbe chiefly with cartloads, and you'll rare l y(if ever) have to pay attention to units.Q: How come all of my water supplybuildings keep flashing on and of f ?

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able, build pleasant things like gard e n s ,plazas, temples, statues, baths and the-aters nearby. To make it less undesirable,locate unpleasant structures like industri-al and military buildings elsewhere .

Q: What do I need to make my city'shousing evolve higher?

A: Housing needs three things to evolve:(1) Access to many dif f e rent types of ser-vices; (2) Various commodities, pro v i d e dby markets; and (3) Desirable location.Right-click on a house to find out what'sholding it back at any given time.

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

A: One or more conditions are pro b a b l yd e p ressing the mood in your city. Highunemployment, high taxes, low wagesand low food supplies all make peopleunhappy and discourage immigration.

Q: I can't attract immigrants because Idon't have enough food, but I can't getenough food because I can't attract immi-grants! How can I break this cycle?

A: Order your Labor Advisor to re a s s i g nthe workers that you do have. Make FoodP roduction your number 1 priority forawhile. Don't skew these priorities for toolong, or you risk fires and riots as workersa re diverted from Engineering and FireP revention. As soon as you see immigrantsarriving, re t u rn your priorities to norm a l .

Q: Why won't my farms or mines pro d u c ea n y t h i n g ?A: Assuming that you haven't ord e re d

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Q: Is the Emperor deliberately asking mefor goods that he knows I can't supply? Ist h e re any way to get him to ask me forthings that I have?

A: Caesar asks for what he wants, whenhe wants it. He doesn't care how hard oreasy it is for you to comply with his wish-es, or how convenient it is for you torespond to his requests. He will, howev-e r, only ask you for items it is possible foryou to get him-even if that means import-ing it.

Q: Are the commodities that tradingcities on the Empire Map will deal ind e t e rmined by set conditions, or doessupply and demand play a ro l e ?

A: Every province in the Empire has aunique set of re s o u rces and capabilities,just as does your own province. Tr a d i n gcities export goods that they can pro d u c ein quantity, and import goods that theylack, just as you must do. So, supply anddemand play a role in that sense, but thecommodities that cities want and havea re pre d e t e rmined by their climate andre s o u rc e s .

H i n ts and Tips

Y ou can see by now that there is no sin-gle "winning formula" for success inCaesar III. There are as many paths to

victory as there are governors in the RomanE m p i re, and the one you take dependse n t i rely on what you enjoy and are good at.

If you have trouble making money or pleasingthe Empero r, some of these tips from otherg o v e rnors might make your job a little easier.

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A: They need laborers. Consult yourLabor Advisor. If the number of actualemployees in Water Services is less thanthe number re q u i red, then your waterworkers are doing their best to spre a dwater coverage throughout the city, butthey can only do so sporadically. Assign ahigher priority to Water Services ori n c rease your overall workforc e .

Q: I need money! How do I get tradew o r k i n g ?

A: First, use the Empire Map to open atrade route. Second, make sure you havea commodity your trade partners wantstocked in a warehouse. Third, tell yourTrade Advisor to export the commodity.Finally, if the route you opened is a searoute, you must have functioning docks.

Q: My housing won't evolve because itcan't get pottery, but there's pottery inmy warehouse and the houses have mar-ket access. What am I missing here ?

A: Make sure the market can get potteryf rom the warehouse. If there's anotherw a rehouse closer to the market that does-n't have pottery, the market won't havepottery. Use the Special Orders button onthe warehouses to spread the potterya round. You can tell the closer ware h o u s eto Maintain a Level of pottery, forinstance, which will request pottery fro mthe other ware h o u s e .Q: Do goods spoil if they're stored in gra-naries and warehouses for a long time?

A: No. Only divine anger or criminal actscan bring harm to your goods.

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city center. Do not build bridges that youcannot defend.

Tu rn fires and collapsed buildings intoan opportunity for urban renewal. Insteadof simply rebuilding whatever wasd e s t royed, reevaluate the neighborh o o dthat suf f e red damage. Would you be bet-ter of f with a wider road or a new gard e nw h e re that housing burned? Sometimesless density yields better quality.

Develop a habit of building pre f e c-t u res, engineer's posts and other essen-tial services at regular intervals betweenresidential areas. Providing regular "ser-vice strips" like this ensures that yourp a t rols will be evenly spaced, and thatyou won't forget to build some crucials t r u c t u re .

Try to build reservoirs exactly the rightdistance apart so that their pipe networksjust meet, without overlapping. To view areservoir's coverage, choose the Wa t e rO v e r l a y .

Only housing benefits from fountainaccess, so don't lay out a grid of fountainsto provide blanket coverage. Just placefountains to supply residential are a s .Overlapping coverage by multiple foun-tains gives no additional benefit to a par-ticular house.

Managing peop l e

A city with too many patricians won'thave enough workers. Don't devote all ofyour ef fort to encouraging patrician villas.

1 9 1

Of course, if they do not fit with your playingstyle, by all means ignore them.

u r ban planning

Avoid forcing people to use a singleroad in the densest parts of the city, or itwill always be clogged with traf fic. Cre a t edouble-wide roads or provide altern a t eroutes to alleviate traf fic snarls.

Keep the number of road intersectionsin your city to a minimum, so that you canbetter predict the route that walking citi-zens will take.

Spend some time in the early assign-ments watching Overlay reports to learnhow working citizens spread access totheir buildings. Later assignments usuallyre q u i re your city layout to be very ef f i-cient, and you're more likely to succeed ifyou learn how citizens walk their routes inthe earlier, more forgiving assignments.

Do not place bridges where workersneed to cross them repeatedly in thecourse of their workday – placing farms onthe far bank of a river and granaries on then e a r, or putting a clay pit on one side andworkshops on the other, are bad ideas. Ifyou put a raw materials industry on the farside of the river, put its workshops andw a rehouses there, too, so that only com-muters and caravans have to cross thebridge. Better still, plan some housingnear your industrial area so that workersneed not commute across the bridge.

Whenever you build a new bridge,remember that you are creating a bre a c hin the natural defense that the river of f e r s .Invaders will use the bridge to reach your

1 9 0

Information, Tools & Ti p sInformation, Tools & Ti p s

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road. Third, build the pottery workshopsbetween your cluster of clay pits and thew a rehouse. This minimizes the distancethat cart pushers have to travel andi m p roves the efficiency of your whole pot-tery industry. Apply the same principlewhen you establish other industries, andtry to avoid having them share the samemain ro a d s .

A few buildings working at full capacitywith a reliable labor supply will out-pro-duce a larger number of buildings withu n reliable labor. To ensure a steady supplyof labor for your raw material pro d u c e r s ,f a rms and other industrial buildings, cre a t esmall housing communities near them.Don't worry about evolving these industrialtent cities very far or very quickly, but dobe sure that you build plenty of pre f e c t u re snear them, as their residents are likely to bein a perpetually bad mood.

L e a rn how to use the Special Ord e r sbutton in your granaries and warehouses tos p read goods evenly across your city.

T r a de

Trade is the key to profitability. Check theE m p i re Map early in your assignment to dis-cover what your trading partners will buy,and develop that industry quickly. Oncey o u ' 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 alwaysthe cheapest trade route fee. If you need acustomer for oil, for instance, and eitherTarraco or Syracusae will buy oil, noticethat Syracusae is a sea route, while Ta r r a c o

1 9 3

If you're too successful, your labor forc emight shrink too quickly. Remember, patri-cians don't work. When you do see patri-cian villas replacing plebeian apartments,check in with your Labor Advisor. If youhave a shortage of workers, create newlow-income housing before lack of servicesmakes the new villas devolve back to ple-beian housing.

In times of labor shortage, tell yourTrade Advisor to temporarily turn off anyf a rms or industries that have built up sur-pluses. This frees up workers for other sec-tors with more immediate labor needs, andbuys you some time to attract new immi-grants. Don't forget to turn the industriesback on when immigrants start to arrive!

F o od, farming & indus-t ry

Almost all provinces have at least somef a rmland, but some won't have enough tosupport a large population. After you'veplaced all fertile land under the plow, yourpopulace might well outgrow local foodp roduction. If so, and your population isnot too large, you're best of f growing spe-cialty foods locally, and importing wheat.That's because wheat is the cheapest com-modity. Larger populations should gro wtheir wheat, since they will need such al a rge quantity of it that to import it mightclog up trade.

Make industry more ef ficient 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

1 9 2

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is probably a land route. If you haven't yetbuilt docks, it might be cheaper to pay acouple of hundred extra denarii to tradewith Tarraco than it would be to builddocks, a new warehouse and roads to con-nect them so that you can open the "cheap-er" route with Syracusae.

By the same reasoning, if you need toimport food or commodities, it might bebetter to open one expensive trade ro u t ewith a city that will both sell you importsand buy your exports, than to open sepa-rate (but cheaper) trade routes for export-ing and importing.

When you build docks, always build aw a rehouse very close by to speed the load-ing and unloading of trade ships.

1 9 4 1 9 5

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T 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 I designis better than those that have gone before .Together with the rest of the team, I've had achance to learn from feedback to pre v i o u sp roducts, and to play more games from otherpeople also. But with Caesar III, I feel espe-cially excited.

When we first began the project, we weresomewhat nervous. Caesar II had been sowell received that we didn't know quitew h e re we could take it. To be sure, therew e re a host of sundry points that we had con-s i d e red and discarded for Caesar II that wecould add, but they certainly wouldn'tamount to a new product.

So we began working on “Caesar in Space,”w h e re new technology would allow us fre e-dom to take the game in whole new dire c-tions. Six months in, though, we re t u rned toRome. There is something special about thee n t i re Roman period, something specialabout the congruence of elements which fittogether beautifully to make a wonderf u l l ycompelling 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 then a t u re of their enemies – the Goths andHannibal, to name but two.

1 9 7Designer's Notes

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and 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 agre e .

David Lester31st Aug u s t, 1998

1 9 91 9 8

D e s i g n e r’s Notes

Our foray into space had developed severalc o re systems which tranfserred re m a r k a b l ywell to the Roman setting, and which, thoughthey may seem minor to you as a player, havetotally transformed the way the game works.I have read one magazine describing C a e s a rI I I in a preview as “more evolution than re v o-lution,” which is in some ways true: the corep remise of the game remains identical. Butthe reality is that Caesar III is very much a re v-olution compared to its pre d e c e s s o r s .

The way the farming and industry work, forexample, is wonderfully simple for players,but completely accurate and real (there oughtto 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, yetre c reates ancient battles far better than thesystem used before, and adds more to thegame by allowing stre e t - t o - s t reet fighting.

I love the re p resentation the game now pro-vides of a busy ancient city. At the time, Iloved the way Caesar II brought ancient citiessomehow to life. Yet to go back today andlook at it, and compare it to a bustling city inCaesar III, shows just how big a leap we'vemade. The variety and pace of a city are whatI hoped we might be able to capture, andwe've exceeded the goals for that that I hadhoped we'd meet. Again, I hope you'll agre e .

P robably the most satisfying thing of all is theway that the game is on the surface wonder-fully simple, yet under the surface, of fers lotsand lots of depth and replayability. I believe(and certainly hope you agree) that we haveadded enough elements to later stages of thegame for it to continue to provide surprise

D e s i g n e r’s Notes

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F or your convenience, all of Caesar III'ss t r u c t u res are listed here alphabetical-ly, with the information you're most

likely to want. Remember that this manualwent to press a few weeks before the gamewas finished. The game's designers pro b a b l ychanged some of these numbers and charac-teristics. Consult the Readme file in yourCaesar3 folder for updated information.

How to read the ta b l e

T he first column after the building's pic-t u re tells you whether or not the struc-t u re needs road access. Most buildings

need to touch a road so that they can spre a dtheir influence, or receive the influence of others t r u c t u re s .

The second column shows how the buildinga f fects the desirability of nearby property. Asingle plus or minus sign indicates a smalle f fect. Two plusses or minuses signify a moder-ate ef fect, three mean a strong effect and fourindicate an extreme ef fect on desirability.

The third column shows how many plebeiansthe building needs to achieve full employment.

The fourth column lists the building's price, indenarii.

The final column tells you what type of buildingthis is, and gives a very short description of thebuilding's special ef fects or re q u i rements.

Appendix: BuildingS u m m a ry

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B a t h - h o u s e

Ye sHealth; needs pipeaccess to re s e r v o i r.+ + 1 0 5 0

Bridge, Low

Ye sEngineering; blokcsship passage.N / A 0 4 0

Bridge, Ship

Ye sEngineering; allowsships to pass.N / A 0 1 0 0

Clay Pit

Ye sIndustry; raw mater-ial for pottery.– – 1 0 4 0

Chariot Maker

Ye sEntertainment; sup-plies hippodro m e .– – 1 0 7 5

C o l o s s e u m

Ye s

Entertaiment; needsgladiators and liont a m e r s .

– –

2 5 5 0 0

O t h e r

2 0 3

A c a d e m y

Ye s Education; helpsC u l t u re rating.

+ + 3 0 5 0

Actor Colony

Ye s

Entertainment; sup-plies theater anda m p h i t h e a t e r.+ 5 5 0

A m p h i t h e a t e r

Ye s

E n t e r t a i n m e n t ;needs actors andg l a d i a t o r s .+ + 1 2 1 0 0

A q u e d u c t

N oWater; link up to 4reservoirs together.– – 0 8

B a r b e r

Ye sH e a l t h

+ + 2 2 5

B a r r a c k s

Ye sSecurity; allows fortsto recruit soldiers.––– 1 0 1 5 0

O t h e r

2 0 2

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F a rm, Ve g e t a b l e

Ye sIndustry; foods o u rc e .– 1 0 4 0

F a rm, Vi n e

Ye sIndustry; raw mater-ial for wine.+ 1 0 4 0

F a rm, Wheat

Ye sIndustry; most eff i-cient food souce.– 1 0 4 0

F o r t

N oSecurity; base forc o h o r t .– – – – 1 6 1 0 0 0

F o r u m

Ye sAdministration; col-lect taxes.+ + 6 7 5

F o u n t a i n

N o

Water; most desir-able water for hous-i n g .

N / A * 1 5

O t h e r

2 0 5

*Adds to Water Services requirement

D o c k

Ye s Industry; allowstrade by sea

– – – 1 2 1 0 0

Doctor’s Clinic

Ye sHealth; helps pre-vent disease.N / A 5 3 0

Engineer’s Post

Ye sEngineering; man-tains buildingsN / A 5 3 0

F a rm, Fruit

Ye sIndustry; foods o u rc e+ 1 0 4 0

F a rm, Olive

Ye sIndustry; raw mater-ial for oil.+ 1 0 4 0

F a rm, Pig

Ye sIndustry; foods o u rc e .– 1 0 4 0

O t h e r

2 0 4

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G r a n a r y

Ye sIndustry; store sf o o d .– – 6 - -

H i p p o d ro m e

Ye sE n t e r t a i n m e n t ;needs charioteers.– – 5 0 2 5 0 0

H o s p i t a l

Ye sHealth; helps com-bat disease.– 3 0 7 5

I ron Mine

Ye sIndustry; raw mater-ial for weapons.– – – 1 0 5 0

L i b r a r y

Ye sEducation; helpsC u l t u re rating.+ + 2 0 7 5

Lion Pit

Ye sEntertainment; sup-plies colosseum.

– –8 7 5

O t h e r

2 0 7

G a rd e n

N oE n g i n e e r i n g ;i m p roves are a ’ sd e s i r a b i l i t y .

+ + + 0 1 2

G a t e h o u s e

Ye s

Security; pro v i d e spassage thro u g hw a l l s .– – 3 2 5 0

Gladiator School

Ye s

Entertainment; sup-plies amphitheaterand colosseum.– – 8 7 5

G o v e rnor’s House

Ye s

A d m i n i s t r a t i o n ;P rosperity rating upto 50%.+ + + + 5 1 5 0

G o v e rnor’s Vi l l a

Ye s

A d m i n i s t r a t i o n ;P rosperity rating upto 75%.+ + + + 1 0 4 0 0

G o v e rnor’s Palace

Ye s

A d m i n i s t r a t i o n ;P rosperity rating upto 100%.+ + + + 1 5 7 0 0

O t h e r

2 0 6

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P re f e c t u re

Ye sSecurity; police andf i re f i g h t i n g .– 6 3 0

R e s e r v o i r

N oWater; creates pipen e t w o r k .– – – * 8 0

S c h o o l

Ye sEducation; impro v e sC u l t u re rating.– 1 0 5 0

S e n a t e

Ye sAdministration; col-lects taxes.+ + + + 3 0 4 0 0

S h i p y a rd

Ye sIndustry; builds fish-ing boats.– – – – 1 0 1 0 0

Statue, Small

N o

A d m i n i s t r a t i o n ;i m p roves nearbyd e s i r a b i l i t y .

+ + 0 1 2

O t h e r

*Adds to Water Services requirement

2 0 9

Marble Quarry

Ye s Industry; marbleallows oracles.

– – – 1 0 5 0

M a r k e t

Ye s

Industry; distributescommodities toh o u s e s .– 5 4 0

Military Academy

Ye sSecurity; impro v e ssoldier quality.– – 2 0 2 5 0

Mission Post

N oSecurity; peacefullcontact with natives.– – 2 0

1 0 0

O r a c l e

Ye s

Religion; helpsC u l t u re rating; paci-fies all gods.+ + + 0 1 2 5

Plaza

* *

E n g i n e e r i n g ;i m p roves nearbyd e s i r a b i l i t y .+ + 0 1 5

O t h e r

**Built on roads.

2 0 8

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To w e r

Ye sSecurity; suppliesg u a rds and ballista.– – – – 6 1 5 0

Wa l l

N oSecurity; impedesi n v a d e r s .N / A 0 1 2

Wa re h o u s e

Ye s

Industry; storegoods for exportand acceptsi m p o r t s .

– – – 6 7 0

We l l

N o

Water; mildly desir-able water for hous-i n g .– * 5

W h a rf

Ye sIndustry; servicesfishing boats.– – – – 6 6 0

Workshop, Furn i t u re

Ye sIndustry; turns tim-ber into furn i t u re .

– –1 0 4 0

O t h e r

*Adds to Water Services requirement

2 1 1

Statue, Medium

N oA d m i n i s t r a t i o n ;P rosperity rating upto 75%.what the hellis this shit

+ + + + 0 4 0

Statue, Larg e

N o

A d m i n i s t r a t i o n ;P rosperity rating upto 75%.+ + + + 0 8 0

Temple, Small

Ye s

Religion; helpsC u l t u re rating; pla-cates one god.+ + 2 5 0

Temple, Larg e

Ye s

Religion; helpsC u l t u re rating; pla-cates one god.+ + + + 5 8 5

T h e a t e r

Ye s

E n t e r t a i n m e n t ;needs actor; helpsC u l t u re rating.+ 8 5 0

Timber Ya rd

Ye sIndustry; raw mater-ial for furn i t u re .– – 1 0 4 0

O t h e r

2 1 0

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2 1 3

O t h e r

Workshop, Oil

Ye s Industry; turn solives into oil.

– – 1 0 5 0

Workshop, Pottery

Ye sIndustry; turns clayinto pottery.– – 1 0 4 0

Workshop, We a p o n s

Ye sIndustry; turns iro ninto weapons.– – 1 0 5 0

Workshop, Wi n e

Ye s

Industry; turn sgrapes from vinef a rms into wine.– 1 0 4 5

O t h e r

2 1 2

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C a reer 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, 99C u l t u re 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, 201Disease , 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, 178E m p e ro r, Requests from, 119-120, 133,

146, 168, 170, 190E m p i re Map, 73, 129-130, 154, 185, 189,

190 Employment (Labor, workforce), 19, 26, 54-

5 6Engineers, 18, 25, 28, 69-76, 115, 117, 163E n t e r t a i m e n tExports, 74, 102-103, 112, 120, 122, 124-

127, 130-133, 173-175, 190, 195

F a rming,24, 29-30, 43, 45, 56, 65, 110, 112-121, 125-126, 129, 134, 135,

188, 191, 193-194, 198, 204

Favor rating, 10, 17, 19, 36, 38, 102, 106-

2 1 5

I n d e x

Academy, 45, 79-80, 147, 150, 164, 202, 2 0 8Access, 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, 201Access, water, 27Actor colony, 90, 202A d v i s o r s

Chief , 167-168City Health, 177Education, 178Entertainment, 179-180Finances, 101, 180Imperial, 171L a b o r, 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, 193A m p h i t h e a t e r, 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, 163B a r b e r, 24-25, 42, 45, 95, 165, 177, 202Barracks, 127, 142, 146-147, 202Bath-house, 23, 43, 45, 95, 135-137, 177,

2 0 3Battles, 144, 151, 198Bridges, 19, 72-73, 130, 191-192, 203

I n d e x

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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-

2 1 2Installing Caesar III, 13Invaders, 17, 36, 101, 116, 142, 144, 157,

152-153, 192, 211I ron Mine, 124, 127, 133, 207

L a b o r, 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, 208Meat, 75, 111, 122M e rchants, 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, 1 8 9 - 1 9 0Mood, 50-51, 59-64, 84, 93, 97, 103-104,

111, 176, 187, 194Morale, 145, 148, 150-151, 170Mouse help, 33, 160-161, 185

2 1 72 1 6

I n d e x

107, 171Festival, 61, 64-65, 83, 87, 93, 127, 179,

180 ,182F i res, 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, 2 0 7

F o rmations (army), 148-151Fort, 30, 70-71, 127, 144-147, 150-151,

156, 202, 205Forum, 62, 100-101, 103-104, 165, 181, 2 0 5Fountain, 24, 27, 44, 70, 71, 136-137, 161-

162, 192, 205Fruit, 111, 114, 204F u rn i t u re, 45, 121, 123-126, 211

G a rden, 23, 27, 43-46, 70, 187, 192, 206Gatehouse, 143-144, 206Gifts to Empero r, 37, 107, 172Gladiator school, 20, 89-90, 164, 179, 206Gods (general), 20, 29, 83-86, 93, 166, 197,

2 0 8C e res, 84, 180Mars, 84, 180M e rcury, 84, 180Neptune, 84, 180Venus, 84, 180

G o v e rnor's residence, 44, 107, 108Granary, 24, 57, 76, 112-122, 188, 207G u a rds, To w e r, 70, 142-144, 146-147, 151-152, 210, 211

Health, 53, 84, 95-97, 145, 165-166, 177, 202-204, 207

H i p p o d rome, 24, 35, 45, 89, 91-92, 163-164, 203, 207

Homeless, 42, 51-52Hospital, 95-97Housing, 18-19, 26-28, 30, 35, 41, 45, 49-

I n d e x

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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 S h i p y a rd, 75-76, 209Special Orders, 118, 189, 194Statues, 23, 27, 44, 46, 70, 187, 209-210

Taxes, 30 ,52, 60, 99-105, 163, 181-182, 1 8 7Temple, 45, 83, 85-86, 210Tents, 25-26, 35, 41, 50, 60T h e a t e r, 20, 24, 34, 45, 53, 89, 91, 163-164,

179, 187, 210Theft, 36, 61-63, 103,104, 182Timber yard, 124, 126, 210To w e r, 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, 1 8 6Tribute, 27, 34, 103, 105-106, 113Triumphal Arch, 101

Undo, 186

Unemployment, 19, 26-27, 29, 34, 56, 60, 65, 100-101, 187

2 1 92 1 8

I n d e x

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, 212P refect, Pre f e c t u re, 25, 28-29, 62-64, 66, 71,

76, 99, 117, 135, 152-153, 162-163, 192, 194, 209

P rofits, Profitability, 34, 102, 106, 126, 129,156, 175, 194P romotions, 9, 15, 33P rosperity rating, 34, 42, 181-182, 206, 210P rovince, 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,

180, 208Requests, see Empero r, Requests fro mR e s e r v o i r, 24, 28-29, 70-71, 95, 136-139,

I n d e x

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2 2 0

Vegetables, 111, 122Villas, 23, 35, 42, 53, 126, 192-193Vines, 126

Wage rate, 35Wall, 30, 70, 142-145, 151-152, 211Wa rehouse, 24, 74, 76, 112, 114-125, 127, 131-133, 146, 152, 171, 173-174, 188-189, 191, 193-194, 211Water supply, 46, 136-139Weapons, 123-124, 127, 133, 146, 148Well, 25-27, 30, 135-136, 211W h a rf, 75-76, 211Wheat, 44, 57, 111, 114-116, 122, 182,

1 9 3Wine, 42, 45, 93, 114-115, 121-123Wo r k f o rce, see Employment,Workshops, 24, 27, 115-116, 123, 125-

127, 191, 193

I n d e xC U S TOMER SERV I C E S

Customer Service / Technical Support and ‘Fax-back’ s e r v i c e

Tel: (0118) 920 9111Fax: (0118) 987 5603

Lines open 24 hrs, 365 days a year, u s i n gour automated technical support attendant.This system includes answers to allcommonly posed questions and problemswith our new and major titles. It is set up ina friendly and easy to use menu system thatyou navigate through using a touch tonetelephone. This service will also allow you

to automatically receive by fax technicaltroubleshooting documents about thegames you are having trouble with, even inthe middle of the night! If the answer toyour question is not in our automatedsystem, then you will be transferred to atechnician between the hours of 9am and5pm Monday to Friday.

Here are some key-presses that will allow you to navigate through our automated attendant. Note thatthese are the standard letter assignments that are given to UK telephones so if your phone has letters onthe keypad, please use them instead:

2 :A, B, C

Before you call our technical support lines, please check that you have read the Readme fileincluded on the game disk #1. You may well find a very quick answer to the problem that you arefacing as these files contain answers to most common problems. If the answer is not here, make sureyou have precise details of any error message that you receive, and details regarding thespecifications of your computer before you call us, as this will help us in giving you a faster andmore efficient service.

3 :D, E, F

4 :G, H, I

5 :J, K, L

6 :M, N, O

7 :P, R, S

8 :T, U, V

9 :W, X, Y

0 :Q, Z

If you would prefer to write to us, please send your mail to the following address:

Ce n d a n t So f t w a re International Ltd

Customer Services / Mail Order / Tech Support Depart m e n t2 Beacontree Plaza Gillete Wa y

Reading • BerkshireRG2 0BS United Kingdom

Sierra UK Web site

h t t p : / / w w w. s i e r r a - o n l i n e . c o . u kUK Website includes technical support, mail order, chat rooms, product information, gamedemos and much, much more.

Hintline (UK callers only)

(0891) 660 66024 hrs. Automated service requires a touch tone phone. Calls cost 45p/min. cheap rate and50p/min. at other times. Max call length 7.5 minutes. Max call charge at cheap rate £3.38,£3.75 at other times.

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Customer Support  

For the support for all your games bought through GOG.com, please visit our Support page at http://www.gog.com/support.   If you're logged in, go directly to "Support" page, where you can see a list of all your Good Old Games, otherwise you can find the game you're looking for through the smart search.  Choose the game that you have problem with and see whether the solution isn't already posted.  If not, go to the "Contact us" page, select "Technical issues with games" and hit "Continue" to send us a message describing your problem. Fill all the required fields with proper data ‐  please enter as much details as you can, this will help us solve your problem faster.  All your messages and our replies will appear on your "My Account" page.   

Software License Agreement  IMPORTANT ‐ READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET FORTH BELOW. "PROGRAM" INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS, AND ANY ONLINE OR ELECTRONIC DOCUMENTATION, AND ANY AND ALL COPIES OF SUCH SOFTWARE AND MATERIALS. BY OPENING THIS PACKAGE, INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFTWARE PROGRAMS INCLUDED WITHIN OR, IF YOU ARE DOWNLOADING THIS PROGRAM FROM AN AUTHORIZED ACTIVISION ONLINE RESELLER, BY DOWNLOADING, INSTALLING AND/OR USING THIS PROGRAM, YOU ACCEPT THE TERMS OF THIS LICENSE WITH ACTIVISION PUBLISHING, INC. AND ITS AFFILIATES ("ACTIVISION").   LIMITED USE LICENSE. Subject to the conditions described below, Activision grants you the non‐exclusive, non‐transferable, limited right and license to install and use one copy of this Program solely and exclusively for your personal use. All rights not specifically granted under this Agreement are reserved by Activision and, as applicable, Activision’s licensors. This Program is licensed, not sold, for your use. Your license confers no title or ownership in this Program and should not be construed as a sale of any rights in this Program.  This Software License Agreement shall also apply to any patches or updates you may obtain for the Program.  LICENSE CONDITIONS.  You shall not: ‐  Exploit this Program or any of its parts commercially, including but not limited to use at a cyber cafe, computer gaming center or any other location‐based site. Activision may offer a separate Site License Agreement to permit you to make this Program available for commercial use; see the contact information below. 

‐  Use this Program, or permit use of this Program, on more than one computer, computer terminal, or workstation at the same time. 

‐  Make copies of this Program or any part thereof, or make copies of the materials accompanying this Program. 

‐  Copy this Program onto a hard drive or other storage device except as specifically permitted herein; you must run this Program from the included CD‐ROM or DVD‐ROM (although this Program itself may automatically copy a portion of this Program onto your hard drive during installation in order to run more efficiently)unless you are downloading this Program from an authorized Activision online reseller. 

‐  Use the program, or permit use of this Program, in a network, multi‐user arrangement or remote access arrangement, including any online use, except as otherwise explicitly provided by this Program. 

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‐  Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent of Activision. 

‐  Reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of this Program, in whole or in part. 

‐  Hack or modify (or attempt to modify or hack) the Program, or create, develop, modify, distribute or use any software programs, in order to gain (or allow others to gain) advantage of this Program in an on‐line multiplayer game settings including but not limited to local area network or any other network play or on the internet. 

‐  Remove, disable or circumvent any proprietary notices or labels contained on or within the Program. ‐  Export or re‐export this Program or any copy or adaptation in violation of any applicable laws or regulations of the United States government.  

 PERMITTED INSTALLATION.  If you are downloading this Program from an authorized Activision online reseller, you may install this Program onto your computer hard drive.  OWNERSHIP. All title, ownership rights and intellectual property rights in and to this Program (including but not limited to any patches and updates) and any and all copies thereof (including but not limited to any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animation, sounds, musical compositions, audio‐visual effects, methods of operation, moral rights, any related documentation, and "applets" incorporated into this Program) are owned by Activision, affiliates of Activision or Activision’s licensors. This Program is protected by the copyright laws of the United States, international copyright treaties and conventions and other laws. This Program contains certain licensed materials and Activision’s licensors may protect their rights in the event of any violation of this Agreement.  PROGRAM UTILITIES. This Program may contain certain design, programming and processing utilities, tools, assets and other resources ("Program Utilities") for use with this Program that allow you to create customized new game levels and other related game materials for personal use in connection with the Program ("New Game Materials"). The use of any Program Utilities is subject to the following additional license restrictions: ‐  You agree that, as a condition to your using the Program Utilities, you will not use or allow third parties to use the Program Utilities and the New Game Materials created by you for any commercial purposes, including but not limited to selling, renting, leasing, licensing, distributing, or otherwise transferring the ownership of such New Game Materials, whether on a stand alone basis or packaged in combination with the New Game Materials created by others, through any and all distribution channels, including, without limitation, retail sales and on‐line electronic distribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials for commercial distribution. You agree to promptly inform Activision in writing of any instances of your receipt of any such proposal or offer. 

‐  If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so solely without charge.  

‐  New Game Materials shall not contain modifications to any COM, EXE or DLL files or to any other executable Product files. 

‐  New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of the Program. New Game Materials may not be designed to be used as a stand‐alone product. 

‐  New Game Materials must not contain any illegal, obscene or defamatory materials, materials that infringe rights of privacy and publicity of third parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trademarks, copyright‐protected works or other properties of third parties. 

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‐  All New Game Materials must contain prominent identification at least in any on‐line description and with reasonable duration on the opening screen: (a) the name and E‐mail address of the New Game Materials’ creator(s) and (b) the words "THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION." 

‐ All New Game Materials created by you shall be exclusively owned by Activision and/or  its licensors as a derivative work (as such term is described under U.S. copyright law) of the Program and Activision and its licensors may use any New Game Materials made publicly available by you for any purpose whatsoever, including but not limited to, for purpose of advertising and promoting the Program.  LIMITED WARRANTY: Excepting patches, updates and any downloaded content, and this Program if you are downloading it from an authorized Activision online reseller, Activision warrants to the original consumer purchaser of this Program that the recording medium on which the Program is recorded will be free from defects in material and workmanship for 90 days from the date of purchase. If the recording medium is found defective within 90 days of original purchase, Activision agrees to replace, free of charge, any product discovered to be defective within such period upon its receipt of the Product, postage paid, with proof of the date of purchase, as long as the Program is still being manufactured by Activision. In the event that the Program is no longer available, Activision retains the right to substitute a similar program of equal or greater value. This warranty is limited to the recording medium containing the Program as originally provided by Activision and is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreatment, or neglect. Any implied warranties prescribed by statute are expressly limited to the 90‐day period described above.  EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON‐INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISION. IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS PRODUCT, INCLUDING DAMAGE TO PROPERTY AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.  Except with respect to patches, updates, downloaded content and this Program if you download it from an authorized Activision online reseller, please refer to Warranty procedures relating to your country of residence from the lists below.  If you download this Program from an authorized Activision online reseller, please refer to your authorized Activision online reseller for warranty information and procedures.   In the U.S. When returning merchandise for replacement please send the original product disks only in protective packaging and include: 1.  A photocopy of your dated sales receipt 2.  Your name and return address, typed or clearly printed 3.  A brief note describing the defect, the problem(s) you encountered and the system on which you 

are running the product 4.  If you are returning the product after the 90‐day warranty period, but within one year after the 

date of purchase, please include a check or money order for $10.00 U.S. per CD replacement or $15.00 U.S. per DVD replacement. 

Note: Certified mail is recommended.  

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In the U.S. send to: Warranty Replacements Activision Publishing, Inc. P.O. Box 67713 Los Angeles, California 90067  In Europe: When returning merchandise for replacement please send the original product disks only in protective packaging and include: 1.  A photocopy of your dated sales receipt 2.  Your name and return address, typed or clearly printed 3.  A brief note describing the defect, the problem(s) you encountered and the system on which you 

are running the product 4.  If you are returning the product after the 90‐day warranty period, but within one year after the 

date of purchase, please include a cheque or money order for £6.00 sterling per CD replacement or £9.00 sterling per DVD replacement. 

Note: Certified mail is recommended.  In Europe send to: WARRANTY REPLACEMENTS ACTIVISION (UK) Ltd., 3 Roundwood Avenue, Stockley Park, Uxbridge UB11 1AH, United Kingdom. Disc Replacement: +44 (0) 870 241 2148  In Australia: For all Warranty replacements, please return to the store of purchase along with your receipt or proof of purchase.  If you are returning the software product after the 90‐day warranty period, but within one year after the date of purchase, please contact Activision on 02 9869 0955.  Note: No returns will be issued unless you have contacted Activision first.  If an Activision representative advises you that your game is valid for a return, please return the original software product disc to:   In Australia send to: Activision Asia Pacific, Level 5, 51 Rawson St Epping, NSW 2121, Australia and include:  1. A Photocopy of your dated sales receipt 2. Your name and return address, typed or clearly printed 3. A brief note describing the defect, the problem(s) you encountered and the system on which you are running the software product. 4. Please include a cheque or money order for AUD $20 per CD or AUD $25 per DVD replacement (subject to availability).  

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LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR THE LICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.  TERMINATION: Without prejudice to any other rights of Activision, this Agreement will terminate automatically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of this Program and all of its component parts.  U.S. GOVERNMENT RESTRICTED RIGHTS: The Program and documentation have been developed entirely at private expense and are provided as "Commercial Computer Software" or "restricted computer software." Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses in DFARS 252.227‐7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227‐19, as applicable. The Contractor/Manufacturer is Activision Publishing, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.  INJUNCTION: Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agree that Activision shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to such other remedies as Activision may otherwise have under applicable laws.  INDEMNITY: You agree to indemnify, defend and hold Activision, its partners, affiliates, licensors, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Product pursuant to the terms of this Agreement.  

MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between the parties and supersedes all prior agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within California, except as governed by federal law and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California.