Caesar III

Caesar III

Boxart
Developer(s) Impressions Games
Publisher(s) Sierra Entertainment
Platform(s) Microsoft Windows, Mac OS
Release date(s) October, 1998 (PC)
Genre(s) City-building
Mode(s) Single-player
Rating(s) ELSPA: +3, ESRB: E
Media/distribution CD-ROM
System requirements

Windows 95/98/2000/ME/XP
90 MHz CPU
16 MB RAM
150 MB HDD space
1 MB Video Card
16-bit Sound Card
Mac requirements: Mac OS Classic

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Ancient Rome portal

Caesar III is a video game developed by Impressions Games and published by Sierra Entertainment; the third installment of the Caesar series, part of Sierra's City Building Series. It was released in October 1998.

Contents

Description

Cities in Caesar III try to accurately reflect the life of Roman citizens- the lowest plebs live in tents and shacks, while the richest patricians live in villas. Staple foods include wheat, fruits, vegetables, and pork, and wine is required for some festivals and houses. Citizens wander the streets in their various garbs and can tell the player their name and how they feel about the city.

The city is viewed in a two dimensional isometric view with a fixed magnification level, and can be rotated ninety degrees.

Access to services such as market goods, entertainment, hygiene, education, and taxation are represented by "walkers," which are people sent out from their buildings to patrol the streets. Any house that is passed by a walker is considered to have access to the services of the walker's building. All movements of goods and coverage of walkers are accurately reflected by citizens walking the streets: a player can watch a farm's crop progress, and when it's ready a worker will push a full cart from the farm to a nearby warehouse or granary; then return with an empty cart.

Battles are fought by instructing a legion to march to the enemy, then arrange themselves in a particular formation. After this the soldiers take over and fight the battle.

There is no terrain editing, other than permanently removing trees to clear land for building.

Short video clips are played for significant events, such as city milestones or messages from the Roman Emperor.

A manual accompanies Caesar III, though there are minor discrepancies from the game in some editions.

Compared to other strategy games set in Antiquity, Caesar III focuses more on city-building than fighting, though invaders will sometimes attack the player's city. There are two ways to play the game: Mission Mode, which is tantamount to typical "campaign" modes of other strategy games, and Builder Mode, in which the player plays one scenario from scratch.

Mission mode

In Mission mode the player starts with a rank of Citizen, and each time the objectives set by the emperor are reached, the player rises a rank, until finally becoming emperor and winning the game. After the first two missions, the player chooses between two cities to build: one more focused on military, or one which requires more developing.

Missions
Rank Peaceful assignment Military assignment
Citizen Nameless village n/a
Clerk Brundisium n/a
Engineer Capua Tarentum
Architect Tarraco Syracusae
Quaestor Miletus Mediolanum
Procurator Lugdunum Carthago
Aedile Tarsus Tingis
Praetor Valentia Lutetia
Consul Caesarea Damascus
Proconsul Londinium Sarmizegetusa
Caesar Massilia Lindum

Citizen and Clerk provide a gentle introduction to the game and are tutorial in nature. For every mission after Citizen, the emperor will set objectives in five categories: Population, Prosperity, Culture, Peace, and Favor. These increase with each rank, and peaceful missions have higher standards than military.

Population is the number of inhabitants in the city. Immigrants will come to live in the city if there is enough housing and work, the province is secure, the people are in a good mood, and other factors. High unemployment is one reason the population can be in a poor mood, and citizens will start to leave (and even riot) if unemployment is high for too long.

Prosperity is the hardest criterion to achieve in the game. It reflects the wealth of the citizens and is measured by the quality of their housing, and the city's ability to turn a profit.

Culture measures the level of literacy, entertainment, and temples available to the player's citizens. To make it rise as many citizens as possible need access to schools, libraries, academies, temples and theatres.

Peace rises every year there is no damage to the city from enemy soldiers, and no rioting.

Favor is the esteem the emperor has for the player. By default it falls every year, and will fall considerably when the player is in debt, under-performs, or pays themselves a salary higher than the current rank. The rating rises when the emperor's occasional tasks are accomplished, and when he's sent presents bought with the player's personal salary.

The advisors make suggestions to help achieve these ratings.

City Construction Kit

In the City Construction Kit mode, there are no specific objectives; the player simply chooses a city and develops it for as long as desired. Some of the cities available include Narbo, Toletum, Corinthus, as well as alternate versions of Mediolanum and Caesarea. In some of them the player will still face invaders, such as the Iberians.

Housing

Houses are the buildings in which the citizens live. First the player designates plots for the future houses. If conditions in the city are reasonably desirable, immigrants will move in and pitch a tent on the plot.

There are two types of housing: plebeian housing and patrician housing. Plebeians (or plebs) work while patricians do not. When an immigrant pitches his tent, he becomes a plebeian and starts working at places like farms, prefectures, markets, schools, libraries, clinics, etc.

The first service that must be provided to housing is water. Once given water (from a well or fountain), a small tent will evolve to a large tent, which has a higher value. Soon they will ask for food, religion, entertainment, education, pottery, etc., and evolve into higher levels of housing. The grand insulae is the highest level of plebeian housing. If provided with even more goods and services, it will evolve into patrician housing, whose inhabitants don't work (but contribute more than plebes to the city's tax revenue). The final level of housing is a luxury palace, but it is difficult to achieve as it has exacting requirements.

The general progression of housing is as follows:

Tents: Basic housing, very prone to fires. Large tents need a water supply.

Shacks: Shacks require food provided from a market.

Hovels: Hovels require basic temple access.

Casas: Small casas are 'bread and butter' housing, requiring only food, basic education, fountain access and basic entertainment. Large casas require pottery and bathhouse access.

Insulae: Medium insulae require furniture, and Large insulae, oil. Large insulae require at least a 2x2 plot of land, and will expand if necessary to do so. Grand Insulae will require access to a library, school, barber, doctor, two food types and 'some access' to entertainment venues (e.g. theatre + amphitheatre + 2 shows + average overall city entertainment coverage.) Grand insulae are the most developed form of plebian housing.

Villas and Palaces: Small villas require wine and access to temples to 2 different Gods. Large villas will expand to 3x3 plots. Grand Villas will require access to a hospital, academy, and temples to 3 different Gods. Small palaces will require a second source of wine (imported if the city's primary source of wine is local, or vice-versa.) Large palaces will expand to 4x4 plots. Steadily increasing entertainment values are the main requirement for patrician housing to develop, and those for a Luxury Palace are near-perfect.

Desirability can prevent a house from evolving. In order to evolve, a house also must have a certain desirability in addition to more services. Desirability is calculated from the nearby buildings. For example, a reservoir is an undesirable neighbour while a temple is rather desirable. A house requires more desirability as it evolves.

Prosperity is largely based on the overall quality of houses- a city with a large population of tents and shacks is considered less prosperous than one of equal size with more luxurious housing.

Military

The game focuses more on city-building than military, but there will still be some fighting, even in some of the "peaceful" missions. The enemies in Mission Mode, from weakest to strongest, are:

(The unnamed City, Brundisium, Capua, Tarraco and Lugdunum will never be invaded.)

Sometimes popular insurrections will occur. The insurgents are easier to kill, but there's no warning before the event happens.

To defend a city the player can build walls, ballista towers, and forts, which house Roman legion soldiers. The soldiers in a fort can be trained as legionaries, or auxiliaries including javelins, or cavalry.

Religion

There are five Roman gods which need to be satisfied by building temples, building oracles, or having festivals in honor of a specific god. They are Mars, god of war; Venus, goddess of love; Mercury, god of commerce; Ceres, goddess of agriculture; and Neptune, god of the sea.

These gods will be displeased if not enough temples are devoted to them or if they do not receive equal treatment with the other gods. If a particular god is satisfied, the city may receive a blessing (i.e. Ceres' blessing causes all crops to grow at a faster rate for a short period of time), but if they should become displeased, the player should be prepared for a penalty (likewise, Ceres' wrath causes all crops to cease growing for a brief period of time). However, the player has the option to turn god effects off. With god effects off, the gods do not bless or penalize your town. This can be considered to be good or bad to do, depending on the general favor of the gods.

Commerce

In addition to benefiting citizens, goods are a valuable source of income and trade routes can be established with neighbouring cities either by land or sea. The resources available depend on the location and are wheat, vegetables, fruits, grapes (used for wine only), olives, meat, fish, timber, clay, iron, and marble. Workshops can be built to process grapes into wine, olives into oil, timber into furniture, clay into pottery, and iron into weapons. Selling manufactured products is often more profitable than raw materials (aside from marble), but they take longer to produce.

Entertainment

As the city becomes more prosperous, the citizens will demand entertainment. It can be in the form of theater, amphitheater, colosseum, or hippodrome. Actor colonies, gladiator schools, lion houses, and chariot makers will provide the trained entertainer personnel.

Challenges

There are several challenges in the game, failing to meet which would result in delays in attaining the goal of winning the game or even in outright defeat:

Editor

A few years after the game was released, Sierra made an Editor available on their website. The editor allows players to produce their own scenarios from over twenty city locations, as well as choosing the identity of invaders (with new inclusions such as the Huns, Seleucids, Macedonians and Jews), the available buildings, and everything that would appear on the map itself. The Caesar III page on Sierra's website is now down, but the Editor is still available for download from GameSpot, and was also distributed with later releases of the game.

Reception

 Reception
Review scores
Publication Score
GamePro 4/5[1]
IGN 8.7[1][2]
Awards
Entity Award
IGN Editor's Choice Award[2]

See also

References

  1. ^ a b "Caesar III". GameStat.com. http://www.gamestats.com/objects/010/010142/. Retrieved 2009-04-25. 
  2. ^ a b "Caesar III Review". IGN.com. 1998-10-08. http://au.pc.ign.com/articles/160/160142p1.html. Retrieved 2009-04-25. 

External links