Caesar III

Caesar III

Boxart
Developer(s) Impressions Games
Publisher(s) Sierra Entertainment, Sold-Out Software
Designer(s) David Lester
Composer(s) Robert Euvino[1]
Platform(s) Microsoft Windows, Mac OS
Release date(s) October, 1998 (PC)
Genre(s) City-building
Mode(s) Single-player
Distribution CD-ROM

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.

Description

Cities in Caesar III try to accurately reflect the life of Roman citizens - the lowest plebeians live in tents and shacks, while the richest patricians live in villas. Staple foods include wheat, fruits, vegetables, and meat, 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. But there is a separate Map Editor that permits terrain editing, as well as creating new maps from scratch and editing dozens of parameters in a scenario.

Short video clips are played for significant events, such as city milestones or messages from the Roman Emperor. Background music is played which varies according to the situation (gentle themes to begin with, war drums during times of conflict and triumphal music when the player nears the objective). Musical themes are supplemented by crowd noises, the sounds of manufacturing and the clash of weapons at appropriate times.

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 City Construction 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 activity and security, or one which requires more prosperity and culture.

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 rating requirements than military missions.

The advisors make suggestions to help achieve these ratings.

When all the objectives have been reached, the gamer is normally given the option to win (and be promoted) immediately or to continue to govern for two or five years. If the player continues to govern, attacks by Caesar's own troops can still be experienced in the first year and those by insurgents can continue until the end. It is still possible to lose the game and it is therefore advisable to have saved the game regularly to enable a return to a point prior to victory. However, it is not necessary to attain the objectives during the post-victory period.

City Construction Mode

In the City Construction Mode (that is, using the game's separate City Construction Kit), 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.

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:

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 activity, but there will still be some fighting, even in some of the "peaceful" missions.

When the player views the map of the Roman Empire, it will show two crossed swords indicating an enemy army. The player will be informed about enemies closing in and enemies at their door. During those messages, each one states that the enemy armies are burning and pillaging villages along the way, an army loyal to your city has fallen in battle against them, or a distant battle has occurred outside your city. When the enemy arrives in your city, it will show a scene of either the enemy army attacking (depicted as the Carthaginians crossing the alps) or the barbarians attacking (depicted as them making a battle plan on the outskirts of your city).

In Mission Mode, the enemies (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. When god effects are enabled, Mars can become angry and provoke local people to attack the city. Other non-military uprisings sometimes occur which are described as "local people, fed up with your tyranny" which results in the city getting attacked by the natives.

To defend a city, the player can build walls, ballista towers, and up to six forts, each of which house a Roman legion of sixteen soldiers. To create a legion, the player must first construct a barracks (from which they issue) and can optionally add a military academy (where the soldiers receive their training). Soldiers in a fort can be trained as legionaries, as auxiliaries with javelins, or as cavalry auxiliaries. Legionaries require weapons, which must be imported if they cannot be made locally.

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:

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:

But if they should become displeased, the player should be prepared for a penalty:

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 neighboring cities either by land or sea. The resources available depend on the location and are wheat, vegetables, fruits, grapes (used for wine only), olives (used for oil only), 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, and more laborers are required. Labor is also required to man docks (to service sea trade routes) and to staff warehouses and granaries to store goods and foodstuffs respectively. Importing foodstuffs is less efficient than growing locally as imported food is delivered to warehouses and have to be transferred to granaries before they can be used. Fishing wharfs require boats to be built at a boatyard before fishing can take place.

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 and failing to meet any of these result in delays in attaining the goal of winning the game or even in outright defeat:

Editor

A few weeks 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 free download from GameSpot and the HeavenGames fan site, and was also distributed with later releases of the game.

Reception

The game received mixed to good reception. IGN rated it 8.7/10. GameSpot commented: "Despite the small problems, building a thriving city in Caesar 3 is fun". According to designer David Lester around 2.5M copies were sold worldwide.[2]

See also

References

  1. "An Interview with Robert Euvino". HeavenGames. Retrieved 17 August 2012. |first1= missing |last1= in Authors list (help)
  2. http://www.companiesmadesimple.com/project/blog/real-business-case-study-david-lester/

External links