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Climate: Central
Difficulty: Normal
Population goal: 3750
Culture goal: 50
Prosperity goal: 38
Peace goal: 55
Favor goal: 72
The difficulties in this mission are as follows :
1. Half of the map is occupied by water. That means that you have less land space to inhabit the target population. (so you have to deal with scarcity of land).
2. There are 2 native settlements on the mainland. Deal with them. They may occupy the space you need to build your city, but they'll help you solve your money problem when you start trading with them.
3. Rome is in a desperate need of wheat - your main source of food.
4. You will need to trade your basic food supplies as well. The warehouses will be further the coast line.
5. In this scenario building only LARGE TEMPLES is possible.

Mission details :

Starting year : 375 BC
Rank : Quaestor
Mission difficulty : NORMAL

Additional information :

Special events : Rome will occasionally RAISE / LOWER WAGES ! Rome will periodically CHANGE THE PRICES of the goods you will trade ! Sea routes' problems. Simple trade - only 2 trading routes are available. NO wine. NO iron / weapons. NO fishing
Military activity : NONE
Highest level of housing : Grand insulae
New buildings available : Senate

1. Switch to fruit as your main type of food,because Rome will be in need of wheat and meat.
2. Build a senate. It will not only hold your treasure vault from the taxes you've collected, but it will show you your progress as well. Just put your mouse over the senate builing (on the 4 different coloured flags) and you'll see information about your ratings and the city's unemployment. This is convenient because you don't need to go every time to your rating advisor.
3. The colosseum along with the lion pit will give your people entertainment variety. The second type of food will insure that your housing level will be pushed up to the level of Grand insulae.
4. In order not to achieve the gods' anger too soon after the level beginning, first build oracles, then the large temples.

Here is another piece of useful information you have to use if you want to become an expert on Caesar III :

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. In our improvised training campaign there will be NO MILITARY ACTIVITY so that you can focus on building your city and master the rating routines. However,on further levels,there will be already started colonies. 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. The scenarios from our training campaign and all other new maps can be accessed by this construction kit's menu of the game. The downloaded files should be put in your main game directory.
Different ranks of the game are : Citizen, Clerk, Engineer, Architect, Quaestor, Procurator, Aedile, Praetor, Consul, Proconsul, Caesar. Every rank (except Citizen) offers you a personal salary which becomes bigger with every new rank-level. After a certain rank, you'll be allowed to pay yourself a bigger salary,but it works only for a short time, because a higher salary damages your reputaion in Rome and presents your as a greedy monster in the eyes of the Senate. 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.


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 are satisfactory, such as good health, low crime, reasonable taxation and enough entertainment (festivals) etc. High unemployment is one reason the population can be in a poor mood, and citizens will start to leave (or even riot) if unemployment is high for too long. Conversely, prolonged overwork (continual staff shortages), absence of festivals, lawlessness, sickness or punitive taxation can also be reasons for poor mood. Destruction of housing by fire, collapse, invasion, plague or by entire communities being (deliberately or inadvertently) cut off from the main road network also results in loss of population.

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. As many citizens as possible need access to schools, libraries, academies, temples and theaters ... in order for this to rise.

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

Favor is the esteem the Emperor has for the player. By default it falls slightly every year, and will fall considerably when the player is continuously in debt, under-performs, or pays themselves a salary higher than that set for their current rank. The rating rises when the emperor's occasional requests are obeyed (goods or soldiers are dispatched at his command), when he is sent presents bought with the player's personal salary or when his invading army is defeated.

The advisors make suggestions to help achieve these ratings.


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:

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 plebeian housing.

Villas and Palaces - Small villas require wine and access to temples to two different gods. Large villas will expand to 3x3 plots. Grand Villas will require access to a hospital, academy, and temples to three 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.


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
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

Mars will boost your army's morale. He will also send a guardian spirit who will awaken and either kill most of the large invading armies or half of the invading armies.

Venus will boost your city's morale.

Mercury can leave extra items in your warehouse.

Ceres' blessing causes all crops to grow at a faster rate for a short period of time.

Neptune can increase trade income for a short period of time.

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

Mars will lower your army's morale and may incite an attack by natives.

Venus will lower your city's morale.

Mercury can spirit away some of their stuff and set fire to your warehouses.

Ceres' wrath causes all crops to cease growing for a brief period of time and will send locusts to the farms.

Neptune will cause storms at sea that disrupts the trade there and sinks fishing boats.

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.


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, 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, 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.


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.
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