Back to HeavenGames Welcome to Caesar 3 Heaven
Downloads Home
Review Guidelines
Main site
Code of Conduct

Advanced Search
Completed Cities
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files

Downloads Home » Completed Cities » Glorious Capua (v1)

Download File Post Review Post Comment

Glorious Capua (v1)

Author File Description
File Details
Campaign: Peaceful
Rank: Engineer
Mission: Engineer: Capua
Difficulty: Hard
Population: 2884
Culture rating: 54
Prosperity rating: 71
Peace rating: 56
Favor rating: 64
Hello everyone !
I am new to the forum and I restarted to play Caesar III recently, so much souvenirs !
Since I was really bad at this game when I was a child, this time I try to beat all the campaign missions "my way". I was largely helped by all the threads on the forum and the strategy tips so shout out to every member on this forum, you are all doing great jobs !

So basically my way means :
- No "labour access" houses
- Maximum of highest level's houses achievable
- Workers' houses must be Grand Insulaes
- Maxing out trading exports

Capua gave me hard times with no gatehouses but finally I ended up building to separate blocks with two sets of farms (I wasn't really OK with this since I don't like to completely isolate my city blocks, but hey why not we got no gatehouses) :
- One large kind of L-Shaped block with 26 Grand Insulaes (that is probably to large for the loop to be efficient but hey, it features a colosseum inside !)
- An odd rectangle block with the 7 Grand Villas, the max you can get in this scenario with only 15 loads of meat available per year.

There is still some improvements to be found, even if I'm the kind of "plan-build-destroy-replan-rebuild" control freak guy :
- First, I needed 2 bath houses on the Grand Insulaes block because the GI on the north of the block, providing work to the northern industries, kept devolving all the times.
- Second, I chose to build 2 Colosseums in this configuration, not really efficient but I think it just looks nice.
- Time to time, GI eventually ran out of furnitures but since it is for a short lap of time I didn't really try to fix it. Also, I kind of need more room to fit one timber camp + 2 furniture workshop.
- Trade exports are not maxed out, since I forget about the olives but there will be a version 2 of Capua.

I sure can improve it, as it is not really stable, I'm working on another variant with the villa block a bit more closer to SW farmland

All comments and advices are welcolme ! I will try to go through every carreer scenario following these goals.

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Brugle I don't think I've ever made a block like that, so why did you name it a "Brugle block"?
File Author
I just saw in most of your cities ("Happy Miletus" is the best example) that you used a kind of rectangle block with houses on both of the inner and outer edges of the road. The ones on the outer edge are connected to another road that leads to service/industries/food production building, then you don't need to have feeder houses. Also, I watched a youtube video showing a player trying to beat all scenarii with max ratings, using this technique and calling it a "Brugle block" (link : so I thought that may be this way of building housing block can be legitimately called a "Brugle Block". But if it's not the case I'll edit my post ! I'll be so sorry as it was not my will to offend your work on this forum...

[Edited on 01/19/19 @ 01:26 PM]

Brugle I'm not offended and there's no need to edit your post. I was just curious.

I often build "a kind of rectangle block with houses on both of the inner and outer edges of the road", but it is usually an intersection-free block that is connected to the rest of the city through a gatehouse, which cannot be built in Capua. (Many other players have built that type of block, some of them before me.)
File Author
Ok no problem, though I actually did edit my post to clarify some points and removed it... ahah

All right ! Actually mine are connected with the granaries but time to time the walkers get lost inside the maze, I heard about a technique that might help using gardens but I did some tests and it seems like markets won't get food if the granaries aren't directly connected to the same road as the market. It just work with gatehouses.

Post Review Post Comment

HGDL v0.8.1

Forum Username:


Create a new account
Forgot password?
Favorites: [Who?]0
Size:63.31 KB