User Guide

GAME mANUAL
54
Caesar
55
WARNING!!
If you are looking for a master plan for designing the perfect city, youre not
going to find it here. Much of the fun of Caesar is in experimenting with new
design ideas, and learning from your successes and failures. If you need a master
plan, try this:
1. Play the game a while. Follow the tutorial carefully to get your
province running, then attempt to expand on it.
2. When things seem to go wrong (or right) for no good reason,
look to the manual to explain the structures, reports and con-
cepts involved.
3. Change things, and see what happens.
4. Repeat steps 2 and 3. Have fun!
THE FOUR RATINGS
The four ratings kept by your Administrative Advisor should play a central role in
your strategy, for two reasons. The first is that they give the best overall sense of
your performance as Governor; the second (and more important reason) is that
these ratings determine if and when you get promoted to a higher title. The next
four sections cover each rating individually, along with those aspects of the game
that influence them.
PROSPERITY
The Prosperity rating is based on your citys population, tax collected per head,
and profits. Each year these factors cause increases or decreases to the current
Prosperity rating. High population will raise your Prosperity each year; low popu-
lation will lower it. The same is true for tax collected per head: collecting more
from each person implies that they have more to give, and thus raises Prosperity.
There is also a slight boost to prosperity after every year in which the province
has earned profits.
These increases and decreases are cumulative from year to year. However,
Prosperity can only rise to a limit based on your population; for example, with a
to the road network. Colors: Roads appear as tan lines.
·
LLAANNDD VVAALLUUEE
 This map shows the value of your city property.
Some structures can raise land values, while others lower it. Land value
is important, because it marks the ceiling above which buildings and
structures can evolve or develop. Colors: Areas with low value are pur-
ple, areas with high values are red, and areas with negative values are
blue.
·
TTRROOUUBBLLEE AARREEAASS
 This map shows areas of your city where unrest
may be forming. Colors: Trouble spots appear in a scale from purple
(little unrest) to red (much unrest), and average or undeveloped areas
are black.
HOW THE MODEL WORKS
With a game as complex as Caesar, it would be frustrating to sift through all the
information one could use to master the game. Therefore, we have split this
chapter into the following sections:
· The Four Ratings
· Prosperity
· Culture
· Empire
· Peace
· Land Values
· Water
· Roads, Plazas and Highways
· Plebians
· How it all Fits Together
The various rules and processes that control city development are, each taken sep-
arately, relatively easy to understand. Its the interaction of these rules with your
design decisions that makes Caesar complex, sometimes overwhelmingly so.
Experience will show you how the explanations given in this manual translate into
effects on your city design and teach you how to interpret them into game-winning
strategies.