User Guide

GAME mANUAL
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Caesar
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The Empire rating depends on your network of provincial roads and highways.
Each village that is connected to your capital city by a road will increase your
Empire rating; the amount it increases it by depends on the size of the newly con-
nected village, which grows the longer it remains connected. Also, your Empire
rating is penalized if these provincial roads are built with a lot of curves and cor-
ners; the straighter the roads the better. Finally, your Empire rating goes up when
you have connected your city to lands outside the Empire (this connection is sym-
bolic) with an Imperial Highway.
Developing your province, and hence improving your Empire rating, can be a
tremendous drain on your resources. You must pay much more for Provincial
Roads, Imperial Highways and Forts than you do for their counterparts on city
level. And you must assign pleb groups to maintain the provincial roads, and
recruit more soldiers to fill out the new Cohorts. Your best bet is to proceed
slowly, while keeping a cautious eye on your Available Funds.
PEACE
Your Peace rating is affected by any violence occurring within City level. It will
increase slightly for each year where no such trouble has occurred; if enough
years pass without incident, the rating may rise all the way to 100%. Your Peace
rating drops for each citizen that riots, and even more for each individual barbar-
ian that appears on the City level. The many issues that affect the Peace rating,
either directly or indirectly, are discussed below.
COMBAT (Cohorts and Armies)  One way to keep barbarians out of
the city is to attack them with your Cohorts. Combat results between a Cohort
and a barbarian army are calculated for every round of combat (a round occurs
whenever you give a new command). Each round may result in losses to one side
or the other (measured in Centuries of men); in some cases, a close round of bat-
tle might end in a draw. Combat results are influenced by a variety of factors. A
Cohort with high morale upon entering a battle will fight harder for its Province;
Cohorts with low morale will be less effective. The relative sizes of the two
forces are important, as the larger force has an obvious advantage. Also impor-
tant is the quality of your Cohorts men; Regulars are more effective than
Irregulars, which are themselves more effective than Auxiliaries. Finally, you can
also learn to use a barbarian armys racial traits to your advantage (see Barbarian
Races, below).
A battle can end in three ways. You win when all barbarian Centuries have been
killed; this raises your Cohorts morale, and returns it to its assigned Patrol route
HHOOUUSSIINNGG
 To make your housing evolve, you must do two things: first, you
must fulfill the needs and desires of the people living in it; and second, you must
create high land values that wont limit its evolution.
Your citizens need, or in some cases just want, the following items to be available
from their houses. Listed in order of importance they are: water supply, road
access to a forum, nearby baths, nearby markets, nearby schools or hospitals, and
sources of entertainment. Workshops do not affect housings evolution; the
workshop benefits from the housings presence, not the other way around.
Land Value limits the evolution of housing, as well as temples and baths. With
low land values, your housing will not evolve into the fancier grades of housing,
and may even devolve into tents and disappear. It is discussed in detail in a later
section of this guide.
GGRROOWWTTHH RRAATTEE
Caesar maintains an index of your citys growth rate, based
on unemployment and population tax rates. This directly affects land values of
your housing, which in turn limit how much your housing can evolve. For an
explanation of how growth rate and land value affect housing, see Land Value,
below.
CULTURE
Building religious sights (temples and oracles), places of entertainment (theaters,
coliseums and hippodromes), and schools and hospitals are the three sources of
Culture. The number of religious sights, sources of entertainment and schools
and hospitals required to increase your Culture rating depends on your citys pop-
ulation; as you gain more citizens, youll need to build more of these sights to sat-
isfy them. And like Prosperity, your Culture rating is also limited by your popula-
tion; the greater your population, the higher your rating can go.
Culture is perhaps the easiest rating to know how to increase; while buildings
which contribute to Culture are often expensive, they are equally effective regard-
less of environment. However, effective here only refers to how much these
buildings affect Culture  all of the relevant buildings have beneficial effects on
housing and land values, but only when their locations are chosen with care.
Note: while temples need a particular environment to prosper (namely high land
values and an adequate population), their success does not increase their effect on
Culture.
EMPIRE