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Caesar III Peaceful Campaign Walkthroughs

By Cherub Marty Party


20th December 1998 (Printer Friendly Version) Okay, so were you expecting a witty introductory message? Nah, you want me to get right down to the facts dont you. What follows is a collection of hints, tips, advice, and hard data, on the various peaceful campaigns in Caesar III. The training levels and military campaigns will be covered separately by Angel Reckless Rodent. Keep an eye on Caesar III Heaven for them (Error: Reference source not found) If you dont want to be spoiled, check out Caesar III Heaven for the strategy-only version of these walkthroughs. If at any time you should wish to download an example of the level youre playing, you can do so at Error: Reference source not found

Capua
Career level: Engineer (salary 5 Dn) Starting City Funds: 8000 Dn Highest Housing Level: Grand Villa

Overview
This is the 1st peaceful mission. After the two training levels, the shackles are removed and you are given plenty of freedom to build what you want, right from the start. This level is quite forgiving, so go ahead and experiment, you can even afford to make a few mistakes. Don't run out of money, and everything will work out in the end.

Targets
2500 35 10 20 60 population Culture Prosperity Peace Favor

Trade Partners
Syracusae (sea route) sells 15 meat [per year] sells 15 marble buys 15 olives buys 25 oil buys 15 furniture sells 15 furniture sells 15 wine buys 25 pottery

Tarentum (land route)

Important Events
Jan 350 BC The level begins Jul 348 BC Emperor requests 10 oil Apr 345 BC Emperor requests 15 oil Note: there are no barbarian invasions

Disasters
None

Hints & Tips


Keep in mind the population requirement, keep an eye on unemployment and city funds, and learn to take a look at the Fire and Damage risks overlays from time to time. Apart from that, experiment, experiment, experiment. Don't be afraid to make a few mistakes. The training levels were for learning the basics, and now this level and the next one are for mastering them. A checklist of lessons: 1. Producing manufactured goods (pottery, furniture, oil) 2. Exporting manufactured goods 3. Importing (marble) 4. Keeping an eye on city funds

5. 6. 7. 8. 9.

Using the Fire risk overlay Using the Damage risk overlay Using the Water overlay How to evolve your houses (start by right-clicking on them) Managing unemployment

Tarraco
Career level: Architect (salary 8 Dn) Starting City Funds: 8000 Dn Highest Housing Level: Medium Insulae

Overview
This is the 2nd peaceful mission. Build upon your strategies from Capua, expect the unexpected, and kiss up to Caesar every chance you get.

Targets
2500 45 25 30 70 population Culture Prosperity Peace Favor

Trade Partners
Capua (sea route) sells 25 timber [per year] buys 40 wheat buys 25 fruit sells 15 furniture buys 25 marble buys 15 pottery

Tarentum (sea route)

Important Events
Jan 270 BC The level begins Apr 269 BC Emperor requests 10 pottery Sep 267 BC Emperor requests 10 fruit Mar 265 BC Emperor requests 15 pottery Aug 265 BC Fruit price increased by 20 Dn May 263 BC Emperor requests 25 fruit Jul 262 BC Marble price increased by 20 Dn Sep 261 BC Emperor requests 15 pottery Mar 259 BC Emperor requests 20 fruit May 257 BC Emperor requests 15 pottery May 255 BC Furniture price increased by 20 Dn Jun 255 BC Emperor requests 15 fruit Mar 250 BC Fruit price decreased by 15 Dn Sep 250 BC Emperor requests 15 fruit Sep 245 BC Emperor requests 15 fruit Note1: there are no more Emperor requests after 245BC Note2: there are no barbarian invasions

Disasters
An earthquake hits in June 268 BC, destroying a large part of the main farmland. It will split the farmland into three sections. You can still build a bridge to the (now) smaller farmland sections to keep using them, although you cannot bridge the canyons left behind by the earthquake.

Hints & Tips


If you're not sure whether you've mastered the basics on Capua, then experiment some more on this level. Apart from the earthquake, the only problem you might have is the high favor rating requirement. There aren't many opportunities to build up the favor rating, but you don't need to give any gifts to Caesar to pass the level, if you don't hang around for TOO long. To put food items (eg. Fruit) into a warehouse, tell the trade advisor to stockpile that item. You can only send fruit to the emperor if it's in a warehouse, not granary. If you have any real problems with the favor rating, send gifts to Caesar, with 12 months between gifts.

Miletus
Career level: Quaestor (salary 12 Dn) Starting City Funds: 7000 Dn Highest housing level: Grand Villa

Overview
This is the 3rd peaceful mission. Finally, city defenses will factor into the equation. Being the first desert level, it also brings a new set of problems into your city building strategies.

Targets
5000 60 35 40 40 population Culture Prosperity Peace Favor

Trade Partners
Corinthus (sea route) sells 15 clay [per year] sells 15 pottery buys 15 weapons buys 25 fruit sells 25 wheat sells 15 wine sells 15 marble buys 15 fish buys 15 oil

Athanae (sea route)

Important Events
Jan 220 BC Oct 217 BC Oct 217 BC Mar 215 BC May 215 BC Sep 214 BC Jul 213 BC May 211 BC Jul 210 BC Jul 210 BC Sep 210 BC Jun 208 BC Jul 207 BC Jul 205 BC Oct 204 BC Aug 203 BC May 200 BC Jun 200 BC Jul 200 BC Aug 198 BC Oct 195 BC Apr 193 BC The level begins Greek invasion from the southwest Emperor requests 10 weapons Emperor requests 10 furniture Oil price increased by 20 Dn Greek invasion from the northwest Emperor requests 10 weapons Greek invasion from the southwest Emperor requests 15 furniture Weapons price increased by 10 Dn Corinthus now buys 25 weapons per year Greek invasion from the northwest Emperor requests 10 weapons Corinthus now sells 25 clay per year Emperor requests 15 furniture Greek invasion from the southwest Wine price increased by 35 Dn Emperor requests 10 weapons Marble price increased by 40 Dn Greek invasion from the northwest Emperor requests 10 weapons Greek invasion from the northwest

Oct 190 BC Oct 188 BC

Emperor requests 15 furniture Greek invasion from the southwest

Disasters
Occasionally your city's water supply will be contaminated, reducing the city's overall health level

Hints & Tips


This level introduces you to some of the more advanced problems in the game, and provides new challenges for you as a governor. Here are some tips on how to deal with the new challenges: 10. Fires - desert cities have a greatly increased fire risk, so you should build more prefects than usual, and spend even more time checking the fire risk overlay. 11. Water - fountains in the desert only service a range of 3 tiles, instead of 4 (for central and northern cities). Therefore, if you've fashioned your earlier cities using 9x9 city blocks, you should change to 7x7 blocks, for the desert. 12. Population - this level calls for double the population of the previous levels. As a result you will need to build more of everything, and that makes it more difficult to keep an eye on every little detail. Therefore, make sure you build all parts of your city such that they can look after themselves for extended periods of time. If they can't look after themselves, you will be permanently fighting fire all over the city! 13. Invasions - Greek soldiers will invade you from two points of the map. If you preempt the invasion points and surround them with walls and towers, you will never need to build any forts. However, you are free to make city defense more "interesting" by building walls and towers around the city if you wish, plus a few forts. The invading force is always the same approximate size (between half dozen to a dozen troops). 14. Choices - Miletus has plenty of open spaces, and the choice between coastline (fishing) or farmland (fruit) as your population center, is not a very straightforward one. I'd recommend building around the larger farmland, because your farms, docks and houses must all be together, for the purposes of exporting oil and importing clay. The farmland can support 18 farms, and you should use 2 or 3 of those for olive farms. 15. Fishing - build a ship bridge from the coast (near the farms) to the first large island. Use this island to build more wharves. That should give you enough fish (along with the 15 fruit farms) to feed all of your people. 16. Exports - you have enough problems producing food for your people without trying to export it as well, so just stick to exporting oil and weapons. 17. Imports - the only thing you'll want to import is clay. Don't import the others unless you have too much money. 18. Prosperity - although the prosperity target is not overly high, you still won't meet it just by accident while concentrating on building tents! Right click on the houses and give them the goods and services to allow them to evolve to a level between small insulae and grand insulae.

Lugdunum
Career level: Procurator (salary 20 Dn) Starting City Funds: 5000 Dn Highest housing level: Grand Villa

Overview
This is the 4th peaceful mission, and your job is to learn how to fit lots of people into a small amount of high-level housing, which is one of the key ingredients to prosperity. The other key ingredient is that of managing your money. Although you've been doing a lot of trading on previous levels, you will be introduced to a lot of stops and starts on your trade routes here, which will pressure your financial control.

Targets
5000 65 50 50 45 population Culture Prosperity Peace Favor

Trade Partners
Mediolanum (land route) sells 15 fruit [per year] sells 25 timber buys 15 weapons Massilia (land route) sells 15 vines sells 25 oil buys 15 marble buys 25 pottery

Important Events
Jan 170 BC The level begins Jan 168 BC New trade route available to Massilia Mar 167 BC Emperor requests 10 meat Oct 165 BC Emperor requests 10 meat Apr 162 BC Emperor requests 10 meat Jul 159 BC Emperor requests 10 marble Sep 157 BC Emperor requests 10 marble Jul 155 BC Pottery price reduced by 20 dn Apr 154 BC Emperor requests 10 marble Apr 150 BC Emperor requests 10 meat Note: there are no barbarian invasions

Disasters
Occasional landslides will stop land traders from reaching your city for a few months. Be prepared for these cuts in your main source of income, by keeping city funds at 1000 to 2000 Dn. Don't spend every cent as soon as you earn it. Otherwise you'll go into debt, Caesar will be mad, and you'll be forced to deal with a lot more troubles than is strictly necessary.

Hints & Tips


The main problem that most players have with Lugdunum, is food distribution and lack of workers. Here are a few ideas to overcome these problems:

19. Pause the game at the beginning and build aqeducts around the 2 packs of wolves (they work just as well as walls, for wolf control, and cost less). Build a javelin unit later on, and move them near the wolves. They can shoot over the aqueducts to kill the wolves, and can do it quickly enough to stop any wolves from being reborn. Once the javelin unit has been built, demolish the barracks to reclaim some workers. 20. Build low bridges to connect the islands. There are no ships on this level so don't waste money building ship bridges. 21. Demolish the natives' roads and rebuild them in such a way that you can cover all of the native's houses with only 2 or 3 missionary posts 22. Don't build prefectures, hospitals or the hippodrome. You don't need them on this level. Keep your people happy by managing unemployment and throwing a festival once in a while so that you have no problems with riots. 23. Try to fit 99% of your population in the natives' area, between the two farmlands. If you can't manage this, the next best thing is to build on the large farming hill. Try not to build anything but houses and the bare necessity services in this population center. This way, you'll have less trouble letting people live near the food supplies, and also it may encourage you to keep away from building more services than you need, and that will help alleviate pressure on workforce shortages. 24. Don't build academies or colosseums in the population center. Build them elsewhere if you think you need them for the culture rating or "overall" entertainment level. 25. Build a few tents, but not too many, to support your workers for the export industries which you'll want to build somewhere away from your main population center. 26. Build only enough (small) temples to provide religion "coverage" for the populace. Have at least 1 to each god, and the same number for each, except maybe build one extra to Neptune or Venus (not both), to keep him/her permanently exalted. After the small temples, build only oracles, and build them away from your population centers. 27. Don't import fruit. 28. Don't import vines to make wine. You can achieve the prosperity rating without building any villas. If you do build villas that will only make matters worse because of the workforce shortage problem. You can, and will want to, achieve the prosperity by having almost all of your houses at insulae level. By not importing vines, you also reduce pressure on your purse string, via lesser imports and increased trader turnaround time, ie. traders can get out of the city quicker, allowing the next group of traders to arrive sooner. You also save on warehouse and workshop workers by not making wine. 29. Build only one pig farm. Use it , a nearby warehouse set to accept only meat, and tell your trade advisor to stockpile meat. Use this only to satisfy Caesar's requests. All the rest should be wheat farms. Feed your people nothing but wheat. 30. Try not to make the same mistake I did, of building the export industry too far away from the domestic industry. You'll have fewer hassles with the traders if you build them closer. 31. Don't get your population too high too early. Take some time to get the food production & storage well and truly rolling along, before you build any markets. 5 to 10 full granaries would be my suggested minimum before building any markets. If you like, you can segregate your housing into sectors using gatehouses. This way, you can build markets for one sector before the others, and gradually phase in the initial food grab. After the initial grab for food, empty out and then demolish any granaries that are just taking up space. 4 half-full granaries are not as good as 2 full ones. You also save on workers.

32. Build more markets than you usually would, but don't go mad with them. One market for every 500 people should be sufficient. More markets equals more stable housing, but the people won't consume more just because there are more markets! You especially don't want your houses to constantly evolve/devolve on this level because it takes so long for new immigrants to get to the houses and replace those you lost during the devolution. 33. Right click on your granaries and warehouses, and use the special orders screen to set some of them to "get" certain types of food & goods. The granaries furthest from farms (and coincidentally, should be nearest to houses) should get the food from other granaries. This saves your market ladies some legwork, so that they can spend more time making subsequent trips to either get more food, or to get other types of goods. 34. Don't build barbers until you're nearly finished. In the meantime, fill up one warehouse full of oil, and stop. Leave the advisor on "importing" oil, but don't let any other warehouses accept it. This will help you spend less on imports, while improving turn-around time for the traders from Massilia, who buy marble and pottery. When the end is within sight, build the barbers, and watch as your medium insulaes evolve to large insulae (fingers crossed), to give you that final push for prosperity, if you needed it. 35. When your prosperity rating is taken care of, use areas away from the population center, for building the schools, libraries, theaters and academies you need to achieve the culture rating.

Tarsus
Career level: Aedile (salary 30 Dn) Starting City Funds: 8000 Dn Highest housing level (without Mercury blessing): Large Villa Highest housing level (with Mercury blessing): Grand Villa

Overview
This is the 5th peaceful mission. Tarsus will put the finishing touches on your mastery of trading. From this level onwards, you must also make a concerted effort to meet the prosperity target.

Targets
6000 65 60 60 80 population Culture Prosperity Peace Favor

Trade Partners
Miletus (sea route) sells 25 wheat [per year] sells 15 clay buys 15 fish buys 25 marble sells 40 wine sells 15 furniture buys 25 weapons sells 25 wheat buys 25 marble

Alexandria (sea route)

Damascus (land route)

Hierosolyma (land route) sells 40 olives sells 25 pottery buys 15 weapons buys 25 furniture

Important Events
Jan 120 BC May 117 BC Jun 115 BC Aug 115 BC Sep 115 BC Sep 115 BC Jun 113 BC May 112 BC Mar 111 BC Jun 110 BC Jun 110 BC Mar 108 BC Aug 108 BC Apr 107 BC The level begins Emperor requests 10 iron Emperor requests 10 iron Miletus now sells 25 clay per year Pergamum invasion from northeast (3 warriors + 6 archers) Miletus now sells 40 wheat per year Emperor requests 10 iron Pergamum invasion from northeast (4 warriors + 8 archers) Emperor requests 10 iron Damascus now sells 40 wheat per year Wheat price increased by 6 Dn Pergamum invasion from northeast (5 warriors + 11 archers) Emperor requests 20 iron Oil price decreased by 15 Dn

Disasters
None.

Hints & Tips


Tarsus is a transition level, and it will introduce you to the most difficult aspects of Caesar III. You are not required to master these difficult aspects right here, but you must show a reasonable grasp of them before your next career promotion. Assuming you have mastered the lessons of earlier levels, Tarsus should actually be pretty straightforward, because the enormous export trade will help you to overcome almost any mistake. The new problems and tips on dealing with them: 36. Don't believe everything you're told in the mission briefing. Although you have no farmland, you do have fishing grounds on this level. Fish should be the staple of your people's diet. 15 to 20 wharves should do the trick. 37. Goods distribution - When you import food (wheat), it will go from the docks to a warehouse to a granary to markets, and only then will it be distributed to your people. Considering this long distribution chain, you would be best served to keep the docks, warehouse, granary, markets, and houses all within a fairly close proximity. The wide-open spaces on this level are nice, but dont build TOO far away from the coast. I'd recommend locating your city on the western side of the map, with a bridge connecting it to marble & iron industries on the large island. Build the warehouses and docks on the mainland side, to speed up wheat and clay imports. 38. Importing food - you will need to import wheat, but you must not rely on it as being your primary source of food. Imported food is for variety ONLY. This variety is required mainly for building villas, but that does not stop your market ladies from trying to get it and distribute it to plebian houses anyway! It helps if you locate the villas and their markets closer to the wheat granaries, than the plebian housing blocks. 39. Exports - the only new aspect to exports is the sheer scope of it on this level. If you maximise your marble trade (10 quarries) and weapons (4 mines & 8 workshops) you'll be laughing all the way to the bank. Mastering the trade routes will make all your other problems MUCH easier to deal with. 40. Food preference - if you have a single granary which holds 100 units of wheat and 1500 units of fish, the market ladies will go for the wheat almost every time. There's not a lot you can do about it, but keep it in mind as you are laying down your warehouses and granaries. 41. Larger invasion forces - the invasion force grows larger each time, but there is only one invasion point, so if you can manage to meet your targets and get out quick, you will not have to deal with any really big invasions. Of those that come, if you preempt them and surround the invasion point with walls and towers, you won't even need any forts. 42. Prosperity - the prosperity rating requirement calls for a very deliberate effort to meet it. Not only do you need the majority of your people living in insulae level housing, you will even need some of those insulaes to evolve into villas. 43. Population control - Having an excessive population is NOT to your advantage. There is only so much food to go around, so if you have more people than you can comfortably feed, your houses will devolve frequently, which will keep your prosperity down. Stick to the population requirement (6000 people).

Valentia
Career level: Praetor (salary 40 Dn) Starting City Funds: 8000 Dn Highest housing level: Luxury Palace

Overview
This is the 6th peaceful mission. The objectives are similar to Tarsus, but the emphasis is on getting most things right on your first attempt, because you cannot afford to demolish/rebuild the city to the same extent as you could in Tarsus.

Targets
10000 75 65 60 60 population Culture Prosperity Peace Favor

Trade Partners
Carthago Nova (land route) sells 15 fruit [per year] sells 15 wine buys 15 wheat buys 25 olives buys 25 oil sells 15 marble buys 25 wine sells 25 weapons sells 25 furniture buys 15 fish buys 25 pottery

Tingis (sea route) Carthago (sea route)

Important Events
Jan 70 BC Jul 67 BC Oct 67 BC Jul 65 BC Apr 64 BC Jun 64 BC Jun 64 BC Sep 64 BC May 63 BC Oct 62 BC Apr 61 BC May 61 BC Jul 60 BC Aug 60 BC Sep 59 BC Jul 58 BC Mar 57 BC Mar 56 BC The level begins Emperor requests 10 furniture Etruscan invasion from west-north-west (3 warriors + 2 pikemen) Carthago Nova now sells 25 fruit per year Carthago Nova now sells 25 wine per year Etruscan invasion from west-south-west (5 warriors + 4 pikemen) Emperor requests 10 furniture Carthago now buys 40 pottery per year Tingis now sells 25 marble per year Emperor requests 15 furniture Pottery price decreased by 15 Dn Etruscan invasion from west-north-west (5 warriors + 4 pikemen) Carthago Nova now sells 40 fruit per year Emperor requests 10 wine Fruit price increased by 14 Dn Emperor requests 10 wine Carthago Nova now sells 40 wine per year Emperor requests 15 wine

Jul 56 BC Sep 56 BC

Etruscan invasion from west-south-west (8 warriors + 8 pikemen) Oil price decreased by 20 Dn

Disasters
Clay pits become flooded occasionally. Just clear up the rubble and rebuild them. Gladiator revolt at the start of April 60BC. If you preempt this revolt and make sure there are no gladiator schools active, and no gladiators walking the streets when the time comes, then you can avoid the revolt altogether.

Hints & Tips


Personally, I thought (and still think that) Valentia is redundant in the peaceful career. There are virtually no significant new challenges offered here, compared to what the player already achieved in Tarsus. However, as I began to build this city, it became more and more enjoyable, because the city can produce all of its own food and goods, can make a decent income from exports, and building luxury palaces for the first time is just very satisfying. Most of the fishing grounds are very close to the coast, which makes the fishing industry very efficient on this level. In fact, you can comfortably feed about 500 people for each wharf. Id highly recommend building a lot of your plebian housing blocks along the coast, and just feed them fish. The trick with the population requirement is to pace yourself. Don't stretch your budget too thin by trying to lay out the entire skeleton of every housing block all at once. Estimate where you are going to build them, and concentrate on building one block at a time. Build each block in a way to make them self sufficient - you don't want to constantly fiddle around with all of them or you'll go mad. You can pass this level by doing all the same things as you did on Tarsus, but where's the fun in that? ;-) Go on and build a few luxury palaces... Design a palace block (they will be 4x4 tiles each) and eventually build those in the land between the farmland and the coast. Don't forget that luxury palaces will need a LOT of desirability bonuses, so plan to build lots of desirable buildings next to them, and keep the undesirable buildings further away. You only need 3 types of food to satisfy the patricians, so don't bother to import fruit. Make your own wine, wind down the export wine industry, and then tell the trade advisor to import wine as well. Thus you have two sources of wine, and this will let you evolve beyond grand villas, all the way up to luxury palaces, which is the ultimate housing level in Caesar III. Don't connect the palace block's road network to your plebian housing blocks, so that your plebian houses do not "accidentally" evolve into villas. Reserve the hippodrome for your patricians, as they are the only ones who need it. Once your luxury palaces are stable enough (ie. Not devolving frequently), check your finance advisor. It's probably worthwhile to increase both the tax rate and wages (from the labor advisor), and demolishing your export industry. If your patricians are paying more taxes than you can spend, then the export industry is just taking up extra workers. Those workers may be better put to use elsewhere (I had 10,000+ population and was still suffering worker shortage, with only 8 luxury palaces!)

Caesarea
Career level: Consul (salary 60 Dn) Starting City Funds: 6709 Dn Highest housing level (before opening Volubilis trade route): Grand Villa Highest housing level (after opening Volubilis trade route): Luxury Palace

Overview
This is the 7th peaceful mission. Not only must you rebuild a city left by a fired governor, but you must also learn to deal with MUCH bigger invasions, handle many surprises, and achieve slightly better results than you did in Tarsus and Valentia, only with a much smaller budget!

Targets
7000 60 70 60 90 population Culture Prosperity Peace Favor

Trade Partners
Tingis (land route) sells 40 pottery [per year] buys 25 fruit buys 25 oil

Carthago Nova (sea route) sells 40 wine buys 15 furniture Valentia (sea route) sells 40 oil sells 15 marble buys 25 iron sells 15 wine sells 15 furniture sells 40 pottery buys 25 weapons

Volubilis (land route)

Important Events
Dec 10 BC Jan 9 BC May 8 BC Aug 7 BC May 6 BC Aug 6 BC May 5 BC May 4 BC Aug 3 BC Sep 2 BC Apr 1 BC Jun 1 BC Jun 2 AD Oct 2 AD Jan 2 AD The level begins Local uprising - 9 Numidian warriors from southwest Emperor requests 10 oil Numidian invasion from northeast (4 warriors + 6 javelin throwers) Emperor requests 10 oil Numidian invasion from south-south-west (4 warriors + 6 javelin throwers) Valentia now buys 40 iron per year Emperor requests 30 oil Wine price increased by 35 Dn Numidian invasion from northeast (10 warriors + 14 javelin throwers) Pottery price increased by 40 Dn Numidian invasion from south-south-west (7 warriors + 9 javelin throwers) Emperor requests 30 oil Numidian invasion from south-south-west (10 warriors + 14 javelin throwers) New trade route to Volubilis is available

Mar 3 AD Aug 3 AD Oct 3 AD May 5 AD

Weapons price decreased by 55 Dn Emperor requests army to save distant city (Leptis Magna) Valentia now sells 25 marble Volubilis now buys 15 weapons per year (down from 25)

Disasters
Occasional sand storms stop land traders from reaching your city. Iron mines occasionally collapse.

Hints & Tips


Several interesting challenges await you on this level. Here are some tips on dealing with them: 1. Starting out... Pause the game to look around. You start out with a city that will soon burn to the ground if you do nothing about it. Some houses are already on fire. Delete the buildings next to them, to give yourself a fire barrier (so the fire can't spread). Turn on the fire risk overlay, and delete the houses that are going to catch fire at any moment. If you don't want to get rid of the houses entirely, undo the deletes. This kicks the residents out, but leaves the house intact. The fire risk is neutralised until someone else moves into the house. Now look around the road network, and build half a dozen or so prefects at strategic locations. Tell your labor advisor to set prefects as the no. 2 priority. Religion should always be no. 1 of course. Build a temple to Mars, and two to Neptune. Delete all facilities that are not needed, such as entertainment and education, markets, granary, fruit farms, and forum. There's a group of zebras in the southeast edge. This is where you will be attacked from VERY SHORTLY. You have insufficient time to build up soldiers or towers right there to repel them, so just build some walls to slow them down (at least 4 to 5 layers thick), and give your barracks enough time to train some tower guards for your city walls. These barbarians will make a beeline for your city. Note the direction of their attack, and bulk up the walls in that direction with towers. Remove towers from other parts, but fill the left over gaps with walls. 2. After the towers take care of the barbarians, spend the next few years building your city away from the starting position, but build slowly. Your export earnings on this level are far below Tarsus and Valentia, so exercise some patience. Reserve the space between the coast and the central farmland, for your palace block. Build your plebian houses around the other couple of oasis. When the invasions come, you will have a real fight on your hands. Towers alone are no longer sufficient to defeat the invaders. Prepare your troops for battle. When Caesar requests an army, send at least 4 of your 6 legions, and you will win a Triumphal Arch.

3. 4. 5.

Londinium
Career level: Proconsul (salary 80 Dn) Starting City Funds: 5000 Dn Highest housing level: Luxury Palace

Overview
This is the 8th and penultimate peaceful mission. It continues the trend from Caesarea, of winding up the targets while winding down the amount of money you get to do it with. You must do a lot of things right to prove yourself worthy of the final challenge.

Targets
10000 75 75 60 75 population Culture Prosperity Peace Favor

Trade Partners
Lutetia (sea route) sells 15 wine [per year] sells 15 oil buys 15 wheat sells 15 meat sells 15 wine buys 25 vegetables sells 25 marble buys 40 weapons sells 25 iron sells 15 weapons buys 40 timber buys 40 pottery

Augusta Trevorum (sea route)

Calleva (land route) Lindum (land route)

Important Events
Jan 50 AD Jun 53 AD Apr 54 AD May 55 AD Oct 56 AD Jun 57 AD Oct 58 AD Apr 59 AD May 59 AD Apr 62 AD Oct 63 AD Oct 63 AD The level begins Emperor requests 10 pottery Celtic invasion from northeast (8 warriors + 2 chariots) Emperor requests 10 pottery Celtic invasion from northeast (13 warriors + 3 chariots) Emperor requests 10 pottery Celtic invasion from northeast (26 warriors + 6 chariots) Emperor requests 10 furniture Pottery price decreased by 10 Dn Emperor requests 10 furniture Celtic invasion from the northeast (39 warriors + 9 chariots) Lutetia now sells 25 oil per year

Disasters
Occasional water contamination reduces overall city health.

Clay pits become flooded occasionally.

Hints & Tips


As with Caesarea, be patient and build the city slowly, and the low export income won't translate into major problems. There are 4 packs of wolves in Londinium. Surround them with aqueducts in the beginning, and deal with them later with a javelin unit. This being a northern province, you have no fire risks to worry about, so keep the people in good mood, then you won't need to build prefectures. The enemy's homeland is nearby, therefore you will have less warning time than usual. The Celtic invasion forces are very strong, so have your troops ready, and be prepared to take some losses. The final invasion (for me, October 63 AD) occurs roughly 30 tiles further north than the normal invasion point. It is a large force, so watch out. Other than that, there is really not much thats new in Londinium. You simply must put into action everything you have learned, and do them all to near perfection, all at once. Good luck governor!

Massilia
Career level: Caesar (salary 100 Dn) Starting City Funds: 6000 Dn Highest housing level: Luxury Palace

Overview
This is the 9th and final peaceful mission. Money is again difficult to come by, and even worse, food and raw materials are difficult to come by as well! Yet you must build a great and prosperous city in spite of all obstacles, to prove yourself worthy of the highest honor.

Targets
8000 85 85 80 70 population Culture Prosperity Peace Favor

Trade Partners
Tarraco (sea route) Valentia (sea route) sells 15 marble [per year] buys 25 oil sells 25 wheat sells 25 weapons buys 40 fruit buys 15 fish sells 25 wine sells 15 clay buys 25 fish buys 25 furniture

Lugdunum (land route)

Mediolanum (land route) sells 25 olives sells 25 clay buys 25 pottery

Important Events
Jan 100 AD Oct 103 AD Oct 103 AD Mar 105 AD Oct 105 AD Sep 106 AD Oct 107 AD Mar 108 AD May 108 AD Jun 108 AD Mar 109 AD May 110 AD Oct 111 AD May 112 AD Aug 114 AD The level begins Local uprising from the northwest (9 Gaulish warriors) Emperor requests 10 timber Emperor requests 20 timber Gaulish invasion from the northwest (24 warriors) Lugdunum now buys 40 furniture per year Emperor requests 20 timber Local uprising from the north-north-east (32 Gaulish warriors) Olives price increased by 12 Dn Emperor requests army to defend distant city (Lutetia) Emperor requests 10 vines Tarraco now sells 25 marble per year Gaulish invasion from the northwest (48 warriors) Emperor requests 15 wine Emperor requests 20 timber

Mar 115 AD May 115 AD Apr 116 AD May 116 AD

Local uprising from the north-north-east (40 Gaulish warriors) Furniture price decreased by 20 Dn Emperor requests 15 wine Emperor requests army to defend distant city (Lutetia)

Disasters
Occasional stormy seas will stop sea traders from reaching your city.

Hints & Tips


The main problem with this level is the shortage of farmland. There is only enough room for 12 farms on the smaller island, and 16 farms on the larger island. You can also import some wheat, but not much. Beyond that, you will have to rely on fishing to keep your people from starving. Understand however that fish is less preferred than fruit, so build some plebian housing blocks that have access only to fish, and supply less fish to your palace blocks, since their markets will always favor wheat and fruit anyway. Unlike what I did, you should build your housing blocks in an east-to-west configuration, with the markets on the western side, so that theyre close to the wharves and farms. Build the palaces / villas near the large farming island in the south, and build the plebian houses in the north. Send at least 4 out of your 6 legions when the Emperor requests an army, if you want the Triumphal Arch. Since the prosperity target is quite high, you will need to have many palaces and/or villas, which means you will only have a small percentage of your population available to your workforce. This will most likely stretch you to the limit. You will have to use every trick you know how, to overcome the worker shortage. Here are some tips on dealing with money and workers: 44. Donate all of your personal savings to the city, and dont pay yourself a salary. You cant take it with you after this level! 45. When your palaces start paying enough taxes, stop exporting and demolish any workshops and timber yards beyond the bare necessities. 46. Dont import weapons. Even though the invasion forces are very strong, Cavalry and Javelin throwers are sufficient to hold them off. You will take losses, but they can be replaced for free. 47. Build only enough temples to provide religion coverage for the people. After that, build oracles only. 48. Dont build extra entertainment and education until people are demanding it. Build more later when you are trying to meet the culture rating. 49. Switch production off when the warehouses are full of a particular item. Dont let the workshops sit idly by and tie up valuable workers. 50. Build several vine farms and many wine workshops at the start, and stock up large amounts of wine. For the warehouses accepting wine, try to fill them to capacity. Once thats done, you can replace the vine farms with wheat or fruit farms, and set the trade advisor to import wine. By the time that traders start restocking your warehouses with wine, you should have many villas or palaces up and running, to help pay for the imports. You must leave one wine workshop in existence to make your residents think that they have 2 types of wine, but its okay to turn the wine industry off.

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