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    FAQ/Walkthrough by Warfreak

    Version: 0.2 | Updated: 07/16/07 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 0.2
    Day Started: 14/7/07
    Table of Contents
    [1] Introduction
        [1.01] Introduction
        [1.02] Version History
    [2] Playing the Game
        [2.01] Your Options
        [2.02] Sandbox
    [3] Life in the City
        [3.01] Immigration
        [3.02] Work
        [3.03] Social Classes
        [3.04] Desirability
        [3.05] Households
        [3.06] Crime and Punishment
        [3.07] Your Advisors
        [3.08] Your Ratings
    [4] Sticks and Stones
        [4.01] Roads
        [4.02] Water
        [4.03] Fire and Maintenance
        [4.04] Decorations
    [5] Industry
        [5.01] Food
        [5.02] Basic Goods
        [5.03] Luxury Goods
        [5.04] Exotic Goods
        [5.05] Other Goods
        [5.06] Storage
        [5.07] Mothballing
    [6] Markets
        [6.01] Your 4 Markets
        [6.02] Trading
    [7] City Services 
        [7.01] Education
        [7.02] Healthcare
        [7.03] Entertainment
        [7.04] Religion
        [7.05] Justice
    [8] Your Government
        [8.01] Treasury and Wages
        [8.02] Taxation 
        [8.03] Festivals
        [8.04] Governor's Salary
    [9] The Military
        [9.01] Fortifications
        [9.02] Military Buildings
        [9.03] Soldiers
        [9.04] Training
    [10] City Building
         [10.01] City Pointers
    [A] Contact Information
    [B] Webmaster Information
    [C] Credits
    [D] Sites FAQ is on
    [E] Copyright
    [1.01] Introduction
    Welcome to my 17th FAQ. For all new readers, welcome. I write mainly for the
    Sims 2 but I can write other guides as well. I'm not idiot. Anyway, this
    FAQ will cover the historical city-building game, Caesar IV, based on the
    Roman Empire under, Caesar. 
    [1.02] Version History
    Version 0.1 [14/7/07]
    Started another guide, after finishing two in the last few days or so. 
    Version 0.2 [15/7/07]
    Do some more work on it. 
    [2.01] Your Options
    When you start the game, you can play with 3 options in the start. You can 
    play the Kingdom Campaign, which, in essence, is the tutorial on the game. It
    will teach you the basics, what goes where and why not to place such and such
    there. It's the basic tutorial since people often play the game WITHOUT 
    reading the manual. I only why the manual is even included. 
    Your second option is the Republic Campaign which, historically starts when
    the Roman Empire slowly is built and ends when the historical city of 
    Carthage is sacked by the Romans. After that, you can embark on the Empire
    campaign, which what happens after the sacking of Carthage and the missions
    and the requirements get progressively harder with the targets being far 
    higher and the incursions made by your enemies more often. It will truly test
    whether you are worthy of Caesar I guess.
    The final option is the scenario. This allows you to play a certain mission
    from the Kingdom, the Republic or the Empire campaigns as well as ones that
    are given to you. There are 37 to be unlocked.
    [2.02] Sandbox
    This game has a certain aspect of Sandbox to it. You can finish any mission
    but you can continue to play the mission regardless. You can always finish 
    the mission and move on, but then again, what control would you have? 
    However, the real sandbox is the Scenario since you can effectively ignore
    your ruler and play as you like. You can do as you please, and doodle on.
    [3.01] Immigration
    Immigration is the lifeblood of any city. With immigrants, your city will just
    falter and won't grow. Perspective immigrants will enter from a specific point
    on the map where there will be a marker. The only point where immigrants will
    come is that there is desirable housing and that everything is properly 
    connected. So whenever you would an insula, a domus or villa, you need to 
    connect it to the roads to that the immigrants can reach the place.
    Once there, you must sustain the workers with plenty of work, services and
    what not. Make sure their house is desirable or they will emigrate (the 
    opposite of immigrate) and leave your city. Note that all workers will
    immigrate to your city and you have to make it desirable for your workers to
    come along. 
    [3.02] Work
    Your people want work. Yes, work. Why? Because it is simply too boring to 
    stare out the building. There have to be people farming the land, making the
    goods and collecting tax. There are two important forms of labour. There is
    Plebeian labour and Equite labour. The Plebs are your basic workers, they
    will man the farms, fill the factories, operate the markets, the depots and
    the docks. They also act as prefects, the police and the firemen in essence,
    the engineers of the city. Basically, all the unskilled, menial labour. The
    Equite labour is different however. They are your skilled labour, they run the
    pump houses, the clinics, entertainment facilities, the schools and whatnot.
    Like a business, all jobs must be filled and unlike a business, excesses have
    to be provided for. 
    [3.03] Social Classes
    You now must understand, there are three social classes in the game, not one.
    You have the above mentioned Plebeians, the Equites and the upper class, the
    Patrican. Each social class must have their needs taken care of and their
    lifes are filled with work and other services that they might need. 
    The Plebeians, like I mentioned above, are your basic workers. They man the
    farms and operate the factories. They have little needs compared to the other
    two classes. They demand food and some basic goods to survive. They also 
    will require water, either form a dinky well or a nice fountain but don't pay
    taxes. They draw their salaries from the Government for working.
    The Equites are your basic middle class. They do the skilled jobs, such as 
    being teachers, doctors, priests, tax collector, etc. They do all the things
    which the Plebs don't. They demand clean water, so that means a Fountain, a 
    variation in their food diet, household goods, which are your basic goods,
    luxury items to furnish their homes with and basic services such as security,
    education, etc. They draw their salaries from the Government for their work
    and don't pay taxes.
    The final class is the Patricans. They are your upper class, and don't do any
    work. They needs however, are great. They demand water, and this water has to
    be from a nearby Reservior. They want a varied food diet, basic goods, luxury
    goods and exotic goods from lands far away. They want every type of service
    from religion to education to entertainment. They want their houses to be in
    desirable locations and not too far from the markets. All that trouble for no
    work? They however, keep your Tax Collectors busy as they collect Property
    Tax from their lavish estates. And might I mention, in the later game, their
    Property Tax will be a large source of revenue. 
    [3.04] Desirability
    Your people want to live in areas that people want to live in. Therefore, as
    the manual dictates, they want to live next to buildings with Appeal. The 
    appeal can be positive or negative. They appeal is emitted from bulidings.
    Production buildings such as a farm or a factory, and storage buildings such
    as a Granary or Warehouse will emit negative appeal. No one wants to live near
    a Factory or a Warehouse if they can avoid it. So keep your housing away from
    the areas of the Factory. However, this leads to the problem of distancing 
    your source of Goods from the Markets which will effect the supply of your
    buildings. This is a problem early on. 
    Buildings such as Entertainment Buildings and the Education Buildings will 
    emit positive appeal. Healthcare, Entertainment, Education, Religion and other
    Services will give a positive appeal. 
    The ending desirability of a building is measured by the appeal of the 
    negative buildings and the positive buildings and combined to see the end
    score, if you like. For example, if you have a building that is next to a 
    factory and a theare, the end result will be in the middle. The large negative
    effect of the factory will be removed somewhat by the positive appeal of the
    Theatre. If course, your Plebs have a very low minimum desirability need so
    they could do that but your Patricans require more desirability and therefore,
    it is advisable to place their house next to sources of large, positive 
    [3.05] Households
    Your households are the mainstay of your city. They provide valuable labour
    and skills as well as manning the army and collecting you money. However, they
    will want to live in desirable area and their needs met. All citizens will
    need to have food, the types will vary from class to class, different types
    of goods and water. The higher the class, the greater the demand for it. Your
    citizens will demand reasonable wages from their jobs as well. Don't expect
    them to work for a pittance. They also demand, fair taxes. You cannot go 
    around whacking a 50% tax on food. Your Plebs and the Equites will be watching
    you carefully and your spending. They do not like you going into debt since
    it doesn't help pay their wages. When you complete their needs, they can 
    evolve into a larger household.
    To have people in your city, you must have homes. Insulas for your Plebs,
    Domuses for your Equites and Villas for your Patricans. Each type has its 
    requirements in terms of Desirability and once that is furfilled, they move
    in. After a while, if they are unhappy, they will leave and no one will 
    live in the housing until the "taint of unhappiness" is gone. 
    All homes can evolve into a larger household by satifying their needs. 
    Evolution is important in some scenarios since it will determine how many
    people it can house. For example, the evolution of a small insula to a large
    one is the difference of 40 Plebs. There are three levels of housing for
    your Plebs and the Equites, that means, two possible evolutions. The Villas 
    for your Patricans however, has 9 Levels. They have 8 possible evolutions
    therefore. They have 3 Levels at the basic Villa, 3 more in the Estate level
    and 3 more levels at the Mansion Level.
    To know what they want to evolve, you need to click on the building and
    see what they want. For example, if it says basic goods, they want one or
    more types of basic goods to evolve. If it says desirability, then that is
    what they want. 
    Patricans however, when they want Entertainment, they want access to most,
    if not all types of Entertainment. Check the overlays to see where they can
    go and visit. They wants are a real pain but then again, they pay well so
    look after then good. 
    And one last thing, when your Equites demand City Walls, they want walls 
    around the entire city, without any gaps except for Gatehouses and Towers.
    They should solve some problems. 
    [3.06] Crime and Punishment
    Not furfilling the needs of your workers will easily make them unhappy. An
    unhappy worker, you will a few signs before it starts to become a problem. If
    a Pleb is unhappy about their financial status or their basic goods aren't
    being delivered, there will be beggars on the street. Unhappiness for an
    extended period of time will lead to criminals, generall stealing things. Your
    prefects can arrest your criminals but you should look at the problems and 
    fix them. Although, if your on good terms with Jupiter, he would smite them
    for you. 
    Unhappiness will generally lead to the workers leaving the city to live some-
    where else. However, unhappiness, a large amount within one social group is
    not good. They will start to protest on the street, in a civil fashion, but
    if left unchecked, they will riot and your city will descend into general
    lawlessness. Your Prefects cannot handle the mess since they have to put out
    the fire started by arsons. Generally, its your military who stops it. While
    they don't weed out crime, Soldiers will arrest rioters and the guards in
    Gatehouses and Towers will kill them. By that time, you are in a real mess.
    Generally, good Education leads to lower crime since Educated people won't
    take it to the street, but by seeing beggars and criminals, you should look
    for the problems such as no food or goods or lack of services. 
    [3.07] Your Advisors
    You have a group of 12 wise men to help you in your quest for Caesar. 
    Your Chief Advisor is the main one you should keep an eye on. He will tell
    you what the people think in all the areas covered by the other Advisors and
    puts them into a nice summary. Comments outlined in red are those you have to
    address quickly while negative comments should be looked at. 
    Your Labour Advisor is the person who tells you how many jobs there are and
    how many workers you are, giving you the excess or shortfall in open jobs. You
    can adjust the priority of each type of work through him and set the wages of
    the workers.
    Your Financial Advisor tells you your expenses and your income in the city.
    You can see where you need to cut back, or where to spend. You can increase
    or decrease the tax rates here as well.
    Your Imperial Advisor tells you how you fare in Rome. He tracks the favour
    Rome has towards you and any requests that Caesar has made that you have not
    yet furfilled. He will also allow you to send gifts to Rome in return for some
    favour. He also helps you organise festivals to celebrate the Gods as well. 
    Your Ratings Advisor will give you the five figures in how well your city is
    doing. The shows the level of Culture, Security, Prosperity and Favour in your
    City as judged by Rome and the population of your city. 
    Your Resource Advisor will give you details of the various types of industries
    in your city. The shows you what goods you are producing, stockpiling and what
    you can buy and sell overseas if the route is open. The can also change the
    amount you sell, stockpile or mothballing. 
    Your Population Advisor will give you the demographics if the city. He will
    tell you how many live where, the amount of food and goods in the city as well
    as figures on migration. 
    Your Legion Advisor tells you the available legions for battle and their 
    location. He can also help you buy off invaders if they are buyable and you
    have the money. He also tells you the progress of your Legions if they are 
    Your Entertainment, Health, Religious and Education Advisors will tell you
    the situation on each of their services. They will tell you whether your
    services are up to scratch or not. This should tell you what to build to
    please your people. 
    [3.08] Your Ratings
    There are 5 Ratings that Rome goes by to judge you. Most Scenarios will
    require you to have a certain level in each of the 5 ratings. 
    The Culture of the people is important. This relates to the amount of Health-
    Care, Education, Entertainment and Religion services in your area and how
    accessable they are. They have to be accessable to everyone and the more 
    people can access it, the higher this rating will be. Build your Services in
    the key areas of the Residential areas and use the overlays so see where they
    are lacking and build there.
    Your Security ratings deals with how safe people feel in your city. This 
    ranges from removing the beggars and criminals off the streets to defeating 
    the raiding barbarians that attack your city. This is done through providing
    a good Prefect service and maintaining Army facilities from Gatehouses to
    Walls to Towers. The more of these you have, the safer the people feel and
    the higher this will be. However, you should let Jupiter do the job, by
    pleasing him with Temples and such because if you let your Prefects to do the
    work, which just involves bashing people, crime will rise instead of fall and
    so will Security. 
    Your Favour is a fickle one. This is how the big man in Rome feels about you.
    It will drop over time but is easy to furfill. Whenever Caesar sends you a 
    request, see if you can do it. The requests can range from sending amounts of
    Denarii, grain, soldiers to clay and pottery. Sometimes, you might get the
    request for exotic goods, but this can be hard since the target is not
    realistic in the time given. For example, sending 30 units of Honey when you
    can only buy 10 in that given time. If you fail, the favour will drop. As long
    as you furfill most of the requests, it will rise. You can also send gifts to
    quickly raise it. Having your Treasury in the red and taking a larger salary
    than your current rank will lower your favour with Caesar as well. 
    Population is relative easy to understand. For a higher population, build more
    housing and evolve most of them. This means however, providing more services
    to keep people happy. 
    Prosperity is the most annoying and hardest of them all. It is based on the
    level of the homes and their types as well as your Treasury. The type of home
    is important. Villas will show more prosperity than an insula. Also, the
    level of the home is important. Therefore, for a high prosperity rating, you
    should have the Villas at the highest level if possible and a treasury that 
    is positive by a decent amount. However, your best bet is to max out your 
    Villas as much as possible. This is by far the most hated rating by me out of
    all these Ratings. 
    [4.01] Roads
    Most of your buildings will require road access to be operational. Workers
    can only cart goods on the roads and because of this, roads need to be placed
    between their destination and their workplace. Miners and farmers need road
    access to their camps and their farms so workers can carry their goods away.
    Farmer and miners however, can go cross country to their fields and mines.
    Prefects and Engineers need roads to patrol the city by can go cross country
    to stop a disaster from happening. 
    The buildings to do not require access by road include the Pump House which
    needs to be near a water source, Reservoirs and Forts. Trade Ports however,
    need access to water and roads at the same time. 
    Bridges also serve as roads, provided they are connected to the road network
    on both sides. There are two types, low bridge and ship bridge. A ship bridge
    will allow Ships to pass under it while a low bridge cannot. Read the manual
    on how to clear roads and build bridges. 
    [4.02] Water
    People need water to survive and your workers are no different. At first, your
    Plebs and your Equites will be happy with a simple well to draw water from. 
    It needs to be connected to the road network and provides water, but not clean
    water though. This, later on, can be a health problem. Sooner or later, your
    people will want clean water to allow them to evolve. 
    Clean water is gotten from a Fountain with road access. A fountain is the same
    size as a well but provides clean water. However, for a fountain to work, 
    there needs to be water. 
    To obtain clean water, you will need to build a Pump House, worked by Equites,
    next to a source of water. This probably will be the sea or the river on the
    map if any. After that, you will to be a Reservoir near the fountain so that
    the water can reach it. The Reservoir is also staffed by Equites. You still
    need to connect the Pump House and Reservoir since they don't require road
    access and you can't cart water around. Therefore, you have to build an 
    aqueduct from the Pump House to the Reservoir. You have to connect it at the
    top from the Pump House to the Reservoir and the staff at the said building
    will pump water into the homes of Patricans as well as Bathhouses and 
    Fountains. You can however, supply all the Reservoirs in the city on one Pump
    House provided you can attach Aqueducts to it. 
    [4.03] Fire and Maintenance
    You might seem to live forever but the city doesn't. Fires can start out and
    structural problems might develop. These problems are solved by your Prefects
    and your Engineers. Prefects and Engineers will go around patrolling their
    nearby neighbourhood and therefore, reduce the risk of a fire happening or a 
    structure collapsing. However, sometimes, fires will break out and your 
    Prefects must deal with it. 
    Because of the services the Prefects and Engineers provide, you must have a
    good deal of their offices around to prevent the buildings becoming ablaze and
    collapsing on you. 
    [4.04] Decorations
    These are quite important for one thing only, desirability. By planting 
    decorations everywhere, it will look nicer, and therefore, a better place to
    live in. This can also help you if you can only place an Insula next to a 
    factory and nothing to cancel the effect. You can build decorations such as 
    hedges and status to Plazas that make your roads look pretty, provided there
    are roads to pave and make pretty. 
    [5.01] Food
    Food is the most basic thing in the game to take care of. There are three 
    types of food, Wheat, Vegetables and Meat. Although no class will prefer any
    type of food over another, having more than one will certainly help your city
    grow into a large, prosperious city. There are several uses of food. The main
    use is for, eating. That's real obvious. The second is for the army but that
    requires Mess Halls and Meat. The third use for food it for selling overseas
    for trading. The fourth use for it is for furfilling Caesar's request for food
    and the final use is for city Festivals. 
    There is a general rule. Fields do not need Road connection, only the farms 
    need it. Another rule is that farms can farm two fields. Therefore, for every
    farm, you should have 2 fields. You can only build Fields in areas with Green
    Grass, that stands out from the rest of the grass since the Green is usually
    more darker and fuller in colour. Also, the Green Grass requires some flowers
    growing on it, indicating that it is fertile land. The field does not have to
    be fully in Fertile land but the majority of it has. 
    Wheat is probably the most common type of field you will use, since you are
    introduced to it first. Your farmers will farm the wheat and the market worker
    will take it away where your Citizens can buy it, mill up the wheat and turn
    it into bread for eating. They are indicated by little, yellow chaffs of 
    Vegetables is probably the best type of field to use. They are smaller and if
    used real carefully, can squeeze out the most in each Fertile plain. They 
    are just smaller, enclosed wheat fields and once your farmers have farmed it,
    it will go to a market or granary. They are indicated with by a few different
    vegetables such as carrots.
    Meat fields is the most useful, but take up the most space. They are the 
    largest fields, but they are used in the most important Festivals, such as for
    Jupiter and used in the Army Mess Halls. It is farmed in the form of cattle,
    where your farmer will take the animal from Field to Farm and sell off the
    meat. It is indicated by a Cattle Head. 
    [5.02] Basic Goods
    These are the basic material wants of your Citizens. Everyone from the Plebs
    up will require them. You can only have 3 different Basic Goods available to
    you per map out of a possible 4. They are Olive Oil, Clothing, Pottery and 
    Glass. They will require a raw material output, a factory and a market to sell
    the goods in. 
    Clothing is the first type of basic good introduced to you. It all starts from
    Wool. Wool is farmed in Sheep Pastures and like the food farms, two Pastures
    to a Sheep Farm. Wool is represented by a ball of yarn. To get clothing, you
    must build a Clothing Factory where the wool it turned into Clothing. The more
    Plebs working in the Factory, the faster the output will be produced. After
    that, it is stored or taken to a Basic Goods Market for selling. Clothing is
    represented by a Garment. 
    Pottery is the second type of basic good to be introduced to you. It requires
    a source of Clay on the map or to be traded. If it is on the map, it needs to
    be accessed by a Clay Mine. One Clay Pit can be mined by multiple Clay Miners
    so you can have more than a 1:1 Ratio. Clay is represented by a few clay 
    coloured bricks. From there, it is sent to a factory for processing. After the
    Pottery Factory is done with it, it is stored or sold. Pottery is represented
    by a Clay Vase. 
    Olive Oil is the third type of basic good to be introduced to you. Its basic
    input in the Olive Oil Factory is the Olive. These are produced in an Olive 
    Farm and like any other, 2 Olive Fields to a Farm. The Fields are quite small
    in comparsion to the Sheep Pasture. It is represented by an Olive. It is 
    sent to the Factory for processing into Olive Oil and is sell off. It is
    represented by a Jar of Green Olive Oil.
    The last basic good you are introduced to is Glass. It requires you to have
    a Sand Pit. Like the Clay Pit, it requires Sand Mines to mine the sand. 
    Sand is represented a pile of Sand. It is then sent to a Glass Factory where
    is it blasted into Glass. That is sold off and it is represented by a few
    colourful bottles. 
    [5.03] Luxury Goods
    Luxury Goods are the medium want of your Citizens. Plebs don't need such
    trash but your Equites and Patricans do. Like Basic Goods, there are a 
    possible 4 types of goods, but only three can be present in any given 
    scenario. These are Wine, Utensils, Jewellry and Furniture. Like the Basic
    Goods, it requires a source of raw materials, a factory and a market to sell
    the goods. 
    Wine is the easiest to create. It requires Grapes to produce it and this can 
    be obtained from the Vineyard. This is similar to the farm, it has to be 
    built on fertile land and 2 Vineyards to a farm. Grape is represented by a 
    bunch of grapes. It is sent to a Wine Factory, or Winery and is instantly
    fermented into wine. It is then sold in a Luxury Goods Market. Wine is 
    represented by a Jar of Wine. 
    Utensils is another type of Luxury Good. It requires Iron, which is mined. 
    Like Sand and Clay, it is mined from a camp and Iron is represented by several
    bars of iron. It is then sent to a utensil factory where it is produced and
    sent off for storage or sale. It is represented by a few kitchen utensils. 
    Jewellry is another type of Luxury Good. It requires a source of Gold which
    is represented by a Bar of Gold. It is sent to a Jewellry Factory and turned
    into Jewellry. It is sent off and it is represented by a nice ring. 
    The final type is Furniture. It requires Timber which is harvested from the
    Logging Camps. They will chop down trees for it but they will replant. It will
    however, not have anything to chop down if you have too many camps. It is
    represented by logs of wood and is then sent to the Furniture factory. It is
    made and sent off for sale. It is represented by a groovy sort of chair. 
    [5.04] Exotic Goods
    Exotic Goods are only for your Patrican class. They are sold at a Exotic
    Goods Market. However, these are different in the form that you cannot produce
    these goods yourself, you must import them from other cities. They are quite
    expensive but the dividends from property tax should cover it sufficently. 
    To get the Patricans up to the get Mansion possible, you need up to six Exotic
    Goods. There are 6 for sale out of a possible 10. There are:
    Honey       - Represented by a Jaw of Honey
    Salt        - Represented by a Mound of Salt
    Cosmetics   - Represented by a Powdering Set
    Incense     - Represented by a Smoking Pot
    Perfume     - Represented by a Bottle of Perfume
    Silphium    - Represented by a Funny Looking Plant
    Amber       - Represented by a Chunk of Amber
    Silk        - Represented by a Roll of Silk Fabric
    Papyrus     - Represented by a Scroll of Papyrus
    Spices      - Represented by a Set of Different Spices
    Ivory       - Represented by a Tusk
    [5.05] Other Goods
    There are other types of Goods that you should be aware of. First of all, 
    there is Marble. Marble is mined like the other resources or imported but is
    not sold. It is used in construction of buildings such as Temples. It is
    represented by a Solid White Stone
    The second type is Armour which can be manufactured. It is made using Wool
    and Iron. It is not sold however, it is used by Gladators and the ilk as well
    as your Army. It is represented by the Breast Plate of Armour
    The same goes for Weapons. They are made using Iron and Timber in the Weapons 
    Factory and is used by Gladators and such as well as your army. It is 
    represented with a sharp sword. 
    [5.06] Storage
    Sometimes, a Factory or Production building cannot hold any more stock. At
    some stages, holding too much stock leads to no production since it cannot
    hold more stock. Therefore, you have to build a storage building to hold the
    excess stock. Generally, these should be used thrice. Once on the path from
    the farm to the market. Second on the raw production camp or port to the 
    factory. The last time used should be from the Factory to the Market. You have
    the ability to tell what to store in the facility and the limit on it. 
    The Granary is the one that holds food. It holds any type of food and a fair
    amount of it. Granary workers will visit the farms to collect the food while
    market workers will walk to the closest. 
    The Warehouse is the Jack of All Trade. It holds anything but food. It holds
    raw materials such as grapes to clay to finished goods. It can also hold some
    Exotic Goods as well. 
    This is why you should have three points. The first point from Farm to Market
    should be a Granary or two. The second from source of materials to Factory
    is for raw materials (or exotic materials if from port). The last is to hold
    finished goods en route to a factory. 
    [5.07] Mothballing
    Mothballing is the temporary disabling of a building. You can mothball any
    building you want. In doing so, you disable all functions of the building.
    For a production facility, it means no production while a residence means it
    will eject the occupents, forcing to move to another residence or emigrate. 
    Mothballing is handy when you have an excess or shortage of workers or
    citizens and wish to remove some of the drainage on unnecessary facilities.
    For example, when you have too many workers, mothball some residences to lower
    the amount of available labour and un-mothball them after you need some more
    labour. This is handy instead of destroying the buildings you don't want at 
    the moment. Workers can still collect resources from mothballed buildings
    until no more resources remain while shoppers can continue to shop at 
    mothballed markets until no goods remain. 
    Mothballing is a handy way of keeping unwanted buildings without destroying 
    [6.01] Your 4 Markets
    You pay your citizens wages and salaries, but what do they spend it on? And
    how else do they get their food? Well, you must build markets for your 
    citizens to purchase the goods you have manufactured. There are four markets
    at your disposal, the food market, the basic goods market, the luxury goods
    market and the exotic goods market.
    Your Food Market is probably the most important of your markets. This is the
    plcae your citizens get all their food from. Without this building, people
    will go angry and leave since they don't walk to the farms or the granary to
    get the food. There are 3 different foods for sale, Wheat, Vegetables and 
    Your Basic Goods Market is the second most important. It sells three types
    of basic goods out of Olive Oil, Pottery, Glass and Clothing. It sells goods
    that are required by the Plebs, Equites and Patricans. 
    Your Luxury Goods Market is the next most important. It sells three types of
    Luxury Goods out of the 4 (Furniture, Utensils, Wine and Jewellry.) The goods
    are required by your Equites and your Patricans. 
    The least most important, and the largest for that matter, is the Exotic Goods
    market. It sells 6 different exotics goods out of a possible ten. It does,
    however, require imports and sells expensive goods. It sells 6 of the 
    following at most (Ivory, Salt, Amber, Honey, Silphium, Perfume, Cosmestics,
    Insence, Papyrus and Spices.)
    All markets have their goods charged with sales tax, but thats come in later
    in taxation. 
    [6.02] Trading
    Trade is one of the most importants sources of Denarii in the game. Without 
    it, you would have to survive on taxes from your workers and markets and you
    won't be able to make your patricans happy. Trade all starts when you open a
    trade route with another city in the might empire of Rome. The type of route
    will determine the type of trade station you will need, a dock or depot. The
    cost will vary but is initially quite high. Then they show what they export
    to you and what they will import. You can export and import a maximum of 3 
    types of goods each. 
    The first type of Trade Station is the port or the dock. This requires road
    access well as naval access. A Trade Depot however, only requires a road 
    access. Bear in mind that only one trader will appear at a time. The trader
    will deliver goods or procure goods at your trade station or both. You can 
    decide what to sell and buy and the limits upon it by clicking on the orders
    of the station. Initially, no will neither export or import until you say so.
    Trade is extremely important since it will contribute significantly to your
    Denarii treasury. Sometimes, it can be the only source of materials that are
    require by your factories. For example, it can be your only source of iron
    or timber if you either cannot harvest the resources or it is not available
    on the map. 
    The materials requested depends on your scenario. Raw materials don't fetch
    a large amount of Denarii but can be a steady source of income if you have an
    excess in the materials production. For example, another city demands clay
    and you have multiple clay pits. Processed goods will generally fetch far 
    higher and as a result, make more money. However, you must realise that 
    selling these goods will reduce the amount of goods available for your 
    citizens and the markets. However, if you can produce a surplus, by all means
    sell it. Sometimes, armour and weapons might be requested and that depends if
    you can fend off your enemies and enough for entertainment. Note, only sell if
    you have a surplus. Otherwise, there is no point of having Denarii when you
    have no citizens to spend it on. 
    On the rare occasion, one city may request a certain exotic good. This leads 
    to importing from another city and then reselling it for a profit. This 
    doesn't make much difference in the end for you or your patricans and is a 
    good source of money. 
    For the simple reason, try to keep your Trade Stations in the centre or the
    heart of all industry so workers don't have to walk a long distance. However,
    don't keep it too far from the Immigration point for Depots or the Edge of 
    the sea since this is where the traders will come from. 
    [7.01] Education
    Education is one of the four main services that you are required to provide. 
    People who are reduced, like mentioned before won't have to commit forms of
    crime. Therefore, education is paramount in reducing forms of crime. There are
    two types of Education buildings, the School and Library. The School is quite
    small while the Library is massive. These buildings are staffed by Equites 
    by having adequate coverage will lead to increased property taxes from the 
    Villas and an increased culture rating. Less staff means the area serviced is
    lower than if it were fully staffed. They both require road access to 
    function. Check the Overlay to see where you need more facilities. 
    [7.02] Healthcare
    Healthcare is important in any city. Imagine today where there was no health-
    care. We wouldn't live that long, thats for sure. Healthcare is no different
    in Caesar for that matter. It helps prevent your citizens from being infected
    to diseases which stem from poor nutrition or dirty water. This can be seen
    through the malaria outbreaks which lead to green clouds. 
    There are two types of Healthcare buildings. Hygiene, which is prevention and
    Treatment, which helps cure and prevent diseases from outbreaking. Under the
    Hygiene buildings is the Barber Shop and the Bathhouse. They both require
    road access and having maximum staff will ensure the best service. The 
    Bathhouse requires a nearby Reservoir to provide water so people can actually
    The Treatment buildings are the Clinic and the Hospital. The Clinic is a 
    smaller version of the Hospital, just like SimCity 4. Both are staffed by
    Equits and like the Hygiene buildings, having full staff will maximise the
    operation services of the building. They will treat the people who are sick 
    and those diseased. Check the Overlay to see where you need more Healthcare
    [7.03] Entertainment
    Entertainment is the most important of the services that you can provide and
    is the most important to your Patricans. They are required to make your people
    happy and improve your Culture rating. Good entertainment in your city will
    certainly increase immigration towards your city. This is necessary if you 
    want your city to flourish and grow. There are 2 different types of buildings,
    the Entertainment building itself and the Guilds which help them function.
    The Entertainment buildings include the Odeum, Theater, Arena, Coliseum and
    the Circus. Note that you can only have one circus since it is massive. 
    However, unlike the other Entertainment buildings, which only service an
    area of with Entertainment, the Circus, fully staffed, provide FULL ACCESS to
    EVERY household. That is why you can only build one. They all require road 
    access and are staffed by Equites.
    The Guilds are the things that run the Entertainment buildings, except for the
    Odeum, which doesn't require a Guild. They will send their members to perform
    in the Entertainment buildings. The Actor's Guild provides actors who perform
    in the Theater. The Gladiator Guild will provide gladiators who will perform
    in the areas and coliseums and will require weapons to train their workers. 
    The Trainer Guild requires a stock of meat to train animals to perform in the
    Coliseum. The Charioteer Guild will require timber to manufacture chariots to
    race in the Circus. Therefore, all Guilds require road access and staff.
    [7.04] Religion
    People in Rome are a superstitious lot. They believe in their 5 Gods, Jupiter,
    Mars, Mercury, Ceres amd Bacchus. Jupiter is the God of Gods, Mars is the God
    of War, Mercury is the messenger of the Gods, Ceres is the Goddess of 
    Agriculture and Bacchus is the God of Wine and Vegetation. Of course, you
    must worship Jupiter the most. If he is not worshipped or not as worshipped
    as the other Gods, he will be annoyed and destroy your buildings. Get on his
    good side and he will smite your criminals instead. 
    Religion is extremely important to your culture rating and helps significantly
    to improve your villas. There are two distinct types of worship buildings, the
    Shrine and the Temple. Shrines are cheap and small to operate while Temples
    require a source of Marble and are costlier to build and operate. However, a
    Temple can out service several Shrines and in the long run, worth it. They are
    both staff by Equites and require road access to provide religious services. 
    There are three bonuses provided by each God in return and these can mean
    things from speeding up production from Mercury and to helping your Soldiers
    fight better from Mars. The two most worshipped Gods can perform acts of 
    Greater or Less Benevolence which can greatly help your city. 
    [7.05] Justice
    Patricans get bored after a while and demand to see some justice. They don't
    like criminals on the street and want them gone. The most effective way is
    through Justice. Increased Justice will lead to higher Security and more
    taxes from those lazy Patricans. This in turn, leads to higher Prosperity. 
    The Justice facilities in the game are the Governor's Residence (the Villa,
    Estate or Mansion), the Forum and the Basilica. The Forum has 4 different
    flags. Each flag will represent on of the 4 ratings, Security, Culture,
    Prosperity and Favour. The height is the rating, the higher the better. The
    people surrounding the forum, the Plebs and the Equites will increase or 
    decrease depending on the employment, the more employed, the less there are.
    The Basilica is sort of like your court system. Magistrates, Equites trained
    the the Governor's residence staff the Basilica are sent to work in the 
    Basilica. Both buildings need road access to function as well as the Governor
    Residence. They do, however, lower crime in your city. 
    [8.01] Treasury and Wages
    Your Treasury and Horde of Denarri is what allows you to build the buildings,
    pay the workers and activate the trade routes in the game. You must look after
    this properly since the signs of it becoming negative will start to make
    people angry. After all, what are they going to be paid with? Therefore, you
    must be careful since the spending spree initially will be a big drain on the
    Treasury and the wages you have to pay will be a continued drain. Therefore,
    you must maximise the amount you can obtain through trade and tax. Otherwise,
    you will lose favour with Caesar since he does not like to see a city 
    constantly in debt. 
    Wages is significant since every job requires payment. You can change the 
    amount you pay your Plebs and your Equites. If you pay them well, if you click
    on their housing, there will be a green coloured Treasure Chest. If you pay
    them poorly, there will be a red Treasure Chest. Be advised, if workers are
    unhappy, you might want to rectify and change the situation to make them
    happy again since this is the easiest way for your workers to take to the 
    street. Check your Financial advisor to change the wages. 
    [8.02] Taxation 
    Tax would be one of your largest source of income. For tax to work, you need
    some Equites to work as Tax Assessors and Collectors. There are two forms of
    tax that you can collect. There is Sales Tax and Property Tax. Sales tax is
    charged from each unit of goods and food sold in the market. It is 
    proportional to the sale price. Default tax is 6%. It may not seem to be much
    for food items but for goods such as the Exotic Goods, it will contribute 
    significantly to your coffers. You can change the tax around if you want. 
    The second form of tax is Property Tax. This is probably the biggest single
    source of revenue. The Property Tax is taxed upon Patrican housing, the Villa,
    Estate and Mansion only. Equite and Pleb housing are exempt. The level of the
    house will make it contribute more towards your coffers. Every evolution in
    the housing means more Property Tax to be collected. They is the only reason
    that you want to keep them happy, after all, all their demands must pay off
    Like I said before, tax is from Tax Collectors and therefore, you will need a
    Tax Office. They are staffed by Equites and assess how much tax each market
    and Patrician house should pay. Therefore, it is better to keep the Assessors
    near the buildings. After all, without a monthly assessment, the building will
    pay less tax until they don't pay any tax at all, depriving you of valuable
    revenue. Your Finance advisor will notify you of any buildings unassessed and
    allow you to change the amount of Sales Tax and Property tax. Each are 
    default at 6%.
    [8.03] Festivals
    Festivals are wonderful ways of getting the Gods to like you better. There
    are five different festivals to celebrate each of the Gods. Each of them has
    a certain cost associated with it, such as Denarii, a certain building or
    commodities such as meat or wine. You can only hold a Festival once in a 
    while for the God's benefit. It costs will vary depending on the amount of
    Citizens you have in your city. However, they do please the Gods and increase
    the general Happiness in your city. This coupled in with good Religious 
    activities will provide a constant flow of Blessings and Acts of Benevolence.
    All Festivals are organised by the Imperial Advisor. 
    [8.04] Governor's Salary
    As Governor, you are allowed to have a salary from the city. You can use the
    money to stash into your Personal Wealth. You can use this stash to donate
    money to your City or send gifts to Caesar. You can do this via the Imperial
    You can only draw a salary based on your rank, after all, if you draw more
    money than you are worth, your Favour with Caesar will drop. However, the
    opposite where you draw less than you rank, will not result in more Favour,
    but will help your finances if they aren't looking too good. The Imperial
    Advisor will tell you your rank and your salary. You can change it. You can
    also donate money to Caesar or your city as well. Note that the savings of
    a Governor will carry over in the Campaign Missions. 
    [9.01] Fortifications
    There are several ways to keep unwanted visitors out. These are done by 
    building fortifications. Sometimes, people will invade and the simplist way
    is to keep them out. Not only do these fortifications keep your invaders out,
    but inspire confidence in all your Citizens. It also will boost your Security
    rating directly. 
    Walls will stop enemy Calvary from rushing into your city and slow the ability
    of enemy infantry to advance. You can strength your walls by adding more 
    layers to it. However, you can't build them too close to your neighbourhood
    since your troops need some way to get around them. These walls are will 
    improve the desirability of the neighbourhood that it surrounds. 
    Towers reinforce the corners of the Walls to make them have an ability to 
    attack. The towers are mounted with a massive ballista that will fire massive
    bolts to enemy attackers. Towers can be built only on walls and employ Plebs
    to man the tower. They will also send guards when under attack or to dispel
    Gatehouses is the only way to allow friendlys in and hostiles out. They are
    the Towers of the Road is you like. They effectively allow passage through
    the walls. These are staffed by Plebs and will create armed patrols around the
    Gatehouse and the Walls around it. They will attack with bows and arrows and
    help repel invaders and quash riots. 
    [9.02] Military Buildings
    Military Buildings is where you train and keep your legions to fight for you.
    There are several of the and they include the Fort, the Recruitment Post, the
    Mess Hall and Drill Yard.
    The Fort is where your Soldiers live. Unlike Citizens, they don't evolve, they
    do however, rely on other Military Buildings. There are 4 types of forts, one
    for each type of Infantry. there is a fort for Light Infantry, Heavy Infantry,
    Calvary Auxilia and Missile Auxilia. More on them later.
    Each fort can hold up a cohort, which consists of 20 soldiers. They can only
    have new soldiers provided there is food and weapon stocks available and there
    is a vacant spot. 
    A Cohort without a fort will continue to fight until the enemy is dispelled
    from their lands. They will however, need a new fort as well as food to 
    survive. Without food and weapons, the Cohort will desert you and take their
    Weapons with them. Similarly, if a Cohort cannot find a fort soon after the
    battle, they will leave the city and take their weapons with them. That only
    happens however, after YOU destroy their fort. 
    Recruitment Posts is where your people sign up. After signing up, they will
    collect their weapons and armour if they need it and move onto their fort. A
    Recruitment Post without weapons will not get any new recruits. They are 
    staffed by Plebs and need road access to collect Weapons and Armour.
    Mess Halls is where you prepare the food for the Soldiers. Without food, their
    Morale will fall and they will get angry at you. They are also staffed by 
    Plebs and need road access so Plebs can get the food needed. 
    The Drill Yard is used to train your Cohorts for battle. This will allow them
    to increase their effectiveness in battle and it pays off to have one. They
    are staffed by Equites. 
    [9.03] Soldiers
    There are 4 Different Types of Soldiers. There is Light Infantry, Heavy
    Infantry, Cavalry Auxilia and Missile Auxilia. They will first need a 
    Recruitment Post to enlist, a Mess Hall to eat in and a Fort to live in. 
    Heavy Infantry need weapons and armour to fight. They dish out more damange
    and take more damage since they actually have armour to fight with. 
    Light Infantry need weapons only. They can deal a fair amount of damage 
    but cannot sustain as much as their Heavy Infantry cousins. Their forts 
    however, are cheaper to build. 
    Cavalry Auxilia need both weapons and armour. Their forts are expensive since
    Cavalry isn't cheap. They are more mobile and most faster but suffer with 
    slightly less defence than that of the Heavy Infantry.
    Missile Auxilia need weapons only. Their forts are relatively cheap and 
    their name gives away their job. They attack from a range but they cannot
    fight well in close combat. Since when can you win with a bow hand to hand
    against a sword?
    [9.04] Training
    All your Cohorts start off as recruits. They don't have much experience but
    you can change that with the Drill Yard. You can train the troops to be
    stronger and better. After a period of training, they are "Trained. After more
    vigorious training, the Cohort will be considered as "Expert". As you move up
    the rank, they become stronger, faster and able to withstand more damage as
    a result. However, there is no point training if your men never face a battle
    and therefore, after facing battle, your Cohorts will become "Seasoned." Make
    sure your best troops are look after, since they will become invaluable to
    the defence of your city. 
    Morale also effects your troops. The better the morale, the more willing they
    are to carry out your command. Morale improves as long as there are weapons
    and food to sustain them. In battle, Morale goes down as they sustain 
    casualities. The higher their morale, the more damage they do, the lower the
    morale, the less damage they do. Extremely low morale will lead to desertation
    and that isn't good. You can check the morale with your Legion Advisor. 
    [10.01] City Pointers
    The setup of your city is relatively important. It will determine the 
    desirability and the speed in which your markets can obtain the good. 
    Therefore, your setup of the city has to be next to flawless. The first 
    pointer I can give you is to keep your industries and production buildings
    as far away as possible from your city. It may seem hard to do this but there
    is an advantage to this. It would not effect your desirability in your city
    at all. Do no worry about citizens going to work, it will take some time
    for the goods to flow in, therefore, you should have a granary and warehouses
    halfway from the production building to the city. At first, production will
    be sluggish and take some time for the resources to flow in, but after a 
    while, it will be better. Build Prefect and Engineering Offices to protect
    those buildings. 
    The second pointer I can provide is that you should not block all the housing
    together. Leave spaces where you can provide the services. By blocking all 
    your services together, the outer lying areas will not receive any benefit
    at all, and your city won't flourish as a result. 
    The third point is not to build massive amounts of housing at the start to
    fill the jobs. Although your advisor will tell you otherwise, by building 
    more Insulas and Domuses, because there will be a problem later on. Once
    these buildings start to evolve, they will provide excess labour and then
    you have a problem. You probably have to mothball some buildings and this
    again is a problem since you remove a large amount of people. Because of that,
    don't massively build up an entire economy, build up slowly and wait. Patience
    is the key. Even Rome wasn't built in one day. 
    Understand the different statuses that your buildings will present. There
    are three unique colours and 4 statuses. There are several things you can see
    then you click on a house. There will be food, basic goods, luxury goods and
    exotic good markers. A red on any of them means there is no access or supply
    of these goods and perhaps you should look into it. Orange means that they
    will make do with what they have but aren't too pleased over it. No colour is
    ok while green means they have plenty of variety and are pleased. At the 
    bottom, there are more statuses. The first is water. It will show what type
    of water they have. Plebs and Equites want Fountain Water while the Patricans
    will want water from a Reservoir. The Face will show how happy they are. You
    have to build more services for the green Happy face to show up. The next is
    the Treasure Chest. This shows if they are paid well or not. If it is red,
    you should pay them more before something bad happens. 
    [A] Contact Information
    Before you E-Mail me, read the guide first. If the answer is not in here, then
    E-Mail me. If it is, don't bother as I won't reply.
    To contact me, e-mail me at
    hillsdragon13 [at] hotmail [dot] com
    Replace at with @ and dot with .
    Don't add me to MSN Messenger List because if I don't know you, I won't accept
    you, simple as that. 
    E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
    we are living people like you. Have a title of what you are sending so I know
    what is going on. If you try to send attachments, I won't open them so stick
    the information in the E-Mail. 
    Please write in English or anything close to it. It can't understand foreign
    languages so please don't give me a page long quite in Mexican or Antarctic
    penguin language cause I don't understand.
    Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
    Yoi Di Tjih Ni Ceazure Flr?" Don't be too formal, a question is not a freakin
    business agreement so don't say "Dear Sir, In accordance to your Walkthrough
    to the PC Game, Caesar IV, ..." it makes me wonder if I'm talking to a freak
    the President of the United States of America or Bill Gates or Donald Trump.
    I will credit you if your send me information about this game that is not in
    the FAQ. I will also be grateful if you see this FAQ somewhere else other than
    Gamefaqs or a site which has my permission. If you do, tell me so I can kick
    their ass to Pluto and make them bounce off to the other side of the Universe.
    I will not respond to:
    * Spam
    * Bill Gate's Spam (He gets spam of up to 4 million per day)
    * Something not related with this
    * Something already covered
    * Illegal stuff, like CD-Keys and Pirated Versions
    * Technical Problems
    Technical Problems will not be answered as they should be sent to Sierra not 
    me. I didn't design the game so I shouldn't know what's wrong with it, its 
    your game not MINE.
    [B] Webmaster Information
    [C] Credits
    This section is where you see your name. It will be long. The names are either
    Board Names from the Boards or your e-mail so if your name is Bob Rob and 
    another Bob Rob posted the message, the First Bob Rob will not be credited so
    in short, someone around the world who shares the same name as you will not
    be credited for your work.
    CJayC for hosting this FAQ, I bet he doesn't even read this
    Me for writing it
    Tilted Mills for developing it (I'm not going to like you for SimCity 
    Societies though)
    Sierra for distribution
    [D] Sites FAQ is on
    Current FAQ is On
    www.gamefaqs.com will always have the latest versions
    May be Outdated
    www.neoseeker.com will have a version of this FAQ
    [E] Copyright
    This game is Copyright 2006 Tilted Mills and Sierra. All Rights Reserved
    This document is copyrighted by US and Canadian and Australian Laws. This FAQ
    is for personal use only. This is not to be used for commercial or personal
    gain. Websites publishing this guide without permission will face punishment
    under the law. All sites except GAMEFAQS are not allow to host this FAQ 
    without my permission.
    This document is protected by the copyright laws that were founded in the
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    feel free to do a google search on the Bernes Copyright Convention. 
    You are not to sell this piece of work, claim it as your own, make any 
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