GAME mANUAL
60
Caesar
61
DDEEFFEENNDDIINNGG PPRROOVVIINNCCIIAALL TTOOWWNNSS
Barbarians consider the small towns
of the province to be good targets for pillaging; their great distances from the
Capital and closeness to the provincial border will make it difficult (and expensive)
to defend them. In order to defend them, be prepared to either spend a lot of
Denarii, or increase your army size dramatically.
LLAANNDD VVAALLUUEESS
As explained before, houses, temples and baths all evolve when placed in the
proper environment. However, this evolution is limited to a ceiling based on the
land value where a structure is built. Almost all structures raise land value to
some degree, with the following exceptions: walls and towers, wells and reservoirs, simple roads, low-grade housing and rubble. Rubble and some kinds of
housing (see below) are the only items on the City Level which will actually lower
land value.
All of these increases and decreases are cumulative. For example, if two buildings
each increase land value to a degree, then the area where the effects of the two
buildings overlap will have an even higher land value. Also, each square of a
building adds to this cumulative effect; therefore the change in land values
becomes greater the closer you are to a large structure.
HHOOUUSSEESS AANNDD LLAANNDD VVAALLUUEE
Housing affects land values, as you would
expect. An area with better housing will boost land values, while lower grade
housing will reduce land values. This effect is also adjusted by the growth rate of
your city: in a fast-growing city, all land values will be higher, since demand is
strong; similarly, if your city has a low growth rate, or, worse still, it is actually
shrinking, the value of all land will fall.
The growth rate itself is affected by the tax rates and unemployment: unemployment and high taxes reduce the growth rate, while full employment and low tax
rates attract people to your city and hence your growth rate is higher.
The result of this is that if the city is doing well, land values for houses in general
will increase; this allows houses to evolve into greater structures, and increase your
population. If the city suffers from unemployment and overtaxation, houses will
shrink, and your population will decrease. Because the status of each house
affects its neighbors, high taxes and unemployment can lead your houses to start
killing each other. As stated earlier, this relationship is further complicated by
the effects of other buildings and rubble; housing evolution only occurs when the
needs and desires of your residents have been fulfilled (see Housing, under
Prosperity).
(if it had one). You lose when all Centuries in the Cohort have been killed; the
Cohorts battle standard returns to the fort, so that men from other Cohorts can
fill it. Losing lowers the Cohorts Morale sharply; the new soldiers will know
theyve joined a bad luck Cohort! Finally, you can retreat from a battle at any
time; this saves your men, but lowers the Cohorts morale. The enemy may retreat
if you have devastated their forces without eliminating them completely.
PPRREEFFEECCTTUURREESS
Prefectures will help prevent riots before they start; they act
like police stations, keeping citizens calm within their area of effect. However,
they are only so effective; if their lot in life is bad enough, your citizens will still
riot.
BBAARRRRAACCKKSS
The presence of soldiers on patrol acts as a deterrent to rioting.
However, the soldiers that barracks produce do not help your Peace rating; if
theyre intercepting rioters or invading barbarians, then the rating has already
dropped. Soldiers only help by stopping the troublemakers before they damage
any (or too much!) property.
WWAALLLLSS AANNDD TTOOWWEERRSS
(Great and City) Building Great Walls helps to
keep barbarian armies out of the capital city; the use of Great Towers increases
their effectiveness. City walls and towers contain the damage that invaders cause;
but once the barbarians have appeared at City level, the damage to your Peace rating has been done.
BBAARRBBAARRIIAANN RRAACCEESS
Each of the sixteen barbarian races reacts differently
to the four Roman battle tactics. Each province is attacked by only one race of
barbarians; repeated battles in that province will show you which tactic is most
effective against that race.
RRIIOOTTSS
The chances of a riot in your city depend on the following factors:
Unrest: Citizens are more likely to riot when life is difficult for them;
high taxes, unemployment and conscription cause unrest.
Housing: Citizens living in higher-grade housing will have less reason
to riot; people living in tents and low-grade housing are more
likely to do so.
Peacekeepers: Administration and peacekeepers (fora, barracks and prefec-
tures) will help quiet unrest, but their abilities are limited.
People who are angry enough will riot almost anywhere.
Note that the individual soldiers you see walking around do not prevent unrest
from occurring or riots from starting; their role is to eliminate riots once theyve
begun. And while each rioter only has a small effect on your Peace rating, several
of them will appear at a time, and the rating can drop significantly.