Technical Support ......................................................96
3
CAESAR II
WHERE DO I START?
To get the most enjoyment out of your new game as
soon as possible, we suggest that you begin by running
the on-line tutorial included on the game disk. To do
this, see the instruction card included with your game
package. A few title screens will appear, followed by a
Game Setup screen. Here, select “Run the Caesar II
Tutorial” and follow the onscreen instructions to learn
about the game. This tutorial should tell you
everything you need to know to get started on your
first City. (It does not include the game’s Province
Level. For information about that, see the Province
Level section of this manual, page 46.)
After you have completed the tutorial, you will have
easy access to additional on-line help and game tips as
you play. To access the online information, just rightclick on any feature, building, or button (or use the
Query button on the Control Panel). A panel will
appear with some information about the item you
INTRODUCTION
selected. Click on the “Help” button for general Help,
or the “Tips” button for tips on gameplay. The “History”
button will access historical background information
about the selected item. Use the Query button often to
get information about your evolving city or whenever
you are unsure about any aspect of game play.
4
The on-line Tutorial and Help should familiarize you
with many aspects of the game. Consult this GameManual to gain a deeper understanding of the game
system, concepts, and situations. Feel free to skip
around this manual, and to concentrate on those
aspects that you find most challenging or interesting.
GAME MANUAL
THE BASICS
A mouse is required to play Caesar II. When this
manual or any of the on-line instructions tell you to
“click on,” “select,” or “press” something, you should
click on it with your left mouse button, unless you are
specifically instructed to “right-click,” or use the right
button.
Most of the game functions are accessed via mouseactivated buttons. Often, when you roll your mouse
pointer over a button, a text box on the screen will tell
you what would happen if you clicked on the button
your mouse pointer is currently over.
Other functions are accessed via “hotspots,” or areas on
the screen that initiate actions or call up information
when clicked on. When you are called upon to set a
numeric value, you will often do so with arrow buttons.
Click on the up and down arrows to set the
accompanying value. Hold your mouse button down to
make large changes quickly
Game play in Caesar II takes place on two “levels.”
On the City Level, you will closely manage all aspects
of your Province’s capital city, including roads,
economy, and housing. The Province Level will
place your city into perspective. Here, your
capital city is just one of many places within your
provincial borders. On the Province Level, you
will build industries to supply your city’s
markets, lay provincial roads, and manage your
defense.
5
CAESAR II
GAME TIME
Caesar II takes place in real time: your city and
province will begin to grow and change on their own
as soon as you place structures down. If you build a
group of houses, for example, and their neighborhood
becomes more desirable in some way, those houses will
improve in quality and size. Conversely, they will
decline and shrink if the neighborhood drops in value.
In this way, you will watch your city and province
grow, change, or deteriorate in an almost organic
fashion. And remember, changes will occur
simultaneously on the City Level and the ProvinceLevel, so keep your eye on both.
To pause the game at any time, just hit the <P> key on
your keyboard. Hit <P> again to resume the game.
While the game is paused, you may still look around
your City and Province, and you may still build things,
clear things, issue order, and so on.
INTRODUCTION
The following descriptions assume that you have
chosen to play a “Full Game” that includes the
campaign, or strategic, dimension. If you should
choose City Building Only on the Game Setup
screen, your game will consist of only the City Level
and will not include combat or the Province Level.
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GAME MANUAL
GAME OVERVIEW
At the very start of the game, the Roman Empire
consists of a single province, Latium, with Rome at its
center. It is your job to extend the Empire by
successfully developing additional provinces. Your first
task in the game will be to choose the first province
that you will attempt to transform into a powerful and
wealthy extension of Rome.
Your first province may encompass several small and
isolated towns, hostile independent tribes, and — most
importantly — your capital city. In addition, your
province will have areas of potential farmland and
areas suitable for mining and quarrying, which you can
use to enhance your city’s economy.
You must build your capital city from the ground up,
and see that it is healthy, wealthy, and wisely run. On
the City Level, you will provide housing, a water
supply, entertainment, safety, and health. You will also
build roads, set tax rates, start businesses, organize
your laborers, and establish a security force.
You must also tend to “the big picture” on the
Province Level. On the Province Level, you may
build roads to connect your city to outlying towns.
You may establish farms, mines, and quarries to
supply city businesses, and you may build ports
and trading posts to buy from and sell to distant
lands.
The challenge of managing internal affairs is
made even more difficult by the ever-present
threat of invasion by various types of
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CAESAR II
barbarians. On the Province Level, you may build
forts, command your armies, or even build massive
provincial walls for protection.
Your overall performance, on both levels, will be rated
in four areas: Peace, Culture, Prosperity, and
Empire. When you have reached a required minimum
rating in each category, and a required overall
(average) rating, you will be offered a promotion, and
the chance to extend the Empire by bringing a new
province under Roman rule. When you receive a
promotion, you will be able to choose your next
province from among those adjacent to the current
boundaries of the Empire.
The game ends when one of two things happens:
1) You advance successfully through enough provinces
that you achieve the ultimate promotion — Emperor
of Rome — and you win the game. The number and
difficulty of the provinces required to win depends on
the skill level you have set.
INTRODUCTION
8
2) You fail to perform up to the standards of the
Roman Empire, and enrage the Emperor to such an
extent that he removes you from office and dispatches
you to some undoubtedly ghastly fate. In this case,
needless to say, you lose.
GAME MANUAL
GAME SETUP
The Game Setup will appear after the game has been
loaded and the introduction sequence has played. The
first setup screen will give you several options:
* Run the Caesar II Tutorial
* Load a Previously Saved Game
* Start a New Game
* Exit the Game
Select Start a New Game to begin. The next screen
will allow you to set various game conditions. Here
you may choose from five skill level settings: Novice,Easy, Normal, Hard, or Impossible! These increase
in difficulty with regard to amount of cash you begin
with, the frequency of certain events in the game, and
the number of promotions required to win. We
recommend the Normal setting for basic, balanced
game play, but you may want to experiment a bit to
determine your personal preference.
The button next to the word “Campaign” allows you
to choose either a full game, or a partial, City Levelonly game (see page 14). To enter your name, click
on the “Change your Name” button, type your
new name, and hit the <Enter> key on your
keyboard.
Select “Start this Game” to begin.
9
CAESAR II
CITY BUILDING ONLY
If you play with “City Building Only” mode, your
game will not include the Province Level or combat,
and you will not be promoted to other provinces.
Industry in City Building Only mode works just as it
does in a regular game, except that you will not be
managing industrial sources on the province level.
Rather, you will receive raw materials in various
quantities, which will supply your businesses on the
City Level.
When playing City Building Only, the difficulty level
you set will dictate starting money and frequency of
events. Ratings will be calculated as usual for
Prosperity and Culture, but you will not be rated in
Empire or Peace, as these two ratings involve the
Province Level. In this mode, you will have no need
for the Centurion (in the Forum) and you will not
assign Plebs to Army Duty or Provincial Work. Also,
you will not get requests for goods from the Emperor.
INTRODUCTION
Choose this option if you want to focus only on city
design and management, setting your own goals as you
go along. There is no way to “win the game” in City
Building Only mode.
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GAME MANUAL
THE MENU BAR
On the two main game screens in Caesar II, a menu
bar across the top of the screen will allow you to
control several game options:
File: Select New Game to begin a new game.
Select Load to resume a previously saved game.
Choose a saved game from the list that appears.
Select Save to save your current game. Type a name
for your game in the box that appears.
Select Quit to quit to the DOS prompt without
saving your current game.
Options: Select Tunes to switch on or off the game’s
music, or to set the music volume.
Select Sounds to switch on or off the ambient sound
and speech, or to set their volume levels.
Select Animations to switch on or off the 3-D animations that will appear occasionally during your game.
Select Year End to switch on or off the AnnualSummary and Auto Save features. If turned on,
the Annual Summary will appear automatically
at the end of each year, detailing your
population, treasury funds, and tax rates. Auto
Save automatically saves your game at each
year end, using the name LASTYEAR.SAV.
Speed: Select Speed to set the Scroll Speed
and Game Speed, from 0 to 10 (10 is the
fastest).
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CAESAR II
Help: Here you may access Hints and Tips for better
game play, Help information about many basic game
functions, and some background History about the
Roman Empire. Select About for information about the
production of Caesar II.
Useful Info: The current month and year of the game
will be displayed in the center of the Menu Bar as will
the amount currently in your treasury.
CITY LEVEL SCREEN
Menu Bar
12
Overview Map
w/ Color Overlay
Control Panel
Main Map View
GAME MANUAL
II. THE CITY LEVEL
The City Level screen consists of a Main Map View,
an Overview Map, and a Control Panel. The Main
Map View is where the real action will take place.
Here, you will build buildings, water systems, and
roads. Soon your city will come to life — you’ll see
buildings growing and changing and people hustling
through the streets. Certain areas will thrive, others
will wilt, and don’t be surprised when the occasional
emergency pops up at the most inopportune time!
City development is influenced by three main
variables: Land Values, Limiting Factors, andRoads. These variables will be discussed in detail
elsewhere in this manual, but briefly:
Fluctuating Land Values cause houses and other
structures to rise and fall in quality. Land Values will rise
if an area contains many desirable features, and will fall
if it contains undesirable features, and will be limited if it
lacks some essential component or components.
Most structures you build will either enhance or limit the
value of the land surrounding it. A Temple or a Theater,
for example, will raise Land Values, while a Barracks or
a Market will limit Land Values because of noise and
pollution. Land Values determine how much thestructures in your city will grow.
Some buildings, no matter how many positive
influences act upon them, will not rise above a
certain quality level due to Limiting Factors.
A limiting factor for housing might be the lack
of a water supply. Even if a house has access
13
CAESAR II
to the best schools, libraries, and theaters, no one
wants to live there if it has no water. Limiting Factorslimit Land Values to certain levels.
Roads are the essential connections between buildings.
A Market may be a stone’s throw from a house, but if it
is not connected by road, it might as well be across the
sea. This is because many buildings produce “walkers”
who pass benefits and provide services to the areas they
pass. They forge the actual links between your city’s
buildings. Markets send out Traders, Barracks produce
Soldiers, Forums produce Forum Clerks, etc. When
your city gets going, you’ll see these busy little walkers
hustling through the city. They need roads to do their
jobs. Of course, buildings that are very close to
buildings that produce walkers will enjoy their benefits
all the time, and not just when the walkers pass.
Note: If your city has no housing, no walkers will appear!
THE OVERVIEW MAP & COLOR
CITY LEVEL
OVERLAYS
In the upper right corner of the City Level Screen is a
small map that gives you an overview of the entire city.
The yellow rectangle in the Overview Map shows you
the area you are currently looking at in the Main Map
view. It will move as you scroll around the Main Map
with your mouse. You may also click on the Overview
Map to jump to any point in the Main Map. The
north-pointing arrow on the Overview Map
corresponds to the north-pointing arrow in the upper
right corner of the Main Map. You may rotate the
Main Map view by clicking on either of the rotate
14
GAME MANUAL
arrow buttons just below the Overview Map. The
Overview Map will not rotate.
Above the Overview map is a pull-down menu that will
give you information at-a-glance about all the vital
aspects of your city in the form of Color Overlay
maps. Click on the pull-down menu, then select one of
the Color Overlay listings.
Color Overlay Maps will show you your city’s
Geography, Land Value, Water Supply, Security, Unrest,
etc. When you select one, the overview map will change
to reflect your selection. For a close-up view of the
overlay, click and hold the mouse button down on the
Legend Square, which looks like three colored squares
and a question mark. A color key will appear in place of
the Overview Map, and the colors will appear in the
Main Map to display the information. Solid black areas
on overlays indicate a complete lack of the selected
feature or service. Map squares that contain housing
will outlined in gray, and other structures (aside from
roads and plazas) will be outlined in black.
Some of the Color Overlay Maps will leave relevant
structures visible on the Main Map. The Security
overlay, for example, will leave Barracks and
Praefectures visible.
The Color Overlays are a good way to keep your
finger on the pulse of your city. Check them often
— they just may alert you to an impending crisis
in time to take preventive action. Remember to
use the Legend Square to place the Color
Overlay on the Main Map. You may also use
the Zoom controls to set your field of view.
15
CAESAR II
CONTROL PANEL
The buttons beneath the Overview Map comprise the Control
Panel. The control panel allows you to perform the following
functions:
VIEW CONTROLS
ROTATE ARROWS
These buttons allow you to rotate your Main Map view
clockwise or counter-clockwise.
FLAGS
The placement of flags on either your Province or City
map allows you to jump quickly to any flagged
location. You may place your own flags for
CITY LEVEL
convenience, or they may appear automatically to
indicate danger. You will only see the flags when you
are actually placing them. The following flags are
described as they appear, from left to right.
Set Flags: To set a flag, click on the first (left most)
flag button. When the mouse pointer changes into a
flag, click anywhere on either your City Level map, or
your Province Level Map to place the flag. You may
set several flags on either map. To remove a flag, click
on the flag again.
To go to the flagged locations in your city, click on the
second flag button. This is the City Flags button. If
16
GAME MANUAL
you have set more than one flag, click on the City
Flags button multiple times to jump to each location
in succession.
Likewise, click on the third Province Flags button to
go to the flagged locations on the Province Level.
A red Danger Flag will appear automatically in areas
where some kind of emergency is taking place in your
city or province (e.g. a Barbarian raid, fire, plague).
The Danger Flag always indicates the source of the
most recent danger. When an emergency occurs, a
message box will inform you, and will often give you
the option to go to the location immediately. After the
message box is gone, click on the red Danger Flag
button at any time, and you will be transported to the
most recent danger flag.
GO TO...
Beneath the Flag Buttons are the following:
Go to City: If you are on the City Level,
you’re already there, and this button is
inactive. If you are on the Province
Level, click here to go to the City
Level.
Go to Forum: This button takes you
to the Forum, your main center of
government, where you may consult
with your advisors, check your
ratings, and implement decisions
(see Forum, page 56).
17
CAESAR II
Go to Province: This button transports
you to the game’s Province Level.
Text Window
Beneath these three buttons is a small text window.
The window displays the function of various buttons as
you roll your mouse pointer over them. When your
mouse pointer is positioned on the Main Map View,
the window will display the cost in Denarii of the
currently selected structure or function.
ZOOM IN/OUT
Zoom In: There are three view levels available
in your Main View. When you select the Zoom
In button, your mouse pointer will turn into a
cross-hair. Click anywhere on the Main Map
CITY LEVEL
View to zoom in on a particular spot.
18
Zoom Out: Click on the Zoom Out button to
expand your Main Map View.
GAME MANUAL
Exit
Panel
General
Query
Detail
Help
Tips
History
QUERY
Note: In most cases, the Query button has
the same effect as right-clicking on an item.
On the City and Province Levels, the Query button is a
convenient way to find out information about all
aspects of Caesar II. Simply click on the Query
button, and your mouse pointer will turn into a
question mark. Then click on any feature or
button on the screen, and an information panel
will appear. In many cases, the panel will contain
buttons that offer Help, Tips, and HistoricBackground information about the selected
item.
19
CAESAR II
On the City Level, the Query button gives you access
to many key pieces of information about your
structures. If you have difficulty determining which
buildings are which, just use the Query function to
find out the name of the building, its level of
development, its Land Value (from 0 to 64), etc.
For each structure, the Query button brings up an
information panel with several buttons. The General
button gives you a single statement informing you of
any pressing problems or deficiencies, or of the general
state of the structure.
The Detail button gives you a list of factors that act
either positively or negatively on land values. Any
listing in Red indicates a Limiting Factor — a
negative influence that is preventing the structure from
developing. To maximize development in your city, try
to eliminate these limiting factors as best you can. Any
listing in Green indicates a need that is satisfied for
the structure. Any listing that is Gray indicates a
CITY LEVEL
factor that does not have any effect on the selected
structure.
20
The Query button also allows you to interact with the
People who work in your city. Just select an area of
road where at least one person is walking. In the panel
that appears, click on the button that looks like a
person, and one or more person icons will appear.
Select a person icon to see the person’s name,
occupation, and opinion about some area of his life.
GAME MANUAL
BUILD BUTTONS
At the start of a game, your city will consist of nothing
but empty terrain. To build structures:
* Simply select the button on the control panel for the
structure you would like to build, and then click on the
Main Map where you would like to place the
structure.
*You may also build some structures by clicking on
their build button, and then clicking and holding down
your mouse button, dragging the mouse pointer across
the map. In this way, you can place a length of
aqueduct, a strip of road, or a block of housing
without having to click multiple times.
Below is a description of each build button (and the
Clear Area button) on the City Level control panel:
CLEAR AREA
This function allows you to demolish structures
and roads, and clean up areas of rubble. Select
this button to activate Clear mode. Then click on
any previously built structure on your Main Map
to destroy it. While Clear mode is active, the
cost displayed in the text window is the cost
per map square of destruction. To demolish a
building, just click on it. To clean up the
resulting rubble, click once again on each
square that contains wreckage while you
are in Clear mode.
Note: If you clear a square that has two
21
CAESAR II
structures (i.e. road and aqueduct) you will be given
the option to either clear both structures or just one.
HOUSING
Housing: People will only move into your city
and build nice houses if you provide pleasant
areas for them to live. All housing will begin as
small Huts, which will develop and grow only if
they get what they need. If you fail to provide
for the basic necessities of your housing, your
residents will pack up and leave, and your
houses will vanish. Housing also must be
present in order for other buildings to produce
walkers.
There are twenty levels of housing, ranging from Hut
to Palace (see Appendix, page 84). The higher-quality
housing attracts more people, who earn higher income
and pay more taxes, so it is wise to encourage housing
to develop. The development of housing depends on
Land Values (see Land Values, page 44).
CITY LEVEL
22
ROADS
Road: A good network of roads connecting
your buildings is vital to your city. Many
buildings need to be connected to other
buildings in order for your city to function.
Houses must be connected to Forums in order
for your tax collectors to do their jobs. Markets
must have roads for their traders to travel.
Barracks and Towers send out soldiers, and
Praefectures produce vigiles who need roads to
GAME MANUAL
patrol. And workers need roads between
housing and their businesses.
While many buildings need roads, some do not.
Bath Houses, Entertainment structures,
Temples, and Schools are designed to be
accessed on foot, and therefore do not need
road access.
Roads do not evolve, they remain the same as
long as they are adequately maintained. If you
find that sections of your roads are disappearing
spontaneously, check to make sure you have an
adequate number of Plebs assigned to road duty
(see Forum, Plebeian Tribune, page 64).
The cost displayed for road construction is cost
per map square of road. You may place a road
square by square, or you may hold your mouse
button down and drag over the map to lay a
length of road. Roads may be built through
walls, under aqueducts, and over rivers to form
bridges. A few buildings, like hospitals, schools,
and libraries
Note: A Plaza serves the same purpose as a
road, but it is nicer and has a positive effect
on land values.
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CAESAR II
FORUM
Note: This following section refers to the
forums you will build in your city, not your
personal Forum, which you will visit to hear
advice, set tax rates, organize Plebs, etc. That
one is discussed on page 56.
Forums are your city’s centers of government.
Their primary role is to collect industrial taxes
from your businesses and population taxes from
your citizens. They also act as gathering places
for the masses, so people will want to live near
them. An absence of forum access will limit a
neighborhood’s growth.
Your forums must be adequately linked via
roads to all houses and businesses in the city.
Forums send out Forum Clerks to visit housing
areas and bring in municipal cash. A forum also
has a square radius in which tax coverage is
CITY LEVEL
high regardless of the clerks. If you do not have
adequate forum coverage, taxes may go
uncollected, and your city will suffer.
24
There are three different classes of forums:
Aventine, Janiculan, and Palatine. The more
advanced classes occupy larger map areas and
provide tax coverage for more territory, but they
will be available only after your city advances a
bit and your engineers develop their skills.
Any class of forum will grow visibly fancier if its
land value rises, but it will always remain the
same size.
WATER
GAME MANUAL
A WATER SYSTEM
Fountain
Well
Housing
Aqueduct
Reservoir
River
For your city to develop, you will need a good
water system. You have four types of water
structures at your disposal: Reservoirs,
Fountains, Aqueducts, and Wells. All areas on
the City Level can potentially have two types of
water access: water supply (water that is
directly available to the public) and pipe
access (water inside an underground pipe
network, available indirectly, through
Reservoirs to Fountains and Bath
Houses).
In order to develop, housing must be in
an area with a water supply from a
reservoir or a fountain. Housing can get
water from rivers and wells, but people
25
CAESAR II
consider this low-class, so it will be a Limiting
Factor, restricting land values.
Tip: The Color Overlay Map for water can be a
great help to you in designing your water
system. Also, check the Detail option on the
Query Panel to check whether or not a
structure has a water supply.
Reservoirs: Reservoirs provide the foundation of your
city’s water system. A reservoir will only function when
it is either adjacent to a river or connected to a full
reservoir via an aqueduct. You may create a string of
up to four reservoirs, but the outer reservoirs in the
string will be able to supply water to a smaller range
than those closer to the river.
A reservoir creates a water supply in a small radius,
and a zone of pipe access in a wider radius. Houses
built inside the water supply radius will have water, and
they will be happy. Houses built outside the water
CITY LEVEL
supply radius (even if they are within the pipe access
radius) will not have water, and will have limited
development.
26
In the latter instance, you can make the houses happy
with the construction of a Fountain.
Fountains: Fountains create the largest area of water
supply. A fountain must be placed within a reservoir’s
zone of pipe access. It will then use the pipe access to
create a usable water supply for the area around it.
Multiple fountains can draw from a single reservoir.
Building a network of fountains supplied by reservoirs
is a very effective way of supplying your city with water.
GAME MANUAL
Aqueducts: You may place a length of aqueduct by
clicking on a line of map squares, one at a time, or by
dragging across a map area while holding your mouse
button down. An aqueduct can only be used to send
water from one reservoir to another reservoir. In this
way, you can send water all over your city. You cannot
connect aqueducts to Fountains or Wells.
Wells: A well is a cheap way to create a water supply
for a relatively small area. Wells do not create any pipe
access. They can be built anywhere, but they only
supply a primitive water supply that will limit land
values.
Rivers: Rivers can serve as a primitive water supply for
people along its banks, but people do not like this, and
it will severely limit land values.
The following is a good way to begin to create a water
system:
1) Place a reservoir next to a river.
2) Click on the pull down menu above the Overview
Map, select the Color Overlay Map for Water, and
click on the three-colored Legend Square. You should
see a color-coded area of water supply, and a
further-reaching area of pipe access (the smaller
area will be purple, because it contains both
types). Make sure that pause is turned off for at
least a moment so that the game can register
any changes.
3) Place a fountain on the Main Map within
the reservoir’s range of pipe access. Then
check the Overview Map again. You should
27
CAESAR II
see a wider-reaching radius of water supply
surrounding your new fountain. You may build housing
on any square that is within water supply range of
either the reservoir or the fountain, and those houses
will have water.
Note: Your water system will need a work force to
maintain it. If you have created a water system that
appears sound but still doesn’t work (i.e. empty
fountains, thirsty housing, etc.) check to see if you
have enough Plebs assigned to water maintenance. To
do so, go to the Forum and consult the PlebeianTribune.
SECURITY
CITY LEVEL
Walls and Towers: Walls enclose areas to protect
them from Barbarians. You must enclose an area
28
Security on the City Level is essential for
several reasons. A horde of Barbarians may raid
your city, internal riots may break out, thieves
may strike, and fires may erupt. Security on the
City Level will complement any security you
may have on the Province Level. If a band of
barbarians begins to move toward your city, for
example, the best thing to do is send a cohort
to stop it on the Province Level (See ProvinceLevel, page 46). If the band does manage to get
into the city, your internal forces will be called
upon. The following security measures will help
prevent such crises in your city and will enable
you to deal with them if they do arise:
GAME MANUAL
entirely in order to secure it. For purposes of
enclosure, rivers are equivalent to walls because
Barbarians cannot cross them without bridges. Watch
out for breaks in your walls! Towers strengthen walls,
and serve as posts for soldiers. If invaders enter the
city, soldiers will emerge from your towers to
counterattack. To build a gate, just run a section of
road through a wall (or vice versa).
Barracks: Barracks send soldiers out to patrol the city
in search of Barbarians and rioters. Soldiers will take
the initiative to attack and kill any such undesirables.
They will also enhance the security level of any areas
they walk past (within a range of a few map squares).
Ironically, although Barracks protect and serve the city,
residents hate to live near them, and they limit land
value. Residential areas should ideally have good roadaccess to barracks, but be at least several squares away
from them.
Praefectures: Praefectures send out vigiles, or
watchmen, who patrol the city in search of rioters and
fires. A strong vigile presence will help prevent riots
before they start (fires may be prevented by assigning
Plebs to fire duty). If a fire or a riot does break out, the
vigiles will take care of it automatically as soon as
they discover the problem. Like soldiers, vigiles
will enhance the security of any area they walk
past. Like Barracks, Praefectures are undesirable
to live near, so they limit land value. Make sure
that there is good road access between your
praefectures and your housing.
If security is too low in areas of your city that
contain Temples, robberies may occur.
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