In order to get all of your pottery, wine, clothes and other goods into the hands of the populace, markets have to be built. Markets It's one thing to make the goods it's another to make sure that your citizens are taking advantage of them. Positioning each of these types of buildings within a short distance of each other is ideal in order to maintain a constant flow of materials and finished products. They'll move to and from depots, ports, factories and markets to make sure that all of the different types of goods get to the right place. Goods are transported around the city via cart pushers. Without the working class, there are no goods to sell. Factories in industry require raw materials and workers. Since they're out on their own and busy working, there's little need to make sure their accommodations grow as quickly.īuilding up enough accommodations to provide the needed workforce with housing is an absolute must. Outlying regions are likely only going to need fresh water, food, clothes, and pottery to keep them satisfied and working. Small isolated settlements made up for the purpose of housing working class citizens aren't going to need the same luxury items like jewelry like those in the bustling center of the city. Each level of household in the city will need certain types of goods before they can expand to the next level of housing which means more taxes to collect. For example, an abundance of metals used in weaponry might mean that there's an opportunity for a very successful weapons trade with other cities that don't have those resources. The amount availability of raw materials in the area or through trade is going to determine exactly how many factories and the type of industry that can be built and be successful. Items like pottery, linens, wine, meat and weapons are all necessary to help your city grow. There are several different types of industry, each of which can make new types of goods that Rome's citizens will need. Raw materials around your city and good trade deals can turn an industry into the driving force of expansion and economic mastery. Also, you build smaller temples/hermitages to heroes like Hercules, who can assist you in defeating beasts like Hades' "pet" Cerberus.Industry Overview Industry is really where the economy will thrive. It's neat to litter your city with (huge) temples dedicated to different Gods. And it adds a unique gameplay element over the others- managing your relationship with the Gods. The cartoonish quality of the graphics is annoying at first, but it grows on you. It's nice to see a shift from the Mediterranean towards the east.Īlso, give Master of Olympus: Zeus + Master of Atlantis: Poseidon (expansion), a whirl. It was my favourite a few years back, though it is easier than Pharaoh. I also liked Emperor: Rise of the Middle Kingdom. But you find yourself building magnificent cities in inhospitable locations, as you get better. While terrain variety isn't exactly excellent, the challenge is worth it, and there are plenty of campaign missions that get progressively more challenging. However, my favourite is Pharaoh + Cleopatra: Queen of the Nile expansion. As it stands, I only play Caesar 3 occasionally. If Caesar 3 had roadblocks, I would've never even considered giving it up and trying Caesar 4. As for combat, it's barely better than in the Caesar games, mainly because you can control your troops properly, but it doesn't compensate for the dumbing down. Money is also very easy to come by, with gold mines and temples providing income (and there are no expenses aside from building costs). You just need to place houses within range of a workshop you don't even need to build any roads like in the Anno xxxx games, so you end up squeezing as many buildings as you can in the smallest possible space. Grand Ages Rome got rid of that element, so it's purely a puzzle game. In the Caesar games goods and services are provided by workers who're spawned at each workshop or public building and then randomly walk around the vicinity, so directing their itineraries by laying out the roads and built-up areas in certain ways is key. It's greatly dumbed down as it removes the only significantly challenging element from the Caesar-style games, namely the various worker flows. I have to advise against playing Grand Ages Rome.
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