The Guild - we remake famous RT games
ROME 3 - a remake of Caesar 3 
A) About the new game:
A-1)   Ranges A - 9)    Legion
A-2)   Satisfaction of the People A-10)    Entertainment
A-3)   Religion A-11)    Peace Rating
A-4)   Supplies A-12)    Natives
A-5)   Culture A-13)    Earthquakes
A-6)   Desirability A-14)    Maps
A-7)   Population & Employment A-15)    Internal Transportation
A-8)   Barbarians A-16)    Overlays

B) One more version - why?


     Printed in italics are the differences between ROME2 & ROME3

A-1) RANGES

There are 9 kinds of structures in ROME 3:
Water- providing structures:
reservoir(10), aqueduct(0), fountain(3 in desert-4 elsewhere), well(2)
Health:
clinic(20+w), hospital(30+w), bath-house(20+w), barber shop(20+w)
Religion:
temple small(20+w), temple large(30+w), oracle(0)
Education:
school(20+w), library(30+w), academy(30+w), mission post(20+w)
Entertainment:
theater(50+w), amphitheater(*+w), actor colony (*+w), gladiator school(*+w)
Government:
senate(*+w), forum(*+w), governor's house(0), governor's villa(0),
governor's palace(0), statue small(0), statue medium(0), statue large(0),
triumphal arch(30)
Engineering (Maritime & Civil):
garden(0). plaza(0), engineers' post(20+w), bridge small(0), ship bridge(0),
dock(0), shipyard(*), wharf(*)
Military & Police:
wall(10), gatehouse(10), tower(20), fort(*), barracks(*), military academy(*),
prefecture (20+w)
Farming & Industry:
farm(*), clay pit(*), timber yard(*), marble query(*), iron mine(*), workshop(*), wheelwright(*), chariot maker(30+w)
warehouse(50+w), market (30+w)

         All structures have defined range of operation. It is a circle around the structure. The radius of that circle (measured in tiles) is given above in brackets. Asterisk (*) stands for: "the entire map". Structures with (+w) have servicemen (wanderers - not cart pushers) going in and out of them. We shall call these structures "service buildings".
         Each house will have a complete service from any service building whose range of operation extends at least to the part of the house. You don't need any more to lead your servicemen to pass by the houses of your city.
         You will still be able to see all these servicemen walking through your streets, gardens and squares, but only to make a pleasing site to your eyes.

A-2) SATISFACTION of the PEOPLE

            In Caesar 3 there are 5 means to keep the people in good moods:
            1) moods of gods (Venus above all) are transferred to the people
            2) low unemployment
            3) entertainment (including festivals)
            4) low taxes
            5) high wages
            Gods were whimsical and boring. Notion of unemployment in the society of slave owners is rather misplaced. All other services & supplies were much less significant than entertainment. The level of entertainment was calculated using complicated formulas. Taxes seldom needed any adjustment. Change of wages was a monotonous side task.
            In ROME 3 gods behave themselves. Unemployment rate is not being calculated. All services/supplies have equal importance. Entertainment is no exception. There are no festivals. Taxes are still adjustable. Wages have fixed value. Strugle to make people satisfied is reduced to 2 activities:
            1) providing all services/supplies
            2) keeping the taxes close to their initial level (7%)
 

A-3) RELIGION

            Gods neither get angry nor happy. They neither bless you nor they punish you. They do not participate in waging wars either.
            There are no festivals dedicated to any god.
            Gods are not jealous. They let you to build temples to whom you like.
            Religious advisor is not informing you about the moods of gods. He informs you about demands of people.
            There is no request for the access to more than one god.
 

A-4) SUPPLIES

             There are no granaries - only warehouses and markets. .
             The icon of a warehouse is no more an open platform. It is a building with a roof. All warehouses accept all kinds of supplies. Everyone of them has a separate stock. All markets in their range have the entire stock at their disposal.
             You don't need to distribute the stock around the city. The entire stock of any warehouse is available simultaneously in all houses located in the range of the warehouse and/or ranges of markets connected to the warehouse. Numbers in dialog boxes of markets show the stock in the sum of all warehouses covering the location of the market. Numbers in dialog boxes of warehouses show the stock only in that particular warehouse even if some other warehouse is covering it's location. 
             In ROME 3 housing starts with hovels. There are no tents and shacks. There are also no requirements for 2nd type of wine, 2nd and 3rd type of food. First two wine workshops will have normal wages. All other wine workshops will require 20 times higher wages. Grapes and olives are comestible like all other types of fruits. You can restrict their use either for food or as a row material for workshops. You can also let them be used both ways. People will have no priorities in food.
 

A-5) CULTURE

            You earn points in culture rating for temples, education and theaters:
            For each temple (big or small) you get 5 points until you earn total of 40 points for temples. After that you get no more points for temples. If you move or demolish your temples, you will still have 40 points if 8 temples have remained or 35 points if 7 have remained etc.
             Likewise, For each school, library or academy you get 5 points until you earn total of 40 points for education. After that you get no more points for education.
             For each theater you get 5 points until you earn total of 20 points for all of them.
 

A-6) DESIRABILITY

             Desirability is not being calculated in ROME 3.
 

A-7) POPULATION & EMPLOYMENT

             You need no house at all in order to have employees in a service building. Each building brings along the required number of people and increases the total population of your city by the same number.
             People working in any building also have board & lodging in it. They require no services/supplies. They do not pay taxes. On the contrary, they are paid their wages every month from the tax money that you collect.
             All people living in houses pay their taxes, no matter how far or close they are to the senate or to the forum.
             There is no kind of an employment rate and no aging in ROME 3. Hence the unemployment is of no concern to the player.
             Wages are the same in each assignment and they don't change during the entire assignment.
             Employment advisor gives you information about the number of buildings of any particular type and about the total number of people living & working in them.
             Population advisor gives you information about the number of houses of any particular type and about the total number of people living in them.
 

A-8) BARBARIANS

             You can toggle barbarians.
             You can also scale any barbarian army by a factor 0.1 - 10.
 

A-9) LEGION

             Cavalry is much stronger in battle than legionaries or javelins. One stroke of their sword is lethal. They are able to ride through the enemy lines and to kill without being stopped unless being hit by 5 or more spears/daggers.
             Legionaries move as fast as the javelins do. You don't need weapons for any type of soldiers.
             Number of barracks & forts is not limited. Soldiers from the first barracks & first 6 units are paid normal wages. Soldiers from all other barracks and units are paid 3 times more.
            There is a new button in military advisor's dialog box. It will dismiss the selected unit in which case soldiers do not die. They change their clothes and leave the city as regular emigrants.
             The morale of the soldiers is not decreasing when they dwell outside of their camp. Barbarians can destroy a fort. It is not going to kill the cohort.
            Towers do not need roads. Their employees dwell in the tower. Guards (sentry) can come to the tower through the terrain without any road.
 

A-10) ENERTAINMENT

         Employees from the first two amphitheaters are paid normal wages. Employees from any other amphitheater are paid 20 times more.
The same is valid for senate.
             There are no hippodromes and no coliseums in ROME 3.
             The chariot maker & his wanderer have remained. An operating chariot maker is required if you want to have a luxury palace. It will not operate until you have a pair of working wagons. When it stars operating, you will see the video for the hippodrome. When an amphitheater starts working, you will se the video for the coliseum. The number of chariot makers is not limited. Their wages are normal (the 1st and all other). They attract immigrants as much as the hippodrome used to do.
             There are no festivals. Entertainment advisor has 15 different buttons to allow you to play entire intro or any sequence thereof without leaving the game. It will have no influence on the people in the city. It is designed to for you to enjoy it whenever you like.
             Level of entertainment for any house is calculated as follows:
             1=Amphitheater+Gladiator school+Actor colony
             2=the above+Theater
             3=the above+Triumphal arch/Chariot maker
 

A-11) PEACE  RATING

              You will get 40 points when you defeat barbarians for the first time. When you defeat them once more you get 30 points. For the third victory you will get another 20 points, and for fourth victory you will get your last 10 points. Subsequent victories can bring you no more than 10 points.
              You will lose points each time when barbarians, locals or gladiators destroy anything in your city. For each destroyed building/house you will lose a point.
 

A-12) NATIVES

              Native houses/buildings can be demolished using the demolition tool (shovel). When you do it you can not toggle barbarians.
 

A-13) EARTHQUAKES

               There are earthquakes and other natural disasters. These other disasters are what used to be curses of gods in Caesar 3. They are prescheduled on any map
               Ridges remaining after the earthquake you can cross using the bridges.
               You can toggle natural disasters all together.
 

A-14) MAPS

               Maps are exactly the same as they were in Caesar 3.
               You can scale the target population by factor 0.5 - 2.
 

A-15) INTERNAL TRANSPORTATION

              In Caesar 3 the only means of internal transportation were carts circulating among the granaries and warehouses plus market ladies. In ROME 3 there are no granaries and market ladies have lost their function. Game machine was even in Caesar 3 loaded with bugs concerning transportation among warehouses. Hence, the new type of transportation was needed.
              What used to be weapons workshop is now a blacksmith. What used to be the lion house is now a wheelwright.
              What used to be a hog farm is now a sheep farm. What used to be a vegetable farm is now a horse farm. For both these farms you need a fertile soil
              In order to have an operating wagon you need to have 5 prerequisites:
horses from the horse farm, iron, an operating blacksmith, timber and an operating wheelwright. You get the wagon with horses by purchasing it from the trade advisor, but they will not operate until all pre-requisites are met.
              You can right click the wagon to open it's assignment dialog. There you can set the automatic route for it (including the specification of commodities and their loading location plus destination).
              A couple of wagons shall completely resolve all your troubles with internal transportation. The number of wagons is not limited. They all require the same wages. Barbarians will destroy them before anything else.
 

A-16) OVERLAYS

               Overlays show no more pipes or pillars. They still show houses/buildings as two dimensional squares. The squares representing houses that are receiving the chosen kind of service are painted in blue as they used to be in desirability overlay.



B) One more version - why?

               You have noticed that the main difference between ROME 2 & ROME 3 is absence of coliseum and hippodrome in ROME 3. Hence, the real question is actually: why should anyone want to discard these two significant ingredients of the atmosphere in Caesar 3 ? Here is why:
               First of all, placing these two big icons on the screen usually blocks a big part of the map for supplies, transportation and for the maneuvers of the legion in a battle.
               Furthermore, many details of the city become covered by these two icons. In order to se the details you have to rotate the map all the time, and the game loses one of its best advantages - a very efficient and easy control of the map.
               By placing a coliseum on every map, and a hippodrome on most of them, we are already detouring from "real time" atmosphere. Not to mention having two, three or more coliseums on the same map. You get none other than "monster towns" loaded with totally unrealistic architecture. The situation becomes even worse with competition in building as many as possible so called "palace blocks".
               The realistic and in the same time artistic pieces of Roman architecture are big temples of Caesar 3, governor's house, his villa and palace. Unfortunately they do not give you points in competition for the most unrealistic monster town. This is why you see them so seldom on any screenshot boasting with high scores.
               We believe that all of it is only the echo of the famous and erroneous formula: "The more entertainment required in the game - the more fun for the player." We still wanted to preserve the realistic part of the atmosphere about the coliseum and hippodrome. Therefore we decided to use their video sequences elsewhere.
              If you disagree with us, you can play ROME 2, where both coliseum and hippodrome are still present in the game.


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