Game Manual · CAESAR II 6 GAME TIME Caesar II takes place inreal time: your city and province will...

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S I E R R A ® Game Manual Game Manual TM

Transcript of Game Manual · CAESAR II 6 GAME TIME Caesar II takes place inreal time: your city and province will...

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S I E R R A®

Game ManualGame Manual

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I Introduction....................................................... 4Where Do I Start?.................................................. 4The Basics .............................................................. 5Game Time ............................................................ 6Game Overview ..................................................... 7Game Setup ........................................................... 9City Building Only................................................. 10Menu Bar............................................................... 11

II City Level ......................................................... 13Overview & Color Overlays ................................... 14Control Panel......................................................... 16Query Function...................................................... 19Build Buttons......................................................... 21Clear Area.............................................................. 21Housing.................................................................. 22Roads ..................................................................... 22Forums................................................................... 24Water (Reservoirs, Fountains, Aqueducts, etc.) .... 25Security (Walls, Towers, Barracks, Praefectures)... 28Industry (Markets, Businesses) ............................. 30Sanitation (Bath Houses, Hospitals)..................... 33Entertainment (Theater, Arena, Coliseum, Circus) 34Worship (Shrines, Temples, Basilicas) ................... 36Education (Grammaticus, Rhetor, Library) .......... 37Amenities (Gardens, Plazas) ................................. 37

General Concepts ...................................................... 38Money.................................................................... 38Population.............................................................. 39Land Values............................................................ 40Industrial and Population Growth Rates............... 41

III Province Level ................................................ 42

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CONTENTS

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Roads ..................................................................... 44Security (Wall, Cohort Fort).................................. 45Trading Post ........................................................... 46Port ........................................................................ 46Industry.................................................................. 47Industrial Support .................................................. 48Order Cohort ......................................................... 49Barbarians and other Enemies............................... 50

IV The Forum ....................................................... 52Oracle (Ratings: Empire, Peace, Prosperity, Culture) ...... 53Scribe ..................................................................... 55Merchant ............................................................... 55Centurion (Legion Management) ......................... 56Advisor from Rome................................................ 58Plebeian Tribune .................................................... 60Treasurer ................................................................ 62Personal Advisor .................................................... 63Empire Map........................................................... 63

V Combat .............................................................. 65Your Legion............................................................ 65Battle...................................................................... 67

VI What To Do in Case of... .............................. 73

Strategy Hints and Tips.............................................. 74Keyboard Commands................................................. 79Designers’ Notes ........................................................ 81Appendix .................................................................... 83Technical Tips ............................................................ 87Technical Support ...................................................... 96

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WHERE DO I START?

To get the most enjoyment out of your new game assoon as possible, we suggest that you begin by runningthe on-line tutorial included on the game disk. To dothis, see the instruction card included with your gamepackage. A few title screens will appear, followed by aGame Setup screen. Here, select “Run the Caesar IITutorial” and follow the onscreen instructions to learnabout the game. This tutorial should tell youeverything you need to know to get started on yourfirst City. (It does not include the game’s ProvinceLevel. For information about that, see the ProvinceLevel section of this manual, page 46.)

After you have completed the tutorial, you will haveeasy access to additional on-line help and game tips asyou play. To access the online information, just right-click on any feature, building, or button (or use theQuery button on the Control Panel). A panel willappear with some information about the item youselected. Click on the “Help” button for general Help,or the “Tips” button for tips on gameplay. The “History”button will access historical background informationabout the selected item. Use the Query button often toget information about your evolving city or wheneveryou are unsure about any aspect of game play.

The on-line Tutorial and Help should familiarize youwith many aspects of the game. Consult this GameManual to gain a deeper understanding of the gamesystem, concepts, and situations. Feel free to skiparound this manual, and to concentrate on thoseaspects that you find most challenging or interesting.

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THE BASICS

A mouse is required to play Caesar II. When thismanual or any of the on-line instructions tell you to“click on,” “select,” or “press” something, you shouldclick on it with your left mouse button, unless you arespecifically instructed to “right-click,” or use the rightbutton.

Most of the game functions are accessed via mouse-activated buttons. Often, when you roll your mousepointer over a button, a text box on the screen will tellyou what would happen if you clicked on the buttonyour mouse pointer is currently over.

Other functions are accessed via “hotspots,” or areas onthe screen that initiate actions or call up informationwhen clicked on. When you are called upon to set anumeric value, you will often do so with arrow buttons.Click on the up and down arrows to set theaccompanying value. Hold your mouse button down tomake large changes quickly

Game play in Caesar II takes place on two “levels.”On the City Level, you will closely manage all aspectsof your Province’s capital city, including roads,economy, and housing. The Province Level willplace your city into perspective. Here, yourcapital city is just one of many places within yourprovincial borders. On the Province Level, youwill build industries to supply your city’smarkets, lay provincial roads, and manage yourdefense.

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GAME TIME

Caesar II takes place in real time: your city andprovince will begin to grow and change on their ownas soon as you place structures down. If you build agroup of houses, for example, and their neighborhoodbecomes more desirable in some way, those houses willimprove in quality and size. Conversely, they willdecline and shrink if the neighborhood drops in value.In this way, you will watch your city and provincegrow, change, or deteriorate in an almost organicfashion. And remember, changes will occursimultaneously 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 onyour keyboard. Hit <P> again to resume the game.While the game is paused, you may still look aroundyour City and Province, and you may still build things,clear things, issue order, and so on.

The following descriptions assume that you havechosen to play a “Full Game” that includes thecampaign, or strategic, dimension. If you shouldchoose City Building Only on the Game Setupscreen, your game will consist of only the City Leveland will not include combat or the Province Level.

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GAME OVERVIEW

At the very start of the game, the Roman Empireconsists of a single province, Latium, with Rome at itscenter. It is your job to extend the Empire bysuccessfully developing additional provinces. Your firsttask in the game will be to choose the first provincethat you will attempt to transform into a powerful andwealthy extension of Rome.

Your first province may encompass several small andisolated towns, hostile independent tribes, and — mostimportantly — your capital city. In addition, yourprovince will have areas of potential farmland andareas suitable for mining and quarrying, which you canuse 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. Onthe City Level, you will provide housing, a watersupply, entertainment, safety, and health. You will alsobuild roads, set tax rates, start businesses, organizeyour laborers, and establish a security force.

You must also tend to “the big picture” on theProvince Level. On the Province Level, you maybuild roads to connect your city to outlying towns.You may establish farms, mines, and quarries tosupply city businesses, and you may build portsand trading posts to buy from and sell to distantlands.

The challenge of managing internal affairs ismade even more difficult by the ever-presentthreat of invasion by various types of

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barbarians. On the Province Level, you may buildforts, command your armies, or even build massiveprovincial walls for protection.

Your overall performance, on both levels, will be ratedin four areas: Peace, Culture, Prosperity, andEmpire. When you have reached a required minimumrating in each category, and a required overall(average) rating, you will be offered a promotion, andthe chance to extend the Empire by bringing a newprovince under Roman rule. When you receive apromotion, you will be able to choose your nextprovince from among those adjacent to the currentboundaries of the Empire.

The game ends when one of two things happens:

1) You advance successfully through enough provincesthat you achieve the ultimate promotion — Emperorof Rome — and you win the game. The number anddifficulty of the provinces required to win depends onthe skill level you have set.

2) You fail to perform up to the standards of theRoman Empire, and enrage the Emperor to such anextent that he removes you from office and dispatchesyou to some undoubtedly ghastly fate. In this case,needless to say, you lose.

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GAME SETUP

The Game Setup will appear after the game has beenloaded and the introduction sequence has played. Thefirst 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 screenwill allow you to set various game conditions. Hereyou may choose from five skill level settings: Novice,Easy, Normal, Hard, or Impossible! These increasein difficulty with regard to amount of cash you beginwith, the frequency of certain events in the game, andthe number of promotions required to win. Werecommend the Normal setting for basic, balancedgame play, but you may want to experiment a bit todetermine your personal preference.

The button next to the word “Campaign” allows youto choose either a full game, or a partial, City Level-only game (see page 14). To enter your name, clickon the “Change your Name” button, type yournew name, and hit the <Enter> key on yourkeyboard.

Select “Start this Game” to begin.

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CITY BUILDING ONLY

If you play with “City Building Only” mode, yourgame 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 itdoes in a regular game, except that you will not bemanaging industrial sources on the province level.Rather, you will receive raw materials in variousquantities, which will supply your businesses on theCity Level.

When playing City Building Only, the difficulty levelyou set will dictate starting money and frequency ofevents. Ratings will be calculated as usual forProsperity and Culture, but you will not be rated inEmpire or Peace, as these two ratings involve theProvince Level. In this mode, you will have no needfor the Centurion (in the Forum) and you will notassign Plebs to Army Duty or Provincial Work. Also,you will not get requests for goods from the Emperor.

Choose this option if you want to focus only on citydesign and management, setting your own goals as yougo along. There is no way to “win the game” in CityBuilding Only mode.

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THE MENU BAR

On the two main game screens in Caesar II, a menubar across the top of the screen will allow you tocontrol 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 namefor your game in the box that appears.

Select Quit to quit to the DOS prompt withoutsaving your current game.

Options: Select Tunes to switch on or off the game’smusic, or to set the music volume.

Select Sounds to switch on or off the ambient soundand speech, or to set their volume levels.

Select Animations to switch on or off the 3-D anima-tions 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 automaticallyat the end of each year, detailing yourpopulation, treasury funds, and tax rates. AutoSave automatically saves your game at eachyear end, using the name LASTYEAR.SAV.

Speed: Select Speed to set the Scroll Speedand Game Speed, from 0 to 10 (10 is thefastest).

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Help: Here you may access Hints and Tips for bettergame play, Help information about many basic gamefunctions, and some background History about theRoman Empire. Select About for information about theproduction of Caesar II.

Useful Info: The current month and year of the gamewill be displayed in the center of the Menu Bar as willthe amount currently in your treasury.

CITY LEVEL SCREEN

Overview Map

w/ Color Overlay

Control Panel

Main Map View

Menu Bar

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II. THE CITY LEVELThe City Level screen consists of a Main Map View,an Overview Map, and a Control Panel. The MainMap View is where the real action will take place.Here, you will build buildings, water systems, androads. Soon your city will come to life — you’ll seebuildings growing and changing and people hustlingthrough the streets. Certain areas will thrive, otherswill wilt, and don’t be surprised when the occasionalemergency pops up at the most inopportune time!

City development is influenced by three mainvariables: Land Values, Limiting Factors, andRoads. These variables will be discussed in detailelsewhere in this manual, but briefly:

Fluctuating Land Values cause houses and otherstructures to rise and fall in quality. Land Values will riseif an area contains many desirable features, and will fallif it contains undesirable features, and will be limited if itlacks some essential component or components.

Most structures you build will either enhance or limit thevalue of the land surrounding it. A Temple or a Theater,for example, will raise Land Values, while a Barracks ora Market will limit Land Values because of noise andpollution. Land Values determine how much thestructures in your city will grow.

Some buildings, no matter how many positiveinfluences act upon them, will not rise above acertain quality level due to Limiting Factors.A limiting factor for housing might be the lackof a water supply. Even if a house has access

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to the best schools, libraries, and theaters, no onewants 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 itis not connected by road, it might as well be across thesea. This is because many buildings produce “walkers”who pass benefits and provide services to the areas theypass. They forge the actual links between your city’sbuildings. Markets send out Traders, Barracks produceSoldiers, Forums produce Forum Clerks, etc. Whenyour city gets going, you’ll see these busy little walkershustling through the city. They need roads to do theirjobs. Of course, buildings that are very close tobuildings that produce walkers will enjoy their benefitsall the time, and not just when the walkers pass.

Note: If your city has no housing, no walkers will appear!

THE OVERVIEW MAP & COLOROVERLAYS

In the upper right corner of the City Level Screen is asmall map that gives you an overview of the entire city.The yellow rectangle in the Overview Map shows youthe area you are currently looking at in the Main Mapview. It will move as you scroll around the Main Mapwith your mouse. You may also click on the OverviewMap to jump to any point in the Main Map. Thenorth-pointing arrow on the Overview Mapcorresponds to the north-pointing arrow in the upperright corner of the Main Map. You may rotate theMain Map view by clicking on either of the rotate

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arrow buttons just below the Overview Map. TheOverview Map will not rotate.

Above the Overview map is a pull-down menu that willgive you information at-a-glance about all the vitalaspects of your city in the form of Color Overlaymaps. Click on the pull-down menu, then select one ofthe Color Overlay listings.

Color Overlay Maps will show you your city’sGeography, Land Value, Water Supply, Security, Unrest,etc. When you select one, the overview map will changeto reflect your selection. For a close-up view of theoverlay, click and hold the mouse button down on theLegend Square, which looks like three colored squaresand a question mark. A color key will appear in place ofthe Overview Map, and the colors will appear in theMain Map to display the information. Solid black areason overlays indicate a complete lack of the selectedfeature or service. Map squares that contain housingwill outlined in gray, and other structures (aside fromroads and plazas) will be outlined in black.

Some of the Color Overlay Maps will leave relevantstructures visible on the Main Map. The Securityoverlay, for example, will leave Barracks andPraefectures visible.

The Color Overlays are a good way to keep yourfinger on the pulse of your city. Check them often— they just may alert you to an impending crisisin time to take preventive action. Remember touse the Legend Square to place the ColorOverlay on the Main Map. You may also usethe Zoom controls to set your field of view.

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CONTROL PANEL

The buttons beneath the Overview Map comprise the ControlPanel. The control panel allows you to perform the followingfunctions:

VIEW CONTROLS

ROTATE ARROWS

These buttons allow you to rotate your Main Map viewclockwise or counter-clockwise.

FLAGS

The placement of flags on either your Province or Citymap allows you to jump quickly to any flaggedlocation. You may place your own flags forconvenience, or they may appear automatically toindicate danger. You will only see the flags when youare actually placing them. The following flags aredescribed 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 aflag, click anywhere on either your City Level map, oryour Province Level Map to place the flag. You mayset several flags on either map. To remove a flag, clickon the flag again.

To go to the flagged locations in your city, click on thesecond flag button. This is the City Flags button. If

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you have set more than one flag, click on the CityFlags button multiple times to jump to each locationin succession.

Likewise, click on the third Province Flags button togo to the flagged locations on the Province Level.

A red Danger Flag will appear automatically in areaswhere some kind of emergency is taking place in yourcity or province (e.g. a Barbarian raid, fire, plague).The Danger Flag always indicates the source of themost recent danger. When an emergency occurs, amessage box will inform you, and will often give youthe option to go to the location immediately. After themessage box is gone, click on the red Danger Flagbutton at any time, and you will be transported to themost 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 isinactive. If you are on the ProvinceLevel, click here to go to the CityLevel.

Go to Forum: This button takes youto the Forum, your main center ofgovernment, where you may consultwith your advisors, check yourratings, and implement decisions(see Forum, page 56).

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Go to Province: This button transportsyou 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 asyou roll your mouse pointer over them. When yourmouse pointer is positioned on the Main Map View,the window will display the cost in Denarii of thecurrently selected structure or function.

ZOOM IN/OUT

Zoom In: There are three view levels availablein your Main View. When you select the ZoomIn button, your mouse pointer will turn into across-hair. Click anywhere on the Main MapView to zoom in on a particular spot.

Zoom Out: Click on the Zoom Out button toexpand your Main Map View.

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QUERY

Note: In most cases, the Query button hasthe same effect as right-clicking on an item.

On the City and Province Levels, the Query button is aconvenient way to find out information about allaspects of Caesar II. Simply click on the Querybutton, and your mouse pointer will turn into aquestion mark. Then click on any feature orbutton on the screen, and an information panelwill appear. In many cases, the panel will containbuttons that offer Help, Tips, and HistoricBackground information about the selecteditem.

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General Detail

Help

Tips History

ExitPanel

Query

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On the City Level, the Query button gives you accessto many key pieces of information about yourstructures. If you have difficulty determining whichbuildings are which, just use the Query function tofind out the name of the building, its level ofdevelopment, its Land Value (from 0 to 64), etc.

For each structure, the Query button brings up aninformation panel with several buttons. The Generalbutton gives you a single statement informing you ofany pressing problems or deficiencies, or of the generalstate of the structure.

The Detail button gives you a list of factors that acteither positively or negatively on land values. Anylisting in Red indicates a Limiting Factor — anegative influence that is preventing the structure fromdeveloping. To maximize development in your city, tryto eliminate these limiting factors as best you can. Anylisting in Green indicates a need that is satisfied forthe structure. Any listing that is Gray indicates afactor that does not have any effect on the selectedstructure.

The Query button also allows you to interact with thePeople who work in your city. Just select an area ofroad where at least one person is walking. In the panelthat appears, click on the button that looks like aperson, 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.

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BUILD BUTTONS

At the start of a game, your city will consist of nothingbut empty terrain. To build structures:

* Simply select the button on the control panel for thestructure you would like to build, and then click on theMain Map where you would like to place thestructure.

*You may also build some structures by clicking ontheir build button, and then clicking and holding downyour mouse button, dragging the mouse pointer acrossthe map. In this way, you can place a length ofaqueduct, a strip of road, or a block of housingwithout having to click multiple times.

Below is a description of each build button (and theClear Area button) on the City Level control panel:

CLEAR AREA

This function allows you to demolish structuresand roads, and clean up areas of rubble. Selectthis button to activate Clear mode. Then click onany previously built structure on your Main Mapto destroy it. While Clear mode is active, thecost displayed in the text window is the costper map square of destruction. To demolish abuilding, just click on it. To clean up theresulting rubble, click once again on eachsquare that contains wreckage while youare in Clear mode.

Note: If you clear a square that has two

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structures (i.e. road and aqueduct) you will be giventhe option to either clear both structures or just one.

HOUSING

Housing: People will only move into your cityand build nice houses if you provide pleasantareas for them to live. All housing will begin assmall Huts, which will develop and grow only ifthey get what they need. If you fail to providefor the basic necessities of your housing, yourresidents will pack up and leave, and yourhouses will vanish. Housing also must bepresent in order for other buildings to producewalkers.

There are twenty levels of housing, ranging from Hutto Palace (see Appendix, page 84). The higher-qualityhousing attracts more people, who earn higher incomeand pay more taxes, so it is wise to encourage housingto develop. The development of housing depends onLand Values (see Land Values, page 44).

ROADS

Road: A good network of roads connectingyour buildings is vital to your city. Manybuildings need to be connected to otherbuildings in order for your city to function.Houses must be connected to Forums in orderfor your tax collectors to do their jobs. Marketsmust have roads for their traders to travel.Barracks and Towers send out soldiers, andPraefectures produce vigiles who need roads to

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patrol. And workers need roads betweenhousing and their businesses.

While many buildings need roads, some do not.Bath Houses, Entertainment structures,Temples, and Schools are designed to beaccessed on foot, and therefore do not needroad access.

Roads do not evolve, they remain the same aslong as they are adequately maintained. If youfind that sections of your roads are disappearingspontaneously, check to make sure you have anadequate number of Plebs assigned to road duty(see Forum, Plebeian Tribune, page 64).

The cost displayed for road construction is costper map square of road. You may place a roadsquare by square, or you may hold your mousebutton down and drag over the map to lay alength of road. Roads may be built throughwalls, under aqueducts, and over rivers to formbridges. A few buildings, like hospitals, schools,and libraries

Note: A Plaza serves the same purpose as aroad, but it is nicer and has a positive effecton land values.

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FORUM

Note: This following section refers to theforums you will build in your city, not yourpersonal Forum, which you will visit to hearadvice, set tax rates, organize Plebs, etc. Thatone is discussed on page 56.

Forums are your city’s centers of government.Their primary role is to collect industrial taxesfrom your businesses and population taxes fromyour citizens. They also act as gathering placesfor the masses, so people will want to live nearthem. An absence of forum access will limit aneighborhood’s growth.

Your forums must be adequately linked viaroads to all houses and businesses in the city.Forums send out Forum Clerks to visit housingareas and bring in municipal cash. A forum alsohas a square radius in which tax coverage ishigh regardless of the clerks. If you do not haveadequate forum coverage, taxes may gouncollected, and your city will suffer.

There are three different classes of forums:Aventine, Janiculan, and Palatine. The moreadvanced classes occupy larger map areas andprovide tax coverage for more territory, but theywill be available only after your city advances abit and your engineers develop their skills.

Any class of forum will grow visibly fancier if itsland value rises, but it will always remain thesame size.

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WATER

For your city to develop, you will need a goodwater system. You have four types of waterstructures at your disposal: Reservoirs,Fountains, Aqueducts, and Wells. All areas onthe City Level can potentially have two types ofwater access: water supply (water that isdirectly available to the public) and pipeaccess (water inside an underground pipenetwork, available indirectly, throughReservoirs to Fountains and BathHouses).

In order to develop, housing must be inan area with a water supply from areservoir or a fountain. Housing can getwater from rivers and wells, but people

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A WATER SYSTEM

Reservoir

Aqueduct

Fountain

Housing

Well

River

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consider this low-class, so it will be a LimitingFactor, restricting land values.

Tip: The Color Overlay Map for water can be agreat help to you in designing your watersystem. Also, check the Detail option on theQuery Panel to check whether or not astructure has a water supply.

Reservoirs: Reservoirs provide the foundation of yourcity’s water system. A reservoir will only function whenit is either adjacent to a river or connected to a fullreservoir via an aqueduct. You may create a string ofup to four reservoirs, but the outer reservoirs in thestring will be able to supply water to a smaller rangethan 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. Housesbuilt inside the water supply radius will have water, andthey will be happy. Houses built outside the watersupply radius (even if they are within the pipe accessradius) will not have water, and will have limiteddevelopment.

In the latter instance, you can make the houses happywith the construction of a Fountain.

Fountains: Fountains create the largest area of watersupply. A fountain must be placed within a reservoir’szone of pipe access. It will then use the pipe access tocreate a usable water supply for the area around it.Multiple fountains can draw from a single reservoir.Building a network of fountains supplied by reservoirsis a very effective way of supplying your city with water.

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Aqueducts: You may place a length of aqueduct byclicking on a line of map squares, one at a time, or bydragging across a map area while holding your mousebutton down. An aqueduct can only be used to sendwater from one reservoir to another reservoir. In thisway, you can send water all over your city. You cannotconnect aqueducts to Fountains or Wells.

Wells: A well is a cheap way to create a water supplyfor a relatively small area. Wells do not create any pipeaccess. They can be built anywhere, but they onlysupply a primitive water supply that will limit landvalues.

Rivers: Rivers can serve as a primitive water supply forpeople along its banks, but people do not like this, andit will severely limit land values.

The following is a good way to begin to create a watersystem:

1) Place a reservoir next to a river.

2) Click on the pull down menu above the OverviewMap, select the Color Overlay Map for Water, andclick on the three-colored Legend Square. You shouldsee a color-coded area of water supply, and afurther-reaching area of pipe access (the smallerarea will be purple, because it contains bothtypes). Make sure that pause is turned off for atleast a moment so that the game can registerany changes.

3) Place a fountain on the Main Map withinthe reservoir’s range of pipe access. Thencheck the Overview Map again. You should

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see a wider-reaching radius of water supplysurrounding your new fountain. You may build housingon any square that is within water supply range ofeither the reservoir or the fountain, and those houseswill have water.

Note: Your water system will need a work force tomaintain it. If you have created a water system thatappears sound but still doesn’t work (i.e. emptyfountains, thirsty housing, etc.) check to see if youhave enough Plebs assigned to water maintenance. Todo so, go to the Forum and consult the PlebeianTribune.

SECURITY

Security on the City Level is essential forseveral reasons. A horde of Barbarians may raidyour city, internal riots may break out, thievesmay strike, and fires may erupt. Security on theCity Level will complement any security youmay have on the Province Level. If a band ofbarbarians begins to move toward your city, forexample, the best thing to do is send a cohortto stop it on the Province Level (See ProvinceLevel, page 46). If the band does manage to getinto the city, your internal forces will be calledupon. The following security measures will helpprevent such crises in your city and will enableyou to deal with them if they do arise:

Walls and Towers: Walls enclose areas to protectthem from Barbarians. You must enclose an area

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entirely in order to secure it. For purposes ofenclosure, rivers are equivalent to walls becauseBarbarians cannot cross them without bridges. Watchout for breaks in your walls! Towers strengthen walls,and serve as posts for soldiers. If invaders enter thecity, soldiers will emerge from your towers tocounterattack. To build a gate, just run a section ofroad through a wall (or vice versa).

Barracks: Barracks send soldiers out to patrol the cityin search of Barbarians and rioters. Soldiers will takethe initiative to attack and kill any such undesirables.They will also enhance the security level of any areasthey 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 landvalue. Residential areas should ideally have good roadaccess to barracks, but be at least several squares awayfrom them.

Praefectures: Praefectures send out vigiles, orwatchmen, who patrol the city in search of rioters andfires. A strong vigile presence will help prevent riotsbefore they start (fires may be prevented by assigningPlebs to fire duty). If a fire or a riot does break out, thevigiles will take care of it automatically as soon asthey discover the problem. Like soldiers, vigileswill enhance the security of any area they walkpast. Like Barracks, Praefectures are undesirableto live near, so they limit land value. Make surethat there is good road access between yourpraefectures and your housing.

If security is too low in areas of your city thatcontain Temples, robberies may occur.

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Robberies deplete your treasury, which is stored in theTemples.

Each building in your city will have one of threesecurity categorizations: Internal, External, orMaximum. “Internal” security refers to protectionfrom forces within the city — protection in the form ofpassing vigiles and soldiers. “External” security refers toprotection from forces outside your city — in otherwords protection by a wall. If a building has bothinternal and external security, it’s categorization will be“Maximum.”

INDUSTRY

Industry on the City Level consists of Marketsand Businesses, which, in a full game, work inconjunction with industrial sources on theProvince Level.

Markets allow commerce to take place in your city.Markets send out traders who use the city’s roadsystem to seek out potential customers. In addition tothe general business they do, markets will also sell thegoods produced by businesses in the city. Markets willhave little colored awnings that represent their trade.The busier the market, the more awnings you will seearound it, so its performance is apparent at a glance.To succeed, markets need good road access, and asteady supply of goods from city businesses. Althoughresidents need access, they do not like being too closeto markets — this tends to limit land values.

Businesses take raw materials from outside the cityand use them to produce consumer goods (see

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Province Level, Industries, page 51). A businesswill transport its processed wares to a market to besold. Like markets, businesses limit housingdevelopment. They do need a local work force,however, so you may have to build some housingnearby. Walking workers near your businesses willrepresent the work force. Businesses will look forworkers nearby in a square radius. The output of abusiness is represented by small jars in the “loadingarea” of the business building: the more jars, the moresuccessful the business. The maximum output of abusiness is seven jars.

An Example Scenario:

It is easier to explain and understand the game’sindustrial system by sketching an example scenario.Here is how an industrial system might work, takinginto account both the Province and City Levels:

On the Province Level, you build a farm not too farfrom your city, and decide to grow Grapes (seeProvince Level — Industry, page 51). After yourfarm has been operating for a short time, you will needto build a Grape Business, or winery, inside your city.On the City Level, you click on the Industry buttonon your control panel, select Grapes from themenu that appears, and place your new winery.

When you build a business on the City Level,you should make sure that your city containsenough markets to sell what the businessproduces. You might want to build a marketright next to a business to be sure. You shouldalso be sure that you have a high enough

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population to support the business. You will need aworkforce in addition to a customer base. If abusiness has a steady supply of raw materials from aprovincial source (farm, mine, quarry), a largeconsumer and working population, and adequatemarket access, then it will be profitable.

In addition, export routes to other towns (especiallyborder towns), ports, and trading posts on theProvince Level will help businesses.

When a business begins to produce, jar icons willappear next to it, indicating its production. Each jarrepresents a certain quantity of output.

If a business does not perform well at first, give it sometime. Remember: goods must first be produced on theProvincial Level, then transported into the city to beprocessed, and then sent to a market to be sold. Also, itmay take some time for workers to join the business. Ifafter a while the business still lags, it may be becauseyour city population is too low, your road network isdeficient, or the economy is in a slump. In general,markets and businesses will keep pace with your city.

The following factors influence the success of businessin your city:

* Taxes: Make sure your industrial tax rate isnot excessively high. Overtaxing can stunt yourIndustrial Growth Rate and shut businessesdown.

* Population: The larger your population, thegreater the demand will be for whatever goodsyou produce.

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* Workforce: Businesses need employees.Without workers living nearby, output iscurtailed.

* Access: Make sure you have road accessconnecting business to markets, and markets topeople.

* Demand: In a full game, roads on theProvince Level serve as export routes,connecting your city with other Roman Towns,trading posts, and ports in your Province. Thiswill improve business.

* Supply: In a full game, businesses needindustrial sources on the Province Level.

Note: If you are playing with “City Building Only,” youwill automatically receive raw materials with which toestablish businesses, even though you are notdeveloping industries on the Province Level. Each citywill have different supplies of various goods, which cansupport different types of city businesses.

SANITATION

If sanitation is not tended to in your city,disease may occur. Disease, which isrepresented by small skull symbols onthe Main Map, destroys housing andlowers land values. If a plague occursyou can eliminate the immediateproblem by clearing the infectedhousing, but disease will return if you

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do not address the larger problem of poorsanitation. You may do so with Bath Housesand Hospitals.

Bath Houses: Be sure to build Bath Houses in areasthat have pipe access, and are near housing. BathHouses raise the land values of surrounding areas, andwill raise your city’s Culture rating. Bath Houses willdevelop and improve in appearance as their landvalues go up. A Bath House provides sanitation tocertain radius around it. A larger, more developedBath House will serve a wider radius. Bath Houses donot need road access.

Hospitals: Hospitals serve the entire city, and not justthe areas near them. Your city’s Hospital Coverage isexpressed as a percentage, and is displayed in eachbuilding’s Query panel. If your Hospital Cover dipsbelow 100 percent, housing throughout your city maybecome diseased. In this case, you should buildanother hospital.

Hospitals need road access. They also must be withinareas that have tax coverage by a Forum, so thatForum officials may administer the hospital.

ENTERTAINMENT

The people of the Roman Empire expect moreout of life than just the humdrum essentials.They will not be happy unless they have accessto some kind of entertainment, whether it be aplay at the theater, a chariot race at a circus,or a gladiator fight in the local arena. In orderto really give land values a boost, an area

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should be close to all three types of entertain-ment buildings: Theaters, Arenas, andCircuses.

Each building in your city will have an EntertainmentRating, from 0 to 9, based on its proximity to thethree varieties of entertainment buildings. Forexample: if a house is very close to a Theater and veryclose to an Arena, but nowhere near a Circus, it wouldget 3 points for Theater access, plus 3 points forArena access, plus 0 points for Circus access, for anEntertainment Rating of 6.

The larger, fancier versions of the entertainmentbuildings will not be available to you until after yourcity is somewhat developed.

In addition to raising land values, Entertainmentbuildings will also improve your city’s Culture rating.

Each of the three Entertainment buildings is designedto be accessed on foot, and therefore does not needroad access.

Theater: Theaters where plays, operas, and othershows are performed, come in two sizes: the basicTheater, and the Odeum. The two serve the samepurpose, except that an Odeum will reach alarger area than the basic Theater. Theaters andOdeums do not need road access.

Arena: The arena is a place where spectatorscome to watch staged fights between capturedenemies, wild animals, slaves, and so on. If aregular arena ceases to adequately thrill yourpopulace, you will eventually be able to build

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the more advanced Coliseum, which will be accessibleto a wider area.

Circus: The circus is an oblong track where chariotraces are held. The larger Circus Maximus is animpressive building that will draw huge crowds andimpact a larger region. Circuses are rectangular inshape. You may place one in any orientation in yourcity by using the rotate arrows on your control panel.

WORSHIP

In addition to providing places of worship,religious buildings provide secure storage foryour treasury’s gold. If your city begins toaccumulate wealth but has no religiousbuildings in which to secure it, robberies arelikely to occur. More wealth creates a need formore religious buildings. Religious buildingscome in three sizes: Shrine, Temple, andBasilica, which increase in size, cost, andcapacity respectively. Since these buildingsstore valuables, be sure to build them in placeswith high security levels (i.e. with roadconnections to Barracks and Praefectures) orthey may fall victim to crime.

Religious buildings develop based on land values, andon the size of the city’s population. Placing them is agood way boost land values, and to raise your city’sCulture rating. Religious buildings serve a surroundingradius, and do not need road access.

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EDUCATION

Educational buildings raise land value andboost your city’s Culture rating. There arethree types of educational centers that you canbuild in your city: the Grammaticus, theRhetor, and the Library.

The Grammaticus is a school for young children, whilethe Rhetor is a school for older students. Housingneeds schools to develop — a lack of schools serves asa Limiting Factor on development. These structuresserve a surrounding radius, so each pocket of housingmay need its own schools.

Libraries, on the other hand, are similar to Hospitalsin that they serve the entire city rather than just theirimmediate area. Libraries may not be available forconstruction until your city reaches a certain size. ALibrary needs road access, and like a hospital, it mustbe within tax coverage range of a Forum.

All housing will benefit from a Library at any location.This is not to say that a single library will be enoughfor a large city. Library Coverage, like HospitalCoverage, is expressed as a percentage. If your Querypanels indicate Library Coverage below 100percent, it may be time to build a new library.

AMENITIES

Building Gardens and Plazas will boostland values by providing pleasant publicplaces for your citizens. They will also helpyou to raise your Culture rating. Sectionsof Plaza also serve as sections of road.

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GENERAL CONCEPTS

MONEY

Money is what makes everything in the game happen.It pays for construction, labor, and defense, and itappeases the Emperor. The unit of currency inImperial Rome is the Denarius — the plural (andhopefully you will have more than one) is Denarii. Theamount of Denarii you have in your coffers will bedisplayed at all times in the upper right corner of theCity Level and Province Level screens. Your Denariiwill be stored in your Religious Buildings, and can bestolen if security is low.

You have two sources of income: Population Taxes andIndustrial Taxes.

Population Tax is a percentage of each household’sincome. Both population size and housing qualitydetermine population tax. The higher quality housescontain people with higher incomes, who pay moretaxes. You should work to increase your population anddevelop your housing to maximize population taxes. Becareful: if you raise taxes too high, people will not wantto live in your city, your population may drop, and thepublic may hold it against you for a long time!

Note: Population is a key component of city success.Most of your ratings will be affected to some extent byyour population. Work hard to make your city adesirable place to live!

Industrial Tax is a percentage of the earnings of yourbusinesses, which come from output. Each business in

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your city will have a number of jars next to it,representing its output. You must maximize output byboosting both supply of raw materials and demand ofthe population. You should also try to establish anetwork of trade routes on the Province Level. If youraise industrial tax too high, businesses may collapse.

Your expenses will include construction costs, Legionwages, Pleb welfare, annual tribute, and your ownsalary.

To be successful, you must balance your income andyour expenses so that you earn a profit, otherwise youwill be unable to afford to enhance your city. YourProsperity rating will only improve if you canconsistently make a profit. A good city will needsubstantial income from population and industrialtaxes to prosper.

POPULATION

Your city’s population will grow or shrink based on theconditions of city life. Population is key to yoursuccess as a governor — all ratings are affected tosome degree by the city’s population — and youshould do all that you can to promote a healthylevel of population growth. This means providingculture, health facilities, education, and otherservices that enhance urban life. You should alsopay special attention to your population tax rate— a steep tax hike may raise some quickDenarii, but your citizens will resent it, andthey do not forget easily.

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LAND VALUES

Land Values determine the extent to which buildingsin your city (housing, in particular) will develop ordecline. Each map square will have a value rangingfrom 0 to 64. There are many ever-changinginfluences which will overlap and work with or againsteach other to raise or limit the land value of any givensquare. In other words, it may not always be easy tofigure out exactly why any given square’s value ishigher or lower than another’s.

There are, however, some basic rules to keep in mindwhen trying to manage land values.

Every structure that you place down will have a radiuswithin which it boosts land values. However, sometypes of structures will also have the effect of capping,or limiting the value of the land around it. Structuresthat limit land values are as follows: Barracks,Praefectures, Markets, Businesses, Walls, Gates, andTowers. While these structures are necessary andpositive for your city, they just don’t make goodneighbors, so land values near them will always belimited.

The only influences that will actively reduce land valuesare rubble, fire, and plague. You would be wise toeliminate these as soon as possible.

Other structures — Bath Houses, Forums, Temples,Entertainment centers, Hospitals, Schools & Libraries,and Amenities — will have only positive effects onland value. These structures provide valuable servicesand are a pleasure to live near.

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In addition to the radius of influence that structuresexert, some structures also produce walkers, whichpatrol the streets and provide benefits to any areasthey walk past. Praefectures, for example, send outVigiles which pass a security bonus to any buildingwithin a range of two map squares that they walk by.Markets send out Market Traders, and Barracks andTowers send out Soldiers. Keep this in mind as youdesign your road system. Areas that receive much roadtraffic will have the highest potential land values.

GROWTH RATES

You city will have both an Industrial Growth Rateand a Population Growth Rate, which indicate thetrends for development in the city. To check yourgrowth rates, just right click on any structure on theCity Level . You should strive to keep both rates aspositive as you can.

Industrial Growth Rate is determined primarily byyour Industrial Tax rate. The higher your Industrialtaxes, the lower your Industrial Growth Rate will drop.In addition, any sharp increase in Industrial taxes willcause lingering damage your Industrial GrowthRate.

Population Growth Rate is based on yourPopulation Tax Rate, your level of employment,and on the inherent temperament of the peoplein your Province. If your taxes are low,employment is high, and if your people arehappy with your regime, your PopulationGrowth Rate will be high, and you will benefit.

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III THE PROVINCE LEVELThe Province Level places your city in its actualsurroundings, and puts you in charge of an entireregion of the Roman Empire. When you first begin togovern a new province, all of its inhabitants may notappreciate the power and glory of Rome, and mayeven resist your rule. It is your job to bring the entireprovince under your control, and to create in it a singleorganized economic and social system.

Your view controls on the Province Level are the sameas those on the City Level. To move from the Provinceto the City Level, you may use the Go To Citybutton, or you may right-click on the city itself on theProvince map.

PROVINCE LEVEL SCREEN

Overview Map

Control Panel

Main Map

Menu Bar

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On the Province Level, you may build farms, mines,quarries, ports, and trading posts. Each of these willcomplement your city’s economy in some way. Forexample, if you build a Sand Quarry on the ProvinceLevel, you will be able to build a Glassworks inside yourcity, where the sand will be used to produce glass. Thefinished product will then automatically be transportedto the city’s Markets, where it is sold to the residents.Successful businesses generate more Industrial Taxes,which mean a wealthier city.

Industrial sources on the Province Level must haveroad access to your city. They must also haveWarehouses and, in some cases, Work Camps adjacent tothem. Warehouses store goods until they are eitherconsumed by a business on the City Level or given tothe Emperor. Work Camps provide living quarters forthe site’s Plebeian work force.

Note: As you grow your Province Level economy, youmust make sure to allocate sufficient Pleb labor toProvincial Work (See Forum, Plebeian Tribune, p. 64).

Security is also a concern on the Province Level. Youmay build Provincial Walls to keep out invaders, andForts to house your soldiers. If a hostile force headstoward your city, you must have a strong Legion ofsoldiers to intercept it.

Scroll around your Province Map, and right-click(or use the Query function) on the features yousee. In addition to your city, you may seemountain ranges, grasslands, farmlands,quarry/mine areas, and other settlements.Roman Towns are friendly settlements that will

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grow if you build roads between them and your city.Tribes are hostile communities that are resistant toRoman rule. To bring a tribe under control, you mustsend a Cohort to subdue it by force.

If your Province is bounded by water, a white arrow onthe far edge of each seaward side of the Province Mapindicates the trade opportunity that lies in thatdirection by sealane.

The following features are available on the ProvinceLevel:

ROADS

You may build roads on the Province Level thesame way you build them on the City Level:simply click on the Roads icon, and place ordrag road sections square-by-square. There areno “walkers” on the Province Level, but it isvital that most buildings you build beconnected to your capital city via roads. Agood road system will do wonders to bringyour Province together. When you connectyour city to small, isolated villages, you willmost likely see them grow and develop as theyenhance your city’s trade economy. On thedown side, roads also allow invadingBarbarians to travel faster. You may buildroads through Grasslands and Woodlands, butnot through Mountain Ranges, Farm orQuarry/Mine Land, or on top of Towns.

Commerce will pass through towns and otherstructures, but Cohorts will not.

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SECURITY

PROVINCIAL WALL

Provincial Wall construction works in the same way asCity Wall construction on the City Level. You mayenclose all of your Province’s exposed borders, or youmay enclose only part of your Province. But be aware:if you separate economic sources (Farms, Quarries,etc.) or towns from your city, their output will bediminished. All sources within your Province want tobe protected, so you should avoid dividing yourprovince.

FORT

You may build as many as ten Cohort Forts in yourProvince, anywhere except on mountains and atopother settlements. Each fort creates a Cohort, or army,that you command. A Cohort will appear on yourProvince Level map as an army beneath a waving battlestandard, or banner. The first Cohort you organize willbe your Prima Cohors (First Cohort), and eachadditional one will have its own name, makeup, andever-changing morale. The forces of your Legion(your entire armed forces) will be divided evenlyamong the forts you build, so that the more fortsyou have, the smaller each Cohort will be. Youwill manage your Legion in your Forum (seeForum, Centurion, page 60).

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TRADING POSTS

Trading Posts allow you to do business withlands outside your Province. Goods will besent to Trading Posts by border towns in yourProvince. The closer a border town is to aTrading Post, the easier it is for you to tradewith that town. By building Trading Posts nearthese towns on the edges of your ProvinceMap, you will receive valuable goods fromeach direction. You will also increase thedemand for exports in your city. To see whichgoods a border town will send to a TradingPost, go to the Forum, and consult with theMerchant. Any Trading Post must have aWarehouse adjacent to it, and must have roadaccess to the capital city. Trading Posts do notneed Work Camps.

PORTS

Ports provide trade access to lands overseas.When you build a port, it may do business withthe province indicated by the white arrow onits side of your Province Map. A Port needs aWarehouse, but does not need a Work Camp.Goods brought into the port will remain in itsWarehouse until it is either used by a CityLevel business, or sent to the Emperor at hisrequest.

Each ship you see in the ocean on your Province mapcarries a specific cargo load. Ships come into a port,unload their cargo, and leave. You may right-click onany ship to see what type of cargo it is carrying. When

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you build a Shipyard adjacent to a Port, it increasesthe number of ships plying your waters, and so willboost your trade.

INDUSTRIES

All industries operating on the Province Levelneed a supply of Pleb labor. Make sure enoughPlebs are assigned to Provincial Work to meetthe demand. All industries in your provincewill have an icon above them, indicating thetype of goods they are producing.

If an industrial source calls for a Warehouse or WorkCamp, you must build each structure right next to itssource.

Farms can be placed on patches of Meadow, whichare represented on the map by flat, brown andgreen areas. You will not be able to place a farm onnon-farmland. When you place a farm, you will begiven a choice of what type of agriculture it shouldfocus on (i.e. wheat, grapes, cattle, etc.). The typesof agriculture available will vary from province toprovince. Farms must be connected to your cityby roads, and must be accompanied by both aWarehouse and a Work Camp.

Quarries and Mines can be placed on RockyAreas, indicated by rocky patches on yourProvince Map. As with farms, mine andquarry options will vary from province toprovince. You may choose to mine lead,copper, gems, or iron, or to quarry stone,

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clay, marble, or sand. A Quarry or Mine needs roadaccess, a Warehouse, and a Workhouse.

INDUSTRIAL SUPPORT

Warehouses are needed by industrial sources to storeexcess goods. You must build a Warehouse directlyadjacent to its industrial source. You may build asmany warehouses adjacent to industries, ports, andtrading posts as you need to store excess goods. Youwill be prompted to build a warehouse, if appropriate,whenever you build an industrial source or port.

Work Camps, like Warehouses, must be adjacent totheir industries. Work Camps provide housing for thelaborers who keep the source running. You will beprompted to build a Work Camp, if it is needed,whenever you build an industrial source on theProvince Level.

Shipyards must be built adjacent to Ports. Byproducing ships, a Shipyard will increase theproductivity and output of its Port by building moreships to trade with the nearest sea lane.

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ORDER COHORT

This function allows you to issue orders to anyof your existing Cohorts. You may set andassign patrol routes, send a Cohort after anenemy, or to return the Cohort to its homefort. You may call upon your armies to dealwith several types of enemies (see page 54).

If your Province contains any Local Tribes, you maysend a Cohort to subdue them. Tribes arecommunities that have not accepted Roman rule yet.To reign them in, just set a Cohort route that ends onthe tribe’s location. And make sure the Cohort is upfor a fight, because tribes are fiercely independent.

To issue orders, click on the Order Cohort button onthe Province Level. Your mouse pointer will change toa sword. Place it on the Cohort you would like tocommand, and click. A panel will appear, telling youthe number and composition of the Cohort’s soldiers,its Morale, and a general description of its readinessfor battle. Beneath this data are three buttons:

Select Movement Route to issue movement orders.Over your mouse pointer, a marker will appear,connected to your Cohort by a dotted line. Eachadditional marker you set by clicking your mousewill set a waypoint for the Cohort’s patrol route.You may set as many as ten waypoints. Click onthe final waypoint twice to indicate that youhave finished. If your final waypoint is atop apreviously set waypoint, the Cohort willrepeatedly patrol this “looped” route. Tointercept a moving enemy, just set the first

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waypoint on top of the enemy. Cohorts can travel onor off roads, but will move faster on them.

Select Return to Fort to send the Cohortautomatically back to its Fort. You may use thiscommand to pick up additional troops as they becometrained (See Forum, Centurion, page 60).

Select Come to Rest to order a moving Cohort to stopand await further orders

For more information about Legion and Cohortmanagement, see the Centurion, in the Forumsection of this manual, and Your Legion in theCombat section.

BARBARIANS & OTHER ENEMIES

You will be alerted when hostile troops are sightedmoving within your Provincial borders. Enemy Armieswill look similar to your Cohorts, and you may getsome information about them by right-clicking onthem. To do battle against an adversary, just march aCohort right into the enemy unit (see Order Cohort,page 53). You may encounter several types of hostileforce:

Raiders come from outside your Province and willtry to take over outlying towns. If they capture one,it becomes a Tribe. Raiders may also destroyindustrial sources if they come across them.

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Invaders also come from the outside — they willmost likely make straight for your City and try toconquer it.

Uprisings originate from Tribes within yourProvince, and will try to depose you by destroyingyour city.

There will be many different varieties of enemies thatyou will encounter, such as Greeks, Etruscans,Dalmatians, and so on; and each will have distincttactical abilities and favored maneuvers in battle. Afteryou play Caesar II for a while, you will develop asense of how each enemy behaves.

Enemies will also have distinct troop types, some ofwhich may prove to be quite interesting (scouts haveeven reported the use of elephants by enemycavalries!).

You should try to defeat any type as soon as you can,and you must not let any hostile parties enter yourcapital city. You would also be well advised to send astrong Cohort to any Tribe (of any size) that is in yourProvince. Tribes often produce Uprisings that try tosack your city.

Invaders themselves come in several varieties,each of which will have its own style andtechniques of fighting.

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IV THE FORUMThe Forum serves as your main governmentheadquarters. Here you may:

* Monitor your Empire, Peace, Prosperity, andCulture ratings.

* Communicate with the Emperor.

* Check your industrial performance.

* Set taxes.

* Manage your Plebeian work force.

* Manage your Legion.

THE FORUM

Oracle

Scribe

Merchant

Centurion

Advisor from Rome Plebeian Tribune

Treasurer

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Empire Map

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* Keep up with many other aspects of your City andProvince.

To enter the Forum from either the City or ProvinceLevel, click on the Go To Forum button on the ControlPanel. Select any of your advisors in the Forum byclicking directly on them to consult, receive advice,and issue orders. Your mouse pointer will change whenit is over a hotspot in the Forum.

THE ORACLE The Oracle on the far left side of the Forum shows youyour performance in the four Ratings: Empire, Peace,Prosperity, and Culture. If you want to receive apromotion and advance to a new province you willneed to achieve a minimum rating in each categoryand a minimum combined average rating for all fourcategories. Click on each category’s box for advice onhow to boost your ratings.

Empire: This rating judges the extent to which youhave spread your influence throughout your Provinceand beyond. To increase your Empire rating, you mustestablish a far-reaching network of trade andcommunication links. Build roads to connect yourcity with the other Roman Towns in yourProvince; build Ports and Trading Posts to accessareas beyond your Province borders. YourEmpire rating will also improve when outlyingtowns grow and develop, and when your city’spopulation grows.

Note: The Empire rating will not apply to CityLevel Only games.

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Peace: This rating gauges the safety and security ofyour population. Also, the larger your population is,the greater your peace rating can become. On theProvince Level, this means having enough Cohorts tostop any hostile forces quickly before they can reach yourcity! The Barracks and Tower soldiers in your city willdeal with riots and/or invaders, but they will not helpyour Peace rating. By the time they are needed, therating will already have dropped. Make sure that anyrebel or Barbarian activity is dealt with swiftly anddecisively. Keep up a strong Legion and place yourforts strategically throughout your province. The Peacerating will fall when a threat appears, but will rise ifthe threat is dealt with promptly.Note: The Peace rating will not apply to City Level Onlygames.

Prosperity: The Prosperity rating is a measure of yourfinancial management skills. It reflects how well youbalance taxation and government spending with theneed to encourage business, industry, and populationgrowth. A large population, and a large and thrivingeconomy will bring in more industrial and populationtaxes. Do your best to stay out of debt, spend wisely,and strive for long periods of profitability.

Culture: This rating measures your city’s culturalrichness and diversity. An abundance of Schools,Libraries, and Hospitals will boost this rating, as willGardens and Plazas, Religious buildings, andEntertainment centers. Population growth also helpsto boost this rating.

Note: The buildings mentioned above will only boost yourCulture rating if they lie within the tax coverage range of aForum.

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THE SCRIBE

Consult the Scribe if you would like to take a look athis collection of graphs illustrating City Population,City Funds, Population Tax Income, and Industrial TaxIncome over the past several years. Click on the rightand left arrows to adjust the time span shown in thegraphs.

THE MERCHANTSelect the Merchant to access a list of several availableindustrial commodities and the status of each in yourProvince. In a full game, the first column shows thenumber of units of each item produced in your Province.Note that the bottom four listings refer to commoditiesavailable outside of your province, beyond each of thefour sides of the Province map. A ship icon in the firstcolumn indicates that this item is available via overseastrade, and requires a Port. A caravan icon indicatesthat the item is available via overland trade route, andrequires a Trading Post. Building the appropriatestructure on the appropriate side of the Province mapwill bring these commodities into your Province.

The second column shows how many units of eachcommodity you have in storage. If you have a lotof stored goods, you might consider openinganother business — if your population will supportit — to process and sell the excess. You will wantto keep some goods in storage — the Emperorwill request things from time to time, and ifyou fail to deliver he will be quite angry.

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The final column shows the number of factories, orbusinesses, in your city that are currently working onthe commodity, and the percentage of the productioncapacity that is being met. If you have factories withlow percentages, they may not be receiving enoughraw materials from provincial sources. Considerbuilding new sources or stepping up trade to maximizeefficiency. Ideally, you will want to keep storage fairlylow, and supply percentages at 100 percent.

Note: In a City-Level-Only game, only the releventinfomration will be listed in the Merchant screen.

THE CENTURION

Your Centurion is the highest-ranking general of yourarmed forces, or Legion. Your Legion is composed offour different varieties of fighters, and is split upevenly into Cohorts equal to the number of Forts youhave built on the Province Level.

Heavy Infantry are your best-trained and best-armed professional soldiers. Since they are careerfighters, you will increase their ranks in your Legionby raising monthly wages. When you raise wages,more Heavy Infantrymen will join up, but they willnot be available immediately. They require thelongest training period before they are battle-ready.

Light Infantry are your lesser soldiers. These arenot professional soldiers, but rather they areordinary residents who have been conscripted intothe Legion. You may raise more Light Infantrymenby raising your city’s conscription percentage. Be

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careful not to raise conscription too high, though.Too much of it can provoke unrest among yourpopulace. Light Infantry also require a trainingperiod. The Centurion panel will tell you how manyhave completed training and are ready to fight.

Slingers are Plebs who have been assigned to Armyduty through the Plebeian Tribune and trainedquickly to hurl rocks with a sling. You may increaseor decrease their ranks through the PlebeianTribune, but they require a brief training period.

Auxiliaries are mercenaries from your Provincewho will fight for money. They may be of a varietyof fighting types. including cavalry, archers, etc. Thenumber, type, and quality of auxiliary soldiers varyfrom province to province, as will their wages. If youcan afford them, they require no training. As soonas you hire them, they are ready to fight for you.You have a limited number of auxiliaries perprovince, so use them, wisely.

Select the Centurion to access the LegionManagement Panel. Here you may set monthly wagesand conscription rates, and hire or release Auxiliaries.On the right side of the panel is a list of eachtype of soldier you have ready and in training,and a description of your troops’ morale andbattle-readiness. Once troops have becometrained, you will need to add them to existingCohorts by returning the Cohort(s) to theirfort(s). Do this via the Order Cohortcommand on the Province level (See OrderCohort, page 53).

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The right and left arrows next to the “Legion Has”listing allows you to view each Cohort individually, andMobilize or Demobilize each. A Cohort will performbetter if its Morale is high. Morale will rise after aCohort is victorious in battle. If you Demobilize aCohort, it will return immediately to its fort, and itstroops will be allocated to other existing Cohorts. If noCohorts exist, you will need to create a new onethrough the Centurion.

For more information about Legion management, seethe Combat section of this manual, beginning on p. 69.

ADVISOR FROM ROME

This is the Imperial Representative to your city. Heserves as a link from you to Rome and the Emperor.He will keep you abreast of just how the Emperor feelsabout you and your performance. Click on theImperial Advisor to see your current Annual Tribute.The Annual Tribute is the amount of Denarii that youmust send to the Emperor each year. It will rise if hisconfidence in you falls, and will fall if Imperial favorrises. If you are careless with your Denarii, you maynot have enough to pay the Annual Tribute. Shouldthis happen, the Emperor will not be pleased.

The Imperial Advisor will also let you know what, ifanything, the Emperor is currently requesting fromyou. Rome will request goods from you occasionally asneeds arise.

To try to butter up the Emperor, you will always havethe option to send him an “extra tribute” (the cynical

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might call it a bribe). Just click on the button, set theamount you’d like to send, and then select “Send ThisGift.” A gift will come out of your personal savings. Ofcourse, you can never be sure if such a gesture willplease or anger the Emperor.

Your relationship with the Emperor may varythroughout your game, and will manifest itself inseveral different forms:

Imperial Favor: This rating is a general measure ofyour relationship with the Emperor. It considerssuch factors as how well and how quickly you fulfillhis requests, and how much money you send in theform of “gifts.”

Annual Tribute: The Annual Tribute is a fee thatyou pay to the Emperor each year, just for theprivilege of being Roman. The Emperor determinesthe amount of the Tribute based on the profitabilityof your city, the total amount in your treasury (themore you have, the higher the tribute), and ImperialFavor. If the Emperor likes you, he will lower yourTribute. If you annoy him, he will surely raise it.

Requests: The Emperor may occasionally requestraw materials from you. When this happens, thebest thing you can do is send him what he asksfor — any way you can. This may meanbuilding a port several months before you hadplanned to in order to get the Emperor somesand. If you fail to give the Emperor what herequests, he may banish you (and end yourgame!). But if you absolutely cannot grantthe request, he may ultimately give you the

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option to send money instead. Also, the lower yourImperial Favor is, the less patient the Emperor willbe while waiting for a request.

“Gifts”: Gifts come out of your personal savings.They work in a strange way: on the one hand, a gift(or bribe) can boost your Imperial Favor (if it ishigh enough); but on the other hand, once youbegin sending gifts the Emperor will expect you tocontinue. He might be perturbed if you stop! Ifyour gift is not high enough, the Emperor will beinsulted, and the gesture will have a negative effect.How do you know how much to send? You reallydon’t, but you can anticipate his reaction. Inevaluating your gift, the Emperor will compare it tothe amount of your Annual Tribute, your AnnualSalary, and any gifts you may have sent in the past.

Imperial Tax: As if the Emperor were not enoughof a thorn in your side, he also has the power to taxyour personal savings. The tax rate he sets dependson your Imperial Favor, and on the size of yourpersonal savings.

PLEBEIAN TRIBUNEThe Plebs are the working underclass of your city. It istheir lot to tend to the city’s infrastructure. Plebs donot live in your housing, and are not considered part ofyour population. You may adjust the size of your Plebwork force by adjusting the amount of Denarii youallocate to Pleb Welfare.

Click on the Plebeian Tribune to access the PlebManagement panel. Use the up and Down arrows to set

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your Pleb Welfare allocation, paying close attention to theClerk’s estimate of how many Plebs the adjustment willyield. Keep in mind, though, that this is always a short-term estimate. More Plebs may come in later months.

Then assign your labor force using the up and downarrows next to each task. The column on the right sideof the panel shows the estimated number of Plebsneeded for each assignment. Click directly on theword “Need” to set the recommended amount. Youshould consider throwing a few extra workers in anyproblem areas, or to cover future expansion projects. Ifany Pleb force drops below its recommended level, youwill receive a warning message on your menu bar.

Note: When you raise the number of Plebs assigned toa task by more than the number of available Plebs,Plebs will be taken from the ranks of the next listedtask. When that one is exhausted, Plebs will be takenfrom the next one down, and so on, before beginningat the top of the list.

Keep a close watch on your labor force as the gameprogresses. If you mismanage your work force, roadsmay deteriorate, fountains may break down, and firesmay break out. As you build structures on theProvince and City Levels, consider the ways inwhich your changes will affect the work force.Plan ahead: a new road extension will requiremore road workers, new farms or mines will callfor more provincial workers, and so forth.

Plebs assigned to Army Duty are trained asSlingers. They provide a fast and cheap way tobolster your Legion.

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Plebs will automatically be assigned to ConstructionDuty. If your Pleb Welfare allocation falls so low thatyou have inadequate construction labor, you will notbe able to build anything.

Note: If your Pleb Welfare allocation is too low, yourwork force may dwindle to dangerous levels, forcingcuts in city services!

TREASURER

The Treasurer’s Report lists your city’s income (markedwith a “+”) and expenditures (marked with a “-”) forthe current year and estimates the figures for thecoming year. Income comes in the form of Populationand Industrial taxes. Expenditures includeConstruction and Operating Costs (Army wages andPleb Welfare expenses). The Annual Tribute is paidautomatically each year to the Emperor.

Use the up and down arrows to set population andindustrial taxes. Taxes are expressed as a percentage ofcitizen and business income. The Average figure next toeach listing shows the average tax bill for the peopleand businesses of the city. Citizen income is based onthe number and quality of houses in your city —higher quality housing generates more income.Business income is represented by the jar icons shownnext to each business in your city.

High population taxes can bring in lots of Denarii, butif the tax rate climbs too high, your city may be slowto develop, and people may pack up and leave.Similarly, excessively high industrial taxes may

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discourage businesses from growing, and ultimatelyreduce your tax income. (see Growth Rates, page 45).

PERSONAL ADVISOR

Your Personal Advisor allows you to set your ownmonthly salary. It may be wise to give yourself asignificant salary, and not just out of greed. If you findyour city desperate for funds, you can always grant adonation out of your own pocket if you have theDenarii. To do so, just select Donate to the City, setyour amount, and click on Make this Donation. Inaddition, any savings you accumulate over the yearswill stay with you if you are promoted to anotherprovince. It is nice to be able to ride into a new citywith a large chest of Denarii.

Your personal savings may also be used for “gifts” tothe Emperor. It will also be taxed at varying rates — ifyou have lots of personal wealth, the Emperor may tryto cut in by imposing a large tax rate!

THE EMPIRE MAP

Select the map at the back of the room in theForum for a view of the Roman Empire. Inaddition to the provinces that you govern, theEmpire will expand on its own through theefforts of the Emperor and other Roman agentssuch as the General, Pompous Maximus.Pompous Maximus marches into newprovinces with his army, and seizes them for

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the Roman Empire. The provinces he conquers willnot be available to you. Each time you receive apromotion, you must choose from among theprovinces along the Empire’s borders that have not yetbeen taken by Pompous Maximus.

On the Empire Map, gray areas indicate provincesthat are already under Roman rule. The remainingareas are waiting to be conquered. Your currentProvince, your past Province(s), and any Provincescaptured by Pompous Maximus, will be indicated onthe Empire Map.

Click on the provinces near Rome to see a brief profiledetailing each’s military strength, attitude towardRome, neighbors, and industrial potential. All thesefactors should be considered when you earn apromotion and must choose a new province to govern.

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V COMBATIn order to do battle, you must first have built at leastone fort on the Province Level. You must also haveformed a Legion through your Centurion in theForum as well.

YOUR LEGION

The term “Legion” describes your entire force offighting men. You may manage your Legion in theForum through your Centurion. Your Legion iscomposed of four types of soldiers: Heavy Infantry,Light Infantry, Slingers, and Auxiliaries (see Forum,Centurion, page 60). The Legion is divided intofighting battalions called Cohorts. You will have asmany Cohorts as you have Forts in your Province —each time you build a fort, a new Cohort will comeinto existence. Your Legion forces will always bedivided evenly between its Cohorts.

Each Cohort will be further divided into Centuries. InCaesar II, a Century is a unit of 60 soldiers of thesame type. (In Roman times, the number variedfrom 60 to more than 100. The word “century”means 100 in Latin, even though a century oftenhad fewer soldiers than that.) Each Century willbe represented by an icon in its Cohort’sinformation panel. An incomplete iconrepresents a Century with fewer than 60soldiers.

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Each Cohort will have both a Morale rating and aBattle Readiness status.

Morale refers to the spirit and eagerness of thesoldiers to fight. It is expressed in battles as anumber between 0 (low morale) and 100 (highmorale). If a Century’s morale is 0, it will refuse tofight.

Battle Readiness refers to a minimum number ofsoldiers (100) required before a Cohort is strongenough to act as an independent fighting unit. Inother words, a Cohort will only take the initiative toattack an enemy without your orders if it has atleast 100 soldiers. If a Cohort has fewer than 100soldiers, it can still fight and win (with your orders),even though it is not considered Battle Ready.

To issue orders to a Cohort on the Province Level, usethe Order Cohort button (see Order Cohort,page 53). C

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BATTLE

Battle will take place on the Province Level when youdo one of two things: send a Cohort to intercept abarbarian army, or send a Cohort to subdue a localTribe. Before you go into battle with a tribe or anadvancing enemy, right-click on your Cohort and yourenemy on the Province map to compare the two.

In addition, any Cohort that is on patrol willautomatically intercept an advancing enemy,provided the Cohort is battle-ready -- in otherwords, it has at least 100 soldiers.

The terms “Barbarian”and “Enemy” refer to anyvariety of foreigner, and you will probably runinto many types, including Etruscans,Dalmatians, Greeks, Huns, etc. Each tribe or

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THE BATTLE SCREEN

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nationality will have its own battle style; some will beas disciplined as your Roman soldiers, while othersmay take the chaotic but vicious approach. You willgain a sense of the various fighting styles withexperience.

Warning: Not all enemies that look alike will fightalike!

When your force meets its enemy, a panel will appear,showing you a statistical overview of both armies andgiving you the choice to either take control of thebattle or to have the results calculated automatically. Ifyou decline to take control, the computer will calculatethe results instantly, based on numbers, types ofsoldiers, and morale, and notify you of the results.

If you choose to take control, it will be up to you tocommand your forces through the course of the battle:

The Battle Screen consists of a battlefield where thetwo armies face each other, and a control panel. If youare unsure of which troops are yours, just click on thesoldiers’ heads with your mouse. Map squares beneathyour units will highlight to indicate that they areselected, while the squares beneath enemy units will nothighlight. You may use the Zoom buttons on thecontrol panel to zoom in and out for a better view ofthe battle field (there are three magnification levels),and you may rotate your view using the rotate arrows.

Note: When zoomed out, time is automatically pausedand you cannot give orders to your troops.

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The window on the left side of the screen charts thenumbers and morale of both armies. The Overview Mapshows an overall view of the battlefield, with differentcolored dots to represent your troops and the enemy’s.

You will give orders to units of soldiers within yourCohort. At the start of the battle, each unit will beseparated slightly from the others on the battlefield,and so will be easy to distinguish. To issue orders, youmust first select a unit or units to command. To select aunit, just click on the top half of the unit(s). To selectmore than one unit at a time, click and hold yourmouse button down, and drag it over the units youwould like to select. Selected units will be highlighted.To deselect units, just click on any empty space on thebattlefield. To select all of your troops easily, you mayuse the “All” button on the control panel.

A window in the lower right corner of the screen willdisplay information about the selected unit(s): types ofsoldiers, numbers, and morale. Morale is expressed asnumber between 0 (low) and 100 (high). When unit’smorale hits 0, it is routed, and will not fight.

Any positions or formations you set before the actionstarts will happen instantly, but you may only moveyour troops around on your side of the battlefield.

When you are ready to begin, click onthe Stop/Go button to start the action.You may issue orders while the battle israging, or you may stop the action,issue orders, and then resume theaction to watch the results.

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Once you have selected a unit or units to command,you may issue any of the following orders:

Formations: You may order your units into a numberof formations. You may want to change troopformations as the two armies move around each other.

A Line is a row in which each soldier faces theenemy at the start of the battle. The Line is anattack formation, i.e. troops in a lineformation will have an attack bonus in battle.

A Column is a row of soldiers aligned towardthe enemy forces at the start of the battle. TheColumn is an attack formation, i.e. troops in aColumn formation will have an attack bonusin battle.

A Tortoise is an exclusively Roman formation inwhich all the troops on the outside of arectangle use their shields to form a protectivewall for the whole unit. The Tortoise is adefensive formation, i.e. troops in thisformation will have a defend bonus in battle.

If you issue the Pursue command, the selectedunit(s) will break formation and attack thenearest enemies.

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Move: To issue a movement command, selecta unit or units, and then click on the Movebutton. Your mouse pointer will now controla marker showing the units’ destination.Place the destination indicator on thebattlefield where you would like the selectedtroops to go, and click to set the destination.You will not be able to set a destination onany spot that is already occupied by troops.

Aim: If you have missile troops (Slingers,Archers, etc.), use the Aim command toorder them to fire. Just select the missileunit(s), select the Aim button, and then clickon the battlefield where you would like theforces to fire. When the action resumes, youwill see your missiles flying through the air,and (hopefully) striking their targets. Allmissile-bearing troops have limited firingranges.

The other buttons available in the Battle Screen are asfollows:

Turbo: The Turbo button switches thespeed of the action between two modes.The quick mode speeds up the action, butdiminishes the quality of the battleanimations. Use it to speed through abattle if you’re in a hurry.

Select All: This button allows you toselect all of your forces with a singlemouse click.

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Retreat: Select retreat to withdraw your forcesfrom the battle. They will disperse and regroupat their fort. This will be a serious blow tomorale, but may allow your troops to fightagain another day.

Surrender: If you surrender, your troops willbe entirely at the mercy of the enemy.

Auto: Select this button if you would like togive up control of the battle, and have itsresults calculated automatically for theremaining forces.

Help: Select the Help button for instructionson how the battle screen works.

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VI WHAT TO DO IN CASEOF...City Level

Fire! — After a fire has broken out, there is little youcan do, directly, to stop it. That is up to your Vigiles,the little watchmen that come from Praefectures andpatrol the city. As soon as they find the fire, assumingthey have road access to it, they will do their best toput it out. It is not your job to deal with fire on a case-by-case basis. Rather, it is your job to make sure yourcity has enough Praefectures, and enough Plebs on fireprevention duty to prevent fires, or to catch andextinguish them when they occur.

Disease — If disease hits your city, there is a goodpossibility that you have insufficient Bath Houses orHospitals. If disease does break out, the only way tostop it from spreading is to destroy any and all affectedhomes. It seems cruel, but it’s the only way. Thencheck your illness levels and Hospital coverage, andadd Baths and/or Hospitals if you need them.

Riots — Again, you cannot do much once a riotsbreaks out. At that point it is up to your soldiers tostop it. What you can do is make sure riots don’thappen. Riots can be encouraged by: high taxes,high conscription rates, and inherently hostileprovinces. Make sure your security is adequate bybuilding Praefectures and Barracks.

Robbery — To prevent robberies, make sureyou have enough Religious Buildings, andmake sure they are in areas of high security.

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Request for Goods — If the Emperor requestsgoods, do whatever you can to provide them. Thiscould mean building a farm, mine, trading post, or anyother structure to get the goods. If you fail, it couldcost you everything! If you absolutely cannot get therequested item, you may be able to send moneyinstead, but the Emperor must explicitly give you thisoption.

Barbarians — You must stop barbarians and otherenemies on the Province Level, before they enter yourcity. You cannot send Cohorts into your city. Oncebarbarians get in, it is up to your soldiers and vigiles todeal with them. All you can do is build enoughBarracks, Towers, Walls, and Praefectures to be able torepel an invasion if it does occur.

You can get some information about enemy armies(Army type & size) by clicking on them with theQuery function.

In a City-Building-Only game, barbarians and enemieswill show up from time to time, with a frequencybased on the skill level you have set. You will need toprepare your city to deal with them.

Province Level

Hostile Troop Movement — If you see a band ofRaiders, Rebels, or Invaders moving in your Province,send a Cohort out to stop it. Send a Cohort that isadequate in number, skill, and morale to beat theenemy in battle. It is very important that you preventenemies from entering your city. If Barbarians enter

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your city, there is little you can do. At that point, it isup to your city’s soldiers and vigiles to find and kill theinvaders. This is why a strong provincial military,and/or provincial walls are important. In addition, swiftdefeat of hostile forces will raise your Peace rating.

Promotion — If a promotion is offered, you do nothave to take it. You may elect to continue with yourcurrent City and Province indefinitely. If you do accepta promotion, you will be prompted to select your nextProvince from among those adjacent to the Empire’scurrent boundaries. When you arrive in a newprovince, you will take with you any personal moneyyou have saved.

Town Captured — If a Roman Town is overrun by aband of Raiders, it will become a Tribe, which meansthat it resists Roman rule. In this instance, you shouldtreat it as you would any other tribe — send a Cohortout to subdue it.

Destruction — Some enemies will destroy industrialsites within your province. If this happens, you willhave to rebuild them from the ground up. You shouldtry to stop enemies, by wall or by Cohort, before theycan get to a site.

The Ultimate Challenge

The further you expand your rule, the morechallenging the game will become. The title ofEmperor will be yours after your Empire includes all ofthe lands that were historically part of Rome. Afterthat, you may elect to take on the “ultimate challenge:”

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to conquer lands that the Romans themselves werenever able to tame. These eight northern lands will beextremely difficult, and are designed only for the“hard-core” Caesar II player. You must play at least atNormal skill level in order to reach these provinces.

STRATEGY HINTS & TIPSIn Caesar II, your overall goal is to be promoted. Youwill care for the well-being of your City and Province,but your true aim is to be assigned to greater, moreprestigious, and more challenging provinces. Pay closeattention to your ratings, and compare them with theminimum ratings required for your next promotion.

Maintaining a healthy economy is the key to achievingthe required ratings and winning the game. Thefollowing guidelines should help you to keep youradministration strong:

* Develop your housing. High-quality housingprovides more tax income, is less prone to unrest,has a greater population density, and increases landvalues. Work to create the best environment and thehighest land values for your housing.

* Build strong businesses. Industrial tax is animportant source of municipal income, andbusinesses are necessary to keep your populationemployed.

* Keep your citizens happy. Avoid over-taxing andover-conscription, and make sure there are enough

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jobs to go around. Unrest can do serious damage —avoid it at all costs. And remember that unwisedecisions may have repercussions far into thefuture!

A strong economy will naturally enhance the otheraspects of city and province management. It will allowyou to build a stronger military, a more extensive roadnetwork, and more cultural luxuries for your citizens.If your lands are wealthy, powerful, and peaceful, youare on your way to the Emperor’s throne. Good Luck!

General Strategies

Please consult the Tips sections of each feature orstructure (accessed through the Query panel) forstrategy tips specific to each feature.

* Start your city close to the river; it will be cheaperto supply with water, and to defend with walls (as ariver without bridges cannot be crossed byenemies).

* Try to arrange housing blocks and thestructures that they need so that multipleblocks can take advantage of the samestructures.

* Don’t expand too quickly; you have alimited treasury at the start of the city, andyou should concentrate on spending it tobuild housing and population that cangenerate MORE Denarii.

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*Don’t try to always cram buildings into thesmallest space possible. Leave room for the largerForums, more expensive forms of Entertainment,and other structures that you can build later in thegame. In the meantime, you can fill these spaceswith gardens to increase land values.

* Strive for an even balance of successful housingand income. You can get a fair amount of moneyfrom either of them, but high ratings require you tohave a good mix of both.

* Invaders and Raiders always come at a provincefrom its neighboring regions, which can be eitherprovinces or distant lands outside the Empire. Ifyou know of a province that is likely to suffer fromraids and invasions from many sides, try conqueringits neighbors BEFORE taking it on.

* Try not to send “gifts” to the Emperor unless youare in an emergency situation (such as needing todelay his requests for goods, because you don’t havethem yet), or unless you have plenty of savings.Once you start bribing the Emperor, he will expectyou to keep it up.

* When you’re doing well, be sure to increase yoursalary. That way, you’ll be able to use the profits ofone province to help fund the beginnings of anotherone. When playing at the harder difficulty levels,this will be a key to your success.

* Build a Legion right away. It will take a while foryour troops to become trained and ready for battle,and you will surely need protection sooner or later.

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KEYBOARD COMMANDS

A mouse is required to play Caesar II, but somecommands also have keyboard equivalents that youmay find more convenient to use.

= or + or + (keypad) Zoom in, centered on current point (City, Province, or Battle)

- or - (keypad) Zoom out (City, Province, or Battle)

3 Jump to Furthest Zoom level (City, Province,or Battle)

2 Jump to Medium Zoom level (City, Province),or closest level (Battle).

1 Jump to Closest Zoom level (City, Province)

< Rotate counter-clockwise

> Rotate clockwise

<spacebar> Cancel current building activity (useful for roads, aqueducts etc.)

F1 Jump to City Level

ALT-F1 Jump to next City Level Flag

ALT-F3 Jump to next Province Level Flag

ALT-F Enter Place Flag mode

ALT-D Jump to Danger Spot

F2 or F Jump to Forum

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F3 Jump to Province Level

F4 Load game

F5 Save game

P Pause Game

Y Yes (for Yes/No panels)

N No (for Yes/No panels)

Esc Exit current screen/panel/menu

A Accelerate Time

C See Census Panel

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DESIGNERS’ NOTESThe product you now hold in your hands may seem likean obvious extension to our original Caesar, but you’dprobably be surprised by the heartache and twists andturns we went through to get it to where it is!

One of the hard parts about designing a sequel to a verypopular game is deciding what to change. Change toomuch, and we might lose the magic of the original;change too little, and we don’t really offer value to you,our customer. There were some things which were easyto decide — we were frustrated by the original interface,so that had to go; SVGA was now possible, and enabledus to produce the spectacular graphics before you today,so that, too, was easy. We also wanted to make thegame easier to pick up, with a “gently” rising difficultycurve that provides a steady challenge right through tothe end. That was the easy part.

The combat in the original Caesar was designed to be avery simple, quick-to-play element, with added links tothe miniatures-game Cohort II for those that wantedmore detail. Unfortunately, Cohort II was not as stronga game as it might have been, and didn’t provide those“battle-hungry” customers with the food theysought. So Caesar II had to improve on that. Thequestion was — how? We really wanted to focuson enhancing the game’s city level, so to put toomuch into the combat section would have madeCaesar II a different product. This became eventougher when the combat came together sowell, particularly in terms of its graphics. Manyideas were generated and put aside — possiblyfor future games — in the interest of focus!

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The other major challenge was to enhance theprovince level. In response both to user feedback andinternal sentiment, we wanted to better integrate theprovince level with your city. A large part of whatCaesar added to the city-building genre was itsenvironment, and we wanted to enrich that so thatdifferent provinces made greater differences to howpeople play the game. The resource model you willface in Caesar II is the result of much deliberation —and concerns lest we make the game too complex. Wedon’t want you to have to spend too much time on theprovince level... just enough.

And as always, the hard question to answer is “wheredo you draw the line?” We are happy with the resultingproduct — much more so, in fact, than we were withthe original. I hope you agree.

David Lester, Cambridge, MA, August, 1995

We like to think of all the games we do as team efforts,where everyone involved in the project can give theirinput into how the final result will turn out. More thanthat, the original Caesar was fondly remembered by manypeople at Impressions, so we were pleased to receive aspecial level of interest and enthusiasm from all areas ofour ever-expanding team. This excitement for the project(as well as the many suggestions for refinements andenhancements that came with it) inspired us to workeven harder on the final result. Thanks, guys.

The Caesar II team would also like to thank all of thespouses, significant others, family members and so onwho helped keep us sane while this project came together.

Chris Foster, Cambridge, MA, August, 1995

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APPENDIX

Housing will develop or decline along with rising or fallingland values. Development levels for housing are listed, fromlow to high, below:

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HOUSING:

One Hut

Two Huts

Three Huts

Communal Huts

Large CommunalHut

Primitive House

Simple House

Small House

Average House

Improved House

Large House

Grand House

Primitive Insula

Simple Insula

Small Insula

Average Insula

Improved Insula

Large Insula

Grand Insula

Imperial Insula

Simple Domus

Small Domus

Average Domus

Improved Domus

Large Domus

Grand Domus

Simple Villa

Small Villa

Improved Villa

Grand Villa

Small Palace

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WATER:

Wells and fountains will develop through the followinglevels:

Wells:

Simple Well

Maintained Well

Large Well

Grand Well

Fountains:

Simple Fountain

Maintained Fountain

Large Fountain

Grand Fountain

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CITY BUSINESS TYPES:

Below is a list of each business type that may beavailable in your city. Next to each listing is the rawmaterial that the business needs from a provincial ortrade source in order to operate:

Bakery (wheat) Winery (grapes)Butcher (cattle)Lumber Mill (timber)Jeweler (gems)Lead Works (lead)Iron Works (iron)Copper Works (copper)Pottery Works (clay)Glass Works (sand)Marble Works (marble)Stone Works (stone)Silk Dealer (silk)Spice Dealer (spices)Ivory Dealer (ivory)Fish Monger (fish)

WALKERS

The following types of people will walk aboutyour cities for the following reasons:

- Forum Clerks come from Forums, andwalk around collecting taxes.

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- Market Traders come from Markets and walkaround to find customers.

- Enemies comes from outside the city. and will try todestroy the city and depose you.

- Soldiers come from Barracks and Towers, andprovide security and fight any enemies that may getinto the city.

- Vigiles come from Praefectures, and provide securityand watch for and extinguish fires.

- Workers come from businesses, and find the laborforce for their businesses among nearby housing.

- Rioters rise up from within your city and willencourage unrest and try to depose you one brick at atime.

BARBARIAN TRIBES:

Tribes on the province level will resist Roman rule.Tribes will appear in the following varieties, increasingin size and strength respectively:

Weak TribeLocal TribeStrong TribePowerful Tribe

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TECHNICAL TIPSWe have found that many of the common problems ourcustomers experience with their machines have simpleanswers. If you are experiencing one of the problems listedbelow, please try the solution(s) provided before searchingelsewhere for answers.

1. WHY DOES IT SAY “NOT ENOUGH MEMORYFOR WORK AREA” WHEN I TYPE THE GAMECOMMAND?

This game is a protected mode program which may beincompatible with some of the other programs that loadinto your machine when it boots up, including memorymanagers.

There are three ways to deal with this:A) Press down and hold the <F5> key as soon as you see thewords “Starting MS-DOS” when starting or restarting yourmachine. This will bypass your configuration files, so that youwon’t be loading in the things that you don’t need. If you usethis approach, you will need to manually load your mousedriver and, if necessary, your VESA driver (see below);manual loading is usually a simple matter of finding thedevice driver(s) and typing their name(s).

B) Make a game/boot disk according to theinstructions in the “How do I make a game/boot disk”section below.

C) If you are comfortable with editing yourconfiguration files, edit your config.sys file to createa boot configuration that disables references to allmemory managers, such as HIMEM.SYS,EMM386.EXE, QEMM, 386Max, etc. as well as

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disk cacheing programs such as SMARTDRV.EXE orOpticache and anything else you don’t explicitly need torun the game. Edit your AUTOEXEC.BAT to create aconfiguration path that removes references to disk cachesand all other TSRs beside your mouse driver and, ifnecessary, your VESA driver.

2. WHAT IS A VESA DRIVER?

To access the extended VGA mode used by the game, youmay need to load a VESA graphics driver to enhance thefunctionality of your video card. Consult the manual of yourvideo card to find out whether or not you need to run such adriver, what the name of the driver is and the location of it onyour hard disk or on a floppy.

3. WHY DOESN’T MY MOUSE WORK?

If your mouse does not work at all:- Is the mouse installed for DOS? Windows uses its owndrivers, and therefore works without a properly installedDOS mouse driver; For this reason, you cannot assume thatbecause a mouse works with a Windows system that amouse driver for DOS programs is currently installed.

To find out whether or not such a driver is installed: -enter aDOS application that supports a mouse, such as the EDITutility (DOS 5.0 or later) or a DOS word processor (oranything else, besides Windows, that loads from the DOSprompt and uses a mouse). If the mouse does not respondat all in such a program, then the DOS driver is notproperly loaded. Check the disk or manual that came withyour mouse for instructions on how to install it.

If the mouse works sporadically (jumping around, notclicking properly, etc.):- You may not have a 100% Microsoft compatible mousedriver (this has nothing to do with hardware, only software).

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Check your hard disk for a file called MOUSE.COM, assome upgrade versions of DOS include this Microsoftmouse driver (type “dir mouse.com /s<enter>” at the C:\root directory prompt). If not already on your system, sucha driver can be obtained from either the vendor ormanufacturer of your computer or mouse.

4. HOW DO I MAKE A GAME/BOOT DISK? (forCD-ROM)

Format a floppy disk in drive A: by placing a blank disk intoA: and typing “FORMAT A: /S”; follow the instructionsonscreen; if an error message is encountered, be sure thedisk is the correct density for the drive (high density isnecessary for current machines). If further errors areencountered, try another disk. Leave the formatted floppyin drive A:.

At the DOS prompt, type “C:” then press the <enter> key,then type “CD \” and again hit the <enter> key (assume whenthe following text says “<enter>” that you should hit this key).The prompt should now read: “C:\>”.

Start your text editor by typing “EDITC:\CONFIG.SYS<enter>” (the example used in this case isthe MS-DOS EDIT utility that comes with MS-DOS 5.0 orlater; the command to run the editor and the commands tosave and exit may be different depending on what programyou use, the important thing is to open the editor with thefile named after the example EDIT command). You shouldnow see the editor screen, which is a blue screen that says“FILE EDIT SEARCH OPTIONS” in the upper left cornerof the screen. “CONFIG.SYS” should be displayed in thecenter top of the screen.

Find the line in the file that loads in your CD-ROM devicedriver. It probably starts with something like:“DEVICEHIGH=C:\CDSTUFF\MYCD.SYS” (this will notbe the actual name of the path and filename, you need to

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either figure these things out or consult the technician ordocumentation for your CD drive to find the name andsyntax of this device driver) and may include more text onthe line. Copy the whole line down on a piece of paper,including any other text that comes after the .SYS filename;if possible, print the file out and underline the appropriatetext. Exit out of the EDIT utility (you can do this byholding down the <alt> key and typing “f”, then when thefile menu drops down, type “x” or, if your mouse is working,just click on “File” in the upper left hand corner, and then“Exit” in the file menu).

Now open your AUTOEXEC.BAT file, by typing “EDITC:\AUTOEXEC.BAT<enter>”.

Find the line in the AUTOEXEC.BAT file that contains thefollowing letters “MSCDEX”; Again there will probably bemore information on the line than just the program locationand name. Either write it down, letter for letter, or print itout. Exit the editor and return to DOS.

You must copy your DOS mouse driver and, if necessary,your VESA graphics driver to the boot disk (in drive A:);these drivers might be found either on your hard drive or onfloppy disks that came with your system for the mouse andvideo card respectively. The mouse driver may be calledMOUSE.COM, MOUSE.EXE or MOUSE.SYS orsomething similar, and the VESA driver, may be calledVESA.COM or VESA.EXE or something similar. If you donot know how to copy files, consult your DOS manual.

Change the current drive to drive A: by typing “A:<enter>”. The prompt should now look like: “A:\>”. Openyour editor by typing “EDIT A:\CONFIG.SYS”. Type inthe following file ignoring the stuff between parentheses(“(“ and “)”):

DEVICE=C:\CDSTUFF\MYCD.SYS /D:drivername

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(Replace this line with whatever the CD-ROM driver line isin your C:\CONFIG.SYS file and remember to include allthe information that comes AFTER the SYS filename onthe line. If any other information is found between the“DEVICEHIGH” and the “=”, it should be ignored; youmay not encounter this, so don’t worry if you don’t.)

(if your mouse driver is a *.sys file, enter the following lineas well:)

DEVICE=A:\MOUSE.SYS

(remember to alter the filename according to the specificfilename of

NFIG.SYS file is finished, save it and exit the editor. (Tosave a file in the MS-DOS editor, either use the mouse, ifworking, to choose the “File” menu, then “Save”, or holddown the <alt> key, type “f” to drop the menu, then “s” tochoose “Save”).

Start up the editor again from the A: drive by typing: “EDITA:\AUTOEXEC.BAT”. Type in the following file:

PROMPT $P$G

PATH C:\DOS

C:\DOS\MSCDEX.EXE /D:drivername

(you must remember to change the driver name accordingto the one you wrote down from yourC:AUTOEXEC.BAT file, and include all the otherletters and numbers that come after it on this line)

(if your mouse driver is a *.COM or *.EXE file,enter it here:)

C:\MOUSE\MOUSE.COM

(alter this line depending on the path and name ofyour mouse driver *.COM or *.EXE file. Refer tothe following section on “Why doesn’t my mousework?” for more information.)

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C:

Save the file and exit the editor.

To boot from this floppy disk, leave it in drive A: and restartthe computer. Change to the directory that holds the game,then type in the command appropriate to run the program(then have fun).

5. HOW DO I SET UP MY SOUND CARD?

Setting sound card parameters:

Caesar II includes an auto detection program that shouldset up your sound system upon installation. If youencounter problems with this auto detection, consult thefollowing section.

To use a sound card with a program, it is sometimesnecessary to set a number of parameters using the setuputility located in the game directory.

The significant values are the I/O Address, the InterruptRequest Channel (IRQ) and the Direct Memory Access(DMA) values of the relevant sound card. Boot from yourhard drive (ie. without a special boot disk) and type“SET<enter>” and look for a line that begins with“BLASTER=” followed by a sequence of letter/numbercombinations including: Annn, In, Dn (where n representsa numerical digit); Annn is the address, In is the IRQ andDn is the DMA value.

The setup program allows for specification of the type ofsound card as well as the Address, IRQ and DMA values ofthe installed card; If any of these are incorrectly set, soundwill not work with the program.

If no BLASTER variable is found from SET, consult eitherthe sound card manual or the technician who installed thedevice to obtain the Address, IRQ and DMA values.

Sound card emulation:

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If you are using a card that is not listed as an option in thesetup program, it probably emulates something else. It isusually a good idea to use the oldest version of whatevercard your system is emulating (ie. choose SoundBlaster overSoundBlaster pro), as the older cards are usually betterdocumented so that emulation of those works better.

6. WHY IS MY CD-ROM GAME RUNNING SOSLOWLY?

CD-ROM drives are much slower than hard drives. Whenrunning a program from a CD-ROM, if you don’t run adisk caching utility, the program will probably run slowly. Adisk cache program sits between the physical disk drive andthe program, reserving an area of memory that stores theinformation most recently read from, or sometimes writtento, the drive. This speeds the system by keeping data, that aprogram might need to look at more than once, in memoryinstead of on the disk; for a computer, looking at memory ismuch faster than looking at the disk.

The problem with this for protected mode programs is thatdisk cache programs take up much needed RAM. Unlessyou have 8 or more megabytes of system RAM, you willprobably run into memory problems when running aprotected mode program with a disk cache.

Some CD drives come packaged with caching software, butthe most common such utility is MS-DOS Smartdrive(C:\DOS\SMARTDRV.EXE), which also caches otherdisk drives. All versions of Smartdrive that come withor after MS-DOS version 6.2 (file date 9/30/93) cancache CD-ROM disks.

MSCDEX (C:\DOS\MSCDEX.EXE) is a programthat comes with DOS and is packaged with someCD-interface or drive hardware. Along with aproperly loaded CD-ROM device driver, it letsDOS see the CD as a disk drive; without

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MSCDEX, you cannot access a CD-ROM drive throughDOS or Windows.

To make sure Smartdrive and MSCDEX are set upproperly, check your AUTOEXEC.BAT file. So long as yourCD drive has been properly installed, there should be a linethat loads in MSCDEX and possibly a line that loads inSmartdrive, or some other cache program that might havecome with your drive. Make sure the line that loads in thecaching program comes after the line that loads inMSCDEX; if you don’t do this, the caching software willnot work.

The line in the AUTOEXEC.BAT file that loads MSCDEXlooks something like: “C:\DOS\MSCDEX...”, and usuallyincludes other things after the “MSCDEX” such as theDOS name of the CD device and a number of other things;assume all these things after the “MSCDEX” are necessaryif you are going to cut and paste between configurationfiles. The line that loads in Smartdrive should looksomething like: “C:\DOS\SMARTDRV.EXE”.

7. MEMORY MANAGERS

Memory Managers like HIMEM.SYS, EMM386.EXE,QEMM, and 386Max are not needed by this program.They may cause conflicts with the Protected Mode Runtimeprogram. If you experience any problems running thisprogram, we ask that you disable any Memory Managersand then try loading the game again.

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STILL HAVING PROBLEMS?BEFORE YOU CALL...

In order to allow us to help you more effectively, please tryto follow the suggestions below before you call for help.This will assist us in finding the answer to your problem asquickly as possible, so that you can begin playing andenjoying your new game.

1. READ AT LEAST THE FIRST FEW CHAPTERS OFYOUR DOS MANUAL.

The more you know about the operating system that yourmachine is running, the easier it will be for any technicalsupport to help you solve any problems. You should at leastbe familiar with how DOS commands work, what disk filesand directories are, and what utilities are available on yourmachine for editing text files.

2. FIND OUT AS MUCH AS POSSIBLE ABOUT HOWYOUR MACHINE IS CONFIGURED.

What version of what brand operating system is running onthe machine? (At the command prompt, type “VER” and hitenter to find out what version of DOS is running) Whatkind of chip is running your machine? (‘486? ‘386? ‘286?8086?) How much memory is in the system? How muchconventional memory is free? How much hard disk space isfree? What kind of video card is in your machine?(SVGA? VGA? EGA? Brand name?) What kind ofsound card, if any, is in your system? Do you have aCD-ROM drive? Are you using

Stacker, Doublespace or some other kind of diskcompression? Are you using QEMM or some otherthird party memory manager? If Windows 3.1 isinstalled on the machine, you can run MicrosoftDiagnostics to find out some of these things, if youdo not already know about them (type “MSD”,

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then hit <enter> at the command prompt). If necessary, callwhomever it was that originally configured your system toanswer these questions. It’s also a good idea to print out yourCONFIG.SYS and AUTOEXEC.BAT files (usually in theroot directory of C:) and keep the printouts handy.

3. SET UP THE COMPUTER NEAR THE PHONE WITHTHE PROGRAM INSTALLED ON THE HARD DRIVE.

It is very difficult for technical support to troubleshoot acomputer problem over the phone without having access tothe machine in question while it is running. If this is not anoption, list every detail about the occurrence of the problem,including all pertinent system configuration information(such as that described in the previous paragraph), and keepthis list handy when calling tech support.

4. DEFRAG YOUR HARD DISK.

Non-contiguous files on a hard disk can sometimes causestrange and mysterious things to occur. While in the gamedirectory, type “CHKDSK *.*”, then hit <enter> at theDOS prompt to find out if all the game files are contiguousor not. A hard disk can be defragmented, or defragged, byusing a disk utility program such as SPEEDISK, which ispackaged with Norton Utilities, or DEFRAG, a programincluded with MS-DOS version 6.0 or above. This reordersdisk space, making stored files contiguous. If a hard drivehas not been defragged for more than a month, and hasbeen used even moderately, it is likely that many of the fileson the disk have become noncontiguous.

5. CHECK FOR VIRUSES.

Viruses can mess up even the most carefully configuredsystem. Use a memory-resident virus checker (such asVSAFE, a utility that comes with MS-DOS version 6.0 andabove) whenever you insert new disks into your machine,and run an anti-virus utility (such as MSAV, another utilitythat comes with MS-DOS v.6.0 and above) before you call.

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