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Developed by Impressions Games and published by Creator/{{Sierra}} in 1992 on the Platform/{{Amiga}}, and ported the next year to Platform/AtariST, [[Platform/IBMPersonalComputer PC]] and Platform/{{Macintosh}}, the game can be described as ''Videogame/SimCity'' in [[RecycledINSPACE ancient Rome]]. In addition to similar graphics and user interfaces, it also came with issues of micromanagement, including complicated city-planning requirements such as building the right number of schools, theaters, libraries, bathhouses, and other amenities, within suitable distances of residential areas. The player is also tasked with the military buildup and defense of the city against {{Barbarian Tribe}}s and rival nations such as [[UsefulNotes/PunicWars Carthago]].
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Developed by Impressions Games Creator/ImpressionsGames and published by Creator/{{Sierra}} in 1992 on the Platform/{{Amiga}}, and ported the next year to Platform/AtariST, [[Platform/IBMPersonalComputer PC]] and Platform/{{Macintosh}}, the game can be described as ''Videogame/SimCity'' in [[RecycledINSPACE ancient Rome]]. In addition to similar graphics and user interfaces, it also came with issues of micromanagement, including complicated city-planning requirements such as building the right number of schools, theaters, libraries, bathhouses, and other amenities, within suitable distances of residential areas. The player is also tasked with the military buildup and defense of the city against {{Barbarian Tribe}}s and rival nations such as [[UsefulNotes/PunicWars Carthago]].
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Developed by Impressions Games and published by Creator/{{Sierra}} in 1992 on the UsefulNotes/{{Amiga}}, and ported the next year to UsefulNotes/AtariST, [[UsefulNotes/IBMPersonalComputer PC]] and UsefulNotes/{{Macintosh}}, the game can be described as ''Videogame/SimCity'' in [[RecycledINSPACE ancient Rome]]. In addition to similar graphics and user interfaces, it also came with issues of micromanagement, including complicated city-planning requirements such as building the right number of schools, theaters, libraries, bathhouses, and other amenities, within suitable distances of residential areas. The player is also tasked with the military buildup and defense of the city against {{Barbarian Tribe}}s and rival nations such as [[UsefulNotes/PunicWars Carthago]].
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Developed by Impressions Games and published by Creator/{{Sierra}} in 1992 on the UsefulNotes/{{Amiga}}, Platform/{{Amiga}}, and ported the next year to UsefulNotes/AtariST, [[UsefulNotes/IBMPersonalComputer Platform/AtariST, [[Platform/IBMPersonalComputer PC]] and UsefulNotes/{{Macintosh}}, Platform/{{Macintosh}}, the game can be described as ''Videogame/SimCity'' in [[RecycledINSPACE ancient Rome]]. In addition to similar graphics and user interfaces, it also came with issues of micromanagement, including complicated city-planning requirements such as building the right number of schools, theaters, libraries, bathhouses, and other amenities, within suitable distances of residential areas. The player is also tasked with the military buildup and defense of the city against {{Barbarian Tribe}}s and rival nations such as [[UsefulNotes/PunicWars Carthago]].
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*** With the history of some Roman governors (Verres in particular), this was/is TruthInTelevision in some respects.
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* OffscreenMomentOfAwesome: Conquests and decisive battles happen offscreen from ''Caesar III'' onwards.
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* OffscreenMomentOfAwesome: Conquests and decisive battles happen offscreen from ''Caesar III'' onwards. Occasionally Caesar will demand that your garrison assist in such a battle; if you provide enough troops to win the battle, you have the privilege of building a triumphal arch in your city.
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Clearing up confusion about mods.
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* GameMod: ''III'' has ''Julius''. For the most part, it's hardly even a mod, but rather an extensive unofficial patch, fixing all sort of bugs, functionality issues and problems with game logic. However, it is mostly know for porting roadblocks from ''VideoGame/{{Pharaoh}}''[[note]]There are also other mechanics ported from ''[[VideoGame/ZeusMasterOfOlympus Zeus]]'' and ''[[VideoGame/EmperorRiseOfTheMiddleKingdom Emperor]]'', like global workforce[[/note]], thus solving the nightmarish pathfinding issues vanilla ''Caesar III'' suffers from. It only took 22 years.
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* GameBreakingBug: ''III'' had one: on the very hardest difficulty, the game logic would break as soon as there were 200 people living in your city. It would declare them all as miserable, the city as a hellhole, and halt further immigration. The logic would work correctly again when there were 300 people living in your city, but good luck getting that to happen with the broken logic. One known fix is to build an ''elaborate, time-wasting maze'' on the way into your city, so that when the 200th person finally gets to the end, reaches a house, and is officially living there (triggering the bug and stopping immigration) there's already been generated 100 immigrants behind them in the maze, so they'll reach housing, become residents, and get you past that magic 300 number where the game logic works again.
* GameMod: ''III'' has''Julius''. For the most part, it's hardly even a mod, but rather two:
** ''Julius''[[https://github.com/bvschaik/julius]] is something of an extensive unofficial patch, adding widescreen support among other things ([[https://github.com/bvschaik/julius/wiki/Improvements-from-Caesar-3]]), and fixingall sort selected bugs (such as the immigration bug described above), although deliberately preserving many so as not to break save compatibility. ([[https://github.com/bvschaik/julius/wiki/Caesar-3-bugs]])
** ''Augustus''[[https://github.com/Keriew/augustus]] is a more extensive reworking ofbugs, functionality issues and problems with game logic. However, it is mostly know for porting the game, adding concepts from other games in the series, like roadblocks from ''VideoGame/{{Pharaoh}}''[[note]]There are also other mechanics ported from ''[[VideoGame/ZeusMasterOfOlympus Zeus]]'' and ''[[VideoGame/EmperorRiseOfTheMiddleKingdom Emperor]]'', like global workforce[[/note]], thus solving [[note]]solving the nightmarish pathfinding issues vanilla ''Caesar III'' suffers from. It only took 22 years.[[/note]]and global workforce, as well as reworks to things like city health and mood calculations, leading to a different game experience.
* GameMod: ''III'' has
** ''Julius''[[https://github.com/bvschaik/julius]] is something of an extensive unofficial patch, adding widescreen support among other things ([[https://github.com/bvschaik/julius/wiki/Improvements-from-Caesar-3]]), and fixing
** ''Augustus''[[https://github.com/Keriew/augustus]] is a more extensive reworking of
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* MoneySink: ''Caesar II'' had this in the form of an imperial tax on your personal savings (from the salary you paid yourself). When your savings reached certain sums, the Emperor would tax you and the tax rate depended on how much your savings were. It was explained [[AllThereInTheManual in the strategy guide]] this was meant to stop hoarding your money early in the game when it wasn't necessary. Later in the game with the more provinces you conquered, you'd pay less tax than before.
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* FirewoodResources: You play the governor of a Roman province/city that has Timber Yards that produce planks. The only use for these planks is making furniture or exporting them. Which makes you wonder just what the heck the city is being built out of.
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of, say, AbUrbeCondita. Also, see ArtisticLicenseHistory below.
* AncientRome
* AncientRome
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of, say, AbUrbeCondita. Also, see ArtisticLicenseHistory below.
*of regnal years or AbUrbeCondita, as would have been used historically, despite being set before either the birth of Christ or the rise to dominance of Christianity.
%%* AncientRome
*
%%* AncientRome
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* CommandAndConquerEconomy: The citizens show very little initiative. Not only do you have to build everything for them except housing (which you merely designate plots for), they do not even go to the market themselves to buy food and goods; a peddler has to walk past. Owing to the vagaries of the walker system, you risk losing a lot of workers to an entire street being deserted due to a priestess failing to walk down it sufficiently often.
** This is somewhat alleviated in 4. Buildings such as temples/shrines, bathhouses, etc have a certain range along roads in-contact with the building, which increases or deceases depending on how close to full-employment the building is at, with them being at full-range at maximum capacity, naturally. All buildings within that range are served. Markets meanwhile still collect food, but walkers come out from nearby housing and go purchase the food at the market, taking it back home. This takes some of the luck-based walker guesswork out of providing food... though your citizen still end up needing to race each other to the market if supplies are low.
** This is somewhat alleviated in 4. Buildings such as temples/shrines, bathhouses, etc have a certain range along roads in-contact with the building, which increases or deceases depending on how close to full-employment the building is at, with them being at full-range at maximum capacity, naturally. All buildings within that range are served. Markets meanwhile still collect food, but walkers come out from nearby housing and go purchase the food at the market, taking it back home. This takes some of the luck-based walker guesswork out of providing food... though your citizen still end up needing to race each other to the market if supplies are low.
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* CommandAndConquerEconomy: The citizens show very little initiative. Not only do you have to build everything for them except housing (which you merely designate plots for), they do not even go to the market themselves to buy food and goods; a peddler has to walk past. Owing to the vagaries of the walker system, you risk losing a lot of workers to an entire street being deserted due to a priestess failing to walk down it sufficiently often.
**often. This is somewhat alleviated in 4.''4''. Buildings such as temples/shrines, bathhouses, etc have a certain range along roads in-contact with the building, which increases or deceases depending on how close to full-employment the building is at, with them being at full-range at maximum capacity, naturally. All buildings within that range are served. Markets meanwhile still collect food, but walkers come out from nearby housing and go purchase the food at the market, taking it back home. This takes some of the luck-based walker guesswork out of providing food... though your citizen still end up needing to race each other to the market if supplies are low.
**
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* ShoutOut:
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* ShoutOut: Several soldiers' quotes in ''IV'':
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* RefiningResources: Most of the non-food resources in Caesar III are part of a raw-to-refined dichotomy, as follows:
** Clay to Pottery
** Timber to Furniture
** Iron to Weapons
** Olives to Oil
** Vines to Wine
** Clay to Pottery
** Timber to Furniture
** Iron to Weapons
** Olives to Oil
** Vines to Wine
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* RefiningResources: Most of the non-food resources in Caesar III are part of a raw-to-refined dichotomy, as follows:
**follows: Clay to Pottery
**Pottery; Timber to Furniture
**Furniture; Iron to Weapons
**Weapons; Olives to Oil
**Oil; and Vines to WineWine. Raw resources are produced in separate buildings than they're refined in, and they can be imported or exported independently of each other.
**
**
**
**
**
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* SpiritualSuccessor: ''[[VideoGame/{{Imperivm}} Grand Ages: Rome]]'', another city-building game set in Ancient Rome created by the studio that brought us the ''VideoGame/{{Tropico}}'' series.
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* WarElephants: [[UsefulNotes/PunicWars Carthago's]] signature troops
* WineIsClassy: Only upper-class citizens (living in villas or palaces) drink wine. Palace-dwelling citizens require wine of at least two different varietals.
* WineIsClassy: Only upper-class citizens (living in villas or palaces) drink wine. Palace-dwelling citizens require wine of at least two different varietals.
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* WarElephants: [[UsefulNotes/PunicWars Carthago's]] signature troops
troops. They're {{Mighty Glacier}}s that can trample almost anything they reach, but can be worn down by sustained ranged attacks.
* WineIsClassy: Only upper-class citizens (living in villas or palaces) drink wine. Palace-dwelling citizens require wine of at least two differentvarietals.varietals, necessitating imports.
* WineIsClassy: Only upper-class citizens (living in villas or palaces) drink wine. Palace-dwelling citizens require wine of at least two different
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Caesar3_2563.jpg]]
-->Rome wasn't built in a day
-->Rome wasn't built in a day
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Caesar3_2563.jpg]]
-->Romeorg/pmwiki/pub/images/7628_caesar_dos_front_cover.jpg]]
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->Rome wasn't built in a day
%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=16683820510.73695700
%% Please do not replace or remove without starting a new thread.
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[[quoteright:350:https://static.tvtropes.
-->Rome
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->Rome wasn't built in a day
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The high-water mark of the saga is considered to be ''Caesar III'', which spawned several and gradually improved {{spinoff}}s in AncientEgypt (''VideoGame/{{Pharaoh}}''), UsefulNotes/AncientGreece (''VideoGame/ZeusMasterOfOlympus'') and China (''VideoGame/EmperorRiseOfTheMiddleKingdom'').
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The high-water mark of the saga is considered to be ''Caesar III'', which spawned several and gradually improved {{spinoff}}s in AncientEgypt (''VideoGame/{{Pharaoh}}''), UsefulNotes/AncientGreece (''VideoGame/ZeusMasterOfOlympus'') and China (''VideoGame/EmperorRiseOfTheMiddleKingdom'').
(''VideoGame/EmperorRiseOfTheMiddleKingdom''). The game Nebuchadnezzar (which focuses on ancient Mesopotamia) also takes inspiration from this series.
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*** With the history of some Roman governors (Verres in particular), this was/is TruthInTelevision in some respects.
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Works are not tropes.
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* VideoGame/CityBuildingSeries: The originator.