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** 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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* VendorTrash: A good deal of your income comes from opening a trade route and exporting surplus supplies of one kind or another.
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* VendorTrash: A good deal of your income comes from opening a trade route and exporting surplus supplies of one kind or another.another, and some of those supplies are useless to you.
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* VendorTrash: A good deal of your income comes from opening a trade route and exporting surplus supplies of one kind or another.
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of, say, AbUrbeCondita.
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of, say, AbUrbeCondita. Also, see ArtisticLicenseHistory below.
* ArtisticLicenseHistory: "Caesar" was nothing more than a surname until the mid-1st century B.C, and some of the games in this series (e.g. ''Caesar III'') take place centuries before then, when Rome was a [[UsefulNotes/TheRomanRepublic Republic]] rather than an Empire, and the highest position of executive authority was the Consul.
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* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy population.
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* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy population. Note that while the "Circus" aspect can be GladiatorGames, it doesn't necessarily have to be. (Theaters and Baths work too.)
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Not to be confused with the man himself, Creator/GaiusJuliusCaesar, or with the play, Theater/JuliusCaesar.
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Not to be confused with the man himself, Creator/GaiusJuliusCaesar, or with the play, Theater/JuliusCaesar.
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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 (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''EmperorRiseOfTheMiddleKingdom'').
to:
The high-water mark of the saga is considered to be ''Caesar III'', which spawned several and gradually improved {{spinoff}}s in AncientEgypt (''{{Pharaoh}}''), (''VideoGame/{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''EmperorRiseOfTheMiddleKingdom'').
(''VideoGame/EmperorRiseOfTheMiddleKingdom'').
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* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursively defined as Caesar in [[{{Pharaoh}} Egypt]]/Greece/China!
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* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursively defined as Caesar in [[{{Pharaoh}} Egypt]]/Greece/China!Egypt/Greece/China!
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Moving trivia trope
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* ManualMisprint: An amusing glitch in production of this manual provides the Trope Illustration on this page. Check it out.
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of say AbUrbeCondita.
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* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of say of, say, AbUrbeCondita.
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* ShoutOut: [[Film/{{Aliens}} "Another day in the legion is like a day on the farm"]]
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* ShoutOut: [[Film/{{Aliens}} "Another ShoutOut:
** "[[Film/{{Aliens}} Another day in the legion is like a day on thefarm"]]farm.]]"
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
** "[[Film/{{Aliens}} Another day in the legion is like a day on the
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
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* BarbarianTribe: Celts are one the main enemies of the game.
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* BarbarianTribe: Celts are one the main enemies of the game. Some maps also have quaint little barbarian settlements, where you can establish a mission. This makes them less likely to attack you, but more likely to trade with you, sometimes for otherwise inaccessible goods.
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Developed by Impressions Games and published by {{Sierra}} in 1992 on the {{Amiga}}, and ported the next year to AtariST, [[IBMPersonalComputer PC]] and {{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]].
to:
Developed by Impressions Games and published by {{Sierra}} Creator/{{Sierra}} in 1992 on the {{Amiga}}, UsefulNotes/{{Amiga}}, and ported the next year to AtariST, [[IBMPersonalComputer UsefulNotes/AtariST, [[UsefulNotes/IBMPersonalComputer PC]] and {{Macintosh}}, 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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* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have. Although this is [[HandWave Handwaved]] by the game: Casear doesn't allow your cities to have a larger force because your supposed to be building and defending it, not starting a war.
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* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have. Although this This is however [[HandWave Handwaved]] by the game: Casear doesn't allow your cities to have a larger force because your you're supposed to be building and defending it, not starting a war.
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* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have.
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* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have. Although this is [[HandWave Handwaved]] by the game: Casear doesn't allow your cities to have a larger force because your supposed to be building and defending it, not starting a war.
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''Caesar'' is a computer SimulationGame saga of four [[CityBuildingSeries city-building games]] where the player undertakes the role of a Roman governor, building Roman cities.
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''Caesar'' is a computer SimulationGame saga of four [[CityBuildingSeries [[VideoGame/CityBuildingSeries city-building games]] where the player undertakes the role of a Roman governor, building Roman cities.
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* CityBuildingSeries: The originator.
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* CityBuildingSeries: VideoGame/CityBuildingSeries: The originator.
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*** This is likely an unintentional nod to how the actual city planning (or lackthereof) of Rome itself was; the road network was absolutely nonsensical. That being said, they did a ''much'' better job with the provinces, which the player is in charge of building up...
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*** This is likely an unintentional (unintentional) nod to how the actual city planning (or lackthereof) of Rome itself was; the road network was absolutely nonsensical. That being said, they did a ''much'' better job with the provinces, which the player is in charge of building up...
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Developed by Impressions Games and published by {{Sierra}} in 1992 on the {{Amiga}}, and ported the next year to AtariST, [[IBMPersonalComputer PC]] and {{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 [[PunicWars Carthago]].
to:
Developed by Impressions Games and published by {{Sierra}} in 1992 on the {{Amiga}}, and ported the next year to AtariST, [[IBMPersonalComputer PC]] and {{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 [[PunicWars [[UsefulNotes/PunicWars Carthago]].
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* WarElephants: [[PunicWars Carthago's]] signature troops
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* WarElephants: [[PunicWars [[UsefulNotes/PunicWars Carthago's]] signature troops
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Manual Misprint
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* ManualMisprint: An amusing glitch in production of this manual provides the Trope Illustration on this page. Check it out.
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* SpiritualSuccessor: ''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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Caesar III had no roadblocks at all, and Pharaoh didn\'t have this problem with \"destination walkers\". Dunno what you\'re on about.
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** The first games also lacked a "stop sign" the player could drop on a road to tell walkers to stay within a given area, and those of ''Caesar III'' blocked all walkers, including those that have specific destinations(in the later games, only walkers that have specific destinations can pass through roadblocks). As a result, an efficient road and supply network could turn out pretty darn weird as good players tried to avoid crossroads at all costs, often resulting in one lonesome meandering road snaking around the entire city. Hope nobody's in a hurry to get anywhere.
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** The first games also lacked a "stop sign" roadblocks the player could drop on a road to tell walkers to stay within a given area, and those of ''Caesar III'' blocked all walkers, including those that have specific destinations(in the later games, only walkers that have specific destinations can pass through roadblocks).area. As a result, an efficient road and supply network could turn out pretty darn weird as good players tried to avoid crossroads at all costs, often resulting in one lonesome meandering road snaking around the entire city. Hope nobody's in a hurry to get anywhere.
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*** This is likely an unintentional nod to how the actual city planning (or lackthereof) of Rome itself was; the road network was absolutely nonsensical. That being said, they did a ''much'' better job with the provinces, which the player is in charge of building up...
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Caesar is a computer SimulationGame saga of four [[CityBuildingSeries city-building games]] where the player undertakes the role of a Roman governor, building Roman cities.
Developed by Impressions Games and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and 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 [[PunicWars Carthago]].
Developed by Impressions Games and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and 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 [[PunicWars Carthago]].
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Developed by Impressions Games and published by {{Sierra}} in 1992 on the
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!!This games provide examples of:
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** Averted in the first two games. Here, your citizens require amenities to advance their housing quality, but not food, and their consumption of goods from your manufacturing businesses is one of your two main sources of income
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Minor space edit and removing red link for company without a troupe page.
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Developed by ImpressionsGames and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and 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 {{BarbarianTribe}}s and rival nations such as [[PunicWars Carthago]].
to:
Developed by ImpressionsGames Impressions Games and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and 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 {{BarbarianTribe}}s {{Barbarian Tribe}}s and rival nations such as [[PunicWars Carthago]].
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Dveloped by ImpressionsGames and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and Macintosh, the game was similar to ''Videogame/SimCity''. 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 {{BarbarianTribe}}s and rival nations such as [[PunicWars Carthago]]
The high-water mark of the saga is considered to be ''Caesar III'', which spawned several and gradually improved {{spinoff}}s in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
The high-water mark of the saga is considered to be ''Caesar III'', which spawned several and gradually improved {{spinoff}}s in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
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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 (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China
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* AlternateHistory: The campaign maps for the Caesar games include some provinces that were never actually under Roman rule.
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* AlternateHistory: The campaign maps for the Caesar games include some provinces that were never actually under Roman rule.
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* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy population
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* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy populationpopulation.
* ShoutOut: [[Film/{{Aliens}} "Another day in the legion is like a day on the farm"]]
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* ThirdIs3D: Actually the fourth is the one which made the VideoGame3DLeap from [[IsometricProjection 2D isometric sprites]].
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* ThirdIs3D: Actually Concretely the fourth is the one which made the VideoGame3DLeap from [[IsometricProjection 2D isometric sprites]].
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* HelloInsertNameHere: You must name your family to begin playing the game.
* HelloInsertNameHere: You must name your family to begin playing the game.
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* SequelDifficultyDrop: Caesar III is less NintendoHard than its predecessor. The spinoffs are in turn more manageable with the addition of roadblocks for walker control.
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* SequelDifficultyDrop: Caesar III ''Caesar III'' is less NintendoHard than its predecessor. The spinoffs are in turn more manageable with the addition of roadblocks for walker control.
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The high-water mark of the franchise is considered to be ''Caesar III'', which spawned several and gradually improved spinoffs in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
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The high-water mark of the franchise saga is considered to be ''Caesar III'', which spawned several and gradually improved spinoffs {{spinoff}}s in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
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* SequelEscalation: ''Caesar III'' features lots of additions, but some interesting elements from ''Caesar II'' such as province management are also dropped though.
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* SequelEscalation: ''Caesar III'' features lots of additions, but some interesting elements from ''Caesar II'' such as province management are also dropped though. Additionally many of the realistic gameplay changes made in ''ChildrenOfTheNile'' were discarded in favour of the traditional formula in ''Caesar IV''.
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* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursevily defined as Caesar in {{Egypt/Greece/China!
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* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursevily recursively defined as Caesar in {{Egypt/Greece/China![[{{Pharaoh}} Egypt]]/Greece/China!
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* YouRequireMoreVespene Gas:
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* YouRequireMoreVespene Gas: YouRequireMoreVespeneGas:
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Caesar is a computer SimulationGame saga of four city-building games where the player undertakes the role of a Roman governor, building Roman cities.
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Caesar is a computer SimulationGame saga of four [[CityBuildingSeries city-building games games]] where the player undertakes the role of a Roman governor, building Roman cities.
* CityBuildingSeries: The originator.
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* YouRequireMore Vespene Gas:
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* YouRequireMore Vespene YouRequireMoreVespene Gas:
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* RiskStyleMap: ''Caesar II'' features a map of territories you could choose to rule. Generally, only territories adjacent to one you already conquered are available. There are major differences such as the resources available and the friendliness or otherwise of local population.
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* You Require More Vespene Gas:
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* You Require More YouRequireMore Vespene Gas:
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* Apathetic Citizens: Averted. You can right-click on your citizens and they will complain about everything from a lack of employment to a lack of workers, inadequate healthcare or worship services. Even if there are only 10 workers needed in a city of 7000. Very unhappy homes also spawn muggers, vandals or looters. On the other hand, if you manage your city well, your citizens will give you unending praise.
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* Apathetic Citizens: ApatheticCitizens: Averted. You can right-click on your citizens and they will complain about everything from a lack of employment to a lack of workers, inadequate healthcare or worship services. Even if there are only 10 workers needed in a city of 7000. Very unhappy homes also spawn muggers, vandals or looters. On the other hand, if you manage your city well, your citizens will give you unending praise.
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* Early Installment Weirdness:
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* Early Installment Weirdness: EarlyInstallmentWeirdness:
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* ElephantsOfWar: [[PunicWars Carthago's]] signature troops
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* UpdatedRerelease: Caesar Gold incorporated a tactical warfare gameplay element from another Impression Games release (Cohort) to play the battles. This was carried over to ''Caesar II'' . From ''Caesar III'' onwards the defensive battles are fought directly in the city without any change and the rest happen offscreen.
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* UpdatedRerelease: Caesar Gold ''Caesar Gold'' incorporated a the tactical warfare gameplay element engine from another Impression Games release (Cohort) to play the battles. This was carried over to ''Caesar II'' . II''. From ''Caesar III'' onwards the defensive battles are fought directly in the city without any change and the rest happen offscreen.offscreen.
* WarElephants: [[PunicWars Carthago's]] signature troops
* WarElephants: [[PunicWars Carthago's]] signature troops
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Caesar3_2563.jpg]]
-->Rome wasn't built in a day
Caesar is a computer SimulationGame saga of four city-building games where the player undertakes the role of a Roman governor, building Roman cities.
Dveloped by ImpressionsGames and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and Macintosh, the game was similar to ''Videogame/SimCity''. 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 {{BarbarianTribe}}s and rival nations such as [[PunicWars Carthago]]
The high-water mark of the franchise is considered to be ''Caesar III'', which spawned several and gradually improved spinoffs in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
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!!This games provide examples of:
* AlternateHistory: The campaign maps for the Caesar games include some provinces that were never actually under Roman rule.
* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of say AbUrbeCondita.
* AncientRome
* Apathetic Citizens: Averted. You can right-click on your citizens and they will complain about everything from a lack of employment to a lack of workers, inadequate healthcare or worship services. Even if there are only 10 workers needed in a city of 7000. Very unhappy homes also spawn muggers, vandals or looters. On the other hand, if you manage your city well, your citizens will give you unending praise.
* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have.
* BarbarianTribe: Celts are one the main enemies of the game.
* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy population
* 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.
* ConstructAdditionalPylons: The whole purpose of the game. Also literally, in order to reach perfect coverage of the city for your various service buildings, you need to build additional apothecaries/schools/gymnasia/whatever, even if all your citizens actually already receive it, but the statistic that keeps track of it (and influences some modifiers) works on a Number of Citizens/Number of Buildings basis.
* Early Installment Weirdness:
** Most of the tropes of the series were standardized by ''Caesar III''. ''I'' and ''II'' have their own quirks, such as being far less battle-focused (if such a thing is possible), having separate city and province maps and the "loot and scoot" strategy (where you pour your city treasury into your personal chest right before you get promoted, leaving yourself rich and the city badly in debt).
** The first games also lacked a "stop sign" the player could drop on a road to tell walkers to stay within a given area, and those of ''Caesar III'' blocked all walkers, including those that have specific destinations(in the later games, only walkers that have specific destinations can pass through roadblocks). As a result, an efficient road and supply network could turn out pretty darn weird as good players tried to avoid crossroads at all costs, often resulting in one lonesome meandering road snaking around the entire city. Hope nobody's in a hurry to get anywhere.
* ElephantsOfWar: [[PunicWars Carthago's]] signature troops
* HelloInsertNameHere: You must name your family to begin playing the game.
* GameOver: In most games, running into debt leads to a game-over. In ''Caesar II'', you can often get promoted while your city is deep in debt, leaving the mess for someone else to fix while you abscond with the treasury (which you then use to fund your next city).
* GladiatorGames: Houses need access to these in order to reach higher levels of development.
* GodsNeedPrayerBadly: While gods need sacrifices or festivals almost constantly, ignoring them only makes them angry. Cue earthquakes, plagues, floods, failing crops... On the other hand, keeping them happy also brings benefices.
* NotInMyBackyard: Houses won't evolve to the higher levels if close to unsightly buildings like noisy forums and industrial buildings, despite the fact that they ''need'' those buildings to provide whatever goods and services are required to keep them at that level.
* OffscreenMomentOfAwesome: Conquests and decisive battles happen offscreen from ''Caesar III'' onwards.
* ScrewTheRulesIHaveMoney: In the first two games, you can bribe the Emperor with your personal funds, so he'll lower the tribute that your city has to pay to the Senate. Also, when you receive a promotion, the size of the city treasury is irrelevant, but you can carry your personal treasury to your next city (either to fund the new city's growth, or to pay off the Emperor). And yes, you can pay your own salary while the city is 9000 denarii in debt.
* SequelEscalation: ''Caesar III'' features lots of additions, but some interesting elements from ''Caesar II'' such as province management are also dropped though.
* SequelDifficultyDrop: Caesar III is less NintendoHard than its predecessor. The spinoffs are in turn more manageable with the addition of roadblocks for walker control.
* SpaceManagementGame: TropeCodifier of the Commodities variety.
* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursevily defined as Caesar in {{Egypt/Greece/China!
* ThirdIs3D: Actually the fourth is the one which made the VideoGame3DLeap from [[IsometricProjection 2D isometric sprites]].
* UpdatedRerelease: Caesar Gold incorporated a tactical warfare gameplay element from another Impression Games release (Cohort) to play the battles. This was carried over to ''Caesar II'' . From ''Caesar III'' onwards the defensive battles are fought directly in the city without any change and the rest happen offscreen.
* You Require More Vespene Gas:
** In Caesar III your citizens require food (in most games more variety means better houses and happier citizens), basic commodities (whether pottery, linen, olive oil or tea) and luxury goods (exotic furs, incense, wine, silk...) . The goods required by the population can be RefiningResources made by the local industries or imported from the world market.
** Averted in the first two games. Here, your citizens require amenities to advance their housing quality, but not food, and their consumption of goods from your manufacturing businesses is one of your two main sources of income
-->Rome wasn't built in a day
Caesar is a computer SimulationGame saga of four city-building games where the player undertakes the role of a Roman governor, building Roman cities.
Dveloped by ImpressionsGames and published by {{Sierra}} in 1992 on the Amiga, and ported the next year to Atari ST, PC and Macintosh, the game was similar to ''Videogame/SimCity''. 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 {{BarbarianTribe}}s and rival nations such as [[PunicWars Carthago]]
The high-water mark of the franchise is considered to be ''Caesar III'', which spawned several and gradually improved spinoffs in AncientEgypt (''{{Pharaoh}}''), AncientGreece (''Zeus'') and China (''Emperor Rise of The Middle Kingdom'')
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!!This games provide examples of:
* AlternateHistory: The campaign maps for the Caesar games include some provinces that were never actually under Roman rule.
* AnachronismStew: The game uses the Christian calendar (BC/AD) instead of say AbUrbeCondita.
* AncientRome
* Apathetic Citizens: Averted. You can right-click on your citizens and they will complain about everything from a lack of employment to a lack of workers, inadequate healthcare or worship services. Even if there are only 10 workers needed in a city of 7000. Very unhappy homes also spawn muggers, vandals or looters. On the other hand, if you manage your city well, your citizens will give you unending praise.
* ArbitraryHeadcountLimit: While there is no population cap, there is a cap on the number of legions you can have.
* BarbarianTribe: Celts are one the main enemies of the game.
* BreadAndCircus: Good food and entertainment are basic elements behind a happy and wealthy population
* 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.
* ConstructAdditionalPylons: The whole purpose of the game. Also literally, in order to reach perfect coverage of the city for your various service buildings, you need to build additional apothecaries/schools/gymnasia/whatever, even if all your citizens actually already receive it, but the statistic that keeps track of it (and influences some modifiers) works on a Number of Citizens/Number of Buildings basis.
* Early Installment Weirdness:
** Most of the tropes of the series were standardized by ''Caesar III''. ''I'' and ''II'' have their own quirks, such as being far less battle-focused (if such a thing is possible), having separate city and province maps and the "loot and scoot" strategy (where you pour your city treasury into your personal chest right before you get promoted, leaving yourself rich and the city badly in debt).
** The first games also lacked a "stop sign" the player could drop on a road to tell walkers to stay within a given area, and those of ''Caesar III'' blocked all walkers, including those that have specific destinations(in the later games, only walkers that have specific destinations can pass through roadblocks). As a result, an efficient road and supply network could turn out pretty darn weird as good players tried to avoid crossroads at all costs, often resulting in one lonesome meandering road snaking around the entire city. Hope nobody's in a hurry to get anywhere.
* ElephantsOfWar: [[PunicWars Carthago's]] signature troops
* HelloInsertNameHere: You must name your family to begin playing the game.
* GameOver: In most games, running into debt leads to a game-over. In ''Caesar II'', you can often get promoted while your city is deep in debt, leaving the mess for someone else to fix while you abscond with the treasury (which you then use to fund your next city).
* GladiatorGames: Houses need access to these in order to reach higher levels of development.
* GodsNeedPrayerBadly: While gods need sacrifices or festivals almost constantly, ignoring them only makes them angry. Cue earthquakes, plagues, floods, failing crops... On the other hand, keeping them happy also brings benefices.
* NotInMyBackyard: Houses won't evolve to the higher levels if close to unsightly buildings like noisy forums and industrial buildings, despite the fact that they ''need'' those buildings to provide whatever goods and services are required to keep them at that level.
* OffscreenMomentOfAwesome: Conquests and decisive battles happen offscreen from ''Caesar III'' onwards.
* ScrewTheRulesIHaveMoney: In the first two games, you can bribe the Emperor with your personal funds, so he'll lower the tribute that your city has to pay to the Senate. Also, when you receive a promotion, the size of the city treasury is irrelevant, but you can carry your personal treasury to your next city (either to fund the new city's growth, or to pay off the Emperor). And yes, you can pay your own salary while the city is 9000 denarii in debt.
* SequelEscalation: ''Caesar III'' features lots of additions, but some interesting elements from ''Caesar II'' such as province management are also dropped though.
* SequelDifficultyDrop: Caesar III is less NintendoHard than its predecessor. The spinoffs are in turn more manageable with the addition of roadblocks for walker control.
* SpaceManagementGame: TropeCodifier of the Commodities variety.
* RecycledInSpace: Described as ''Videogame/SimCity'' in AncientRome with a historical and military layer added. The {{spinoff}}s can be recursevily defined as Caesar in {{Egypt/Greece/China!
* ThirdIs3D: Actually the fourth is the one which made the VideoGame3DLeap from [[IsometricProjection 2D isometric sprites]].
* UpdatedRerelease: Caesar Gold incorporated a tactical warfare gameplay element from another Impression Games release (Cohort) to play the battles. This was carried over to ''Caesar II'' . From ''Caesar III'' onwards the defensive battles are fought directly in the city without any change and the rest happen offscreen.
* You Require More Vespene Gas:
** In Caesar III your citizens require food (in most games more variety means better houses and happier citizens), basic commodities (whether pottery, linen, olive oil or tea) and luxury goods (exotic furs, incense, wine, silk...) . The goods required by the population can be RefiningResources made by the local industries or imported from the world market.
** Averted in the first two games. Here, your citizens require amenities to advance their housing quality, but not food, and their consumption of goods from your manufacturing businesses is one of your two main sources of income