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* ShopFodder: A good deal of your income in the early game comes from opening a trade route and exporting surplus supplies of one kind or another, and depending on the scenario, some of those supplies may be useless to you. In peaceful scenarios, Weapons are going to be your top seller, as you can't build forts anyway.
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* VendorTrash: A good deal of your income in the early game comes from opening a trade route and exporting surplus supplies of one kind or another, and depending on the scenario, some of those supplies may be useless to you. In peaceful scenarios, Weapons are going to be your top seller, as you can't build forts anyway.
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* UpdatedRerelease: ''Caesar Gold'' incorporated the tactical warfare engine 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: UpdatedRerelease:
** ''Caesar Gold'' incorporated the tactical warfare engine 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 happenoffscreen.offscreen.
** ''Caesar II'' was initially released for DOS and Windows 3.1 in 1995 before getting a re-release for Windows 95 and Macintosh the following year, with a partial new score by Keith Zizza (who would go on to become the primary house composer for Impressions Games, reusing the tracks he composed for this game in ''Caesar IV'').
** ''Caesar Gold'' incorporated the tactical warfare engine 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
** ''Caesar II'' was initially released for DOS and Windows 3.1 in 1995 before getting a re-release for Windows 95 and Macintosh the following year, with a partial new score by Keith Zizza (who would go on to become the primary house composer for Impressions Games, reusing the tracks he composed for this game in ''Caesar IV'').
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* ManualMisprint: The infamous [[https://i.imgur.com/OeXtg49.png "what the hell is this shit"]] in the manual for ''Caesar III''.
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* ManualMisprint: The infamous [[https://i.imgur.com/OeXtg49.png "what the hell is this shit"]] in the manual for ''Caesar III''.
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* 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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y
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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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* ArtisticLicenseMilitary: There are quite a few deviations from UsefulNotes/TheGloryThatWasRome.
** Javelins being used by auxiliaries rather than by regular legionaries.
** Regular legions consisting entirely of regular sword-and-shield warriors.
** Light ranged and cavalry units being considered legions in their own right. If the first fort you build is for auxiliaries, they'll still be called "Prima Legion".
** Javelins being used by auxiliaries rather than by regular legionaries.
** Regular legions consisting entirely of regular sword-and-shield warriors.
** Light ranged and cavalry units being considered legions in their own right. If the first fort you build is for auxiliaries, they'll still be called "Prima Legion".
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* RidiculouslyFastConstruction: Any nonresidential buildings are built instantaneously, and residential buildings are built and upgraded as soon as they have the required food, supplies, and services.
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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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* 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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* 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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* 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], workforce[[/note]], thus solving the nightmarish pathfinding issues vanilla ''Caesar III'' suffers from. It only took 22 years.
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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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** The only city building branch that lacks major construction projects. This extends to IV.
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* VendorTrash: A good deal of your income in the early game comes from opening a trade route and exporting surplus supplies of one kind or another, and depending on the scenario, some of those supplies may be useless to you.
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* VendorTrash: A good deal of your income in the early game comes from opening a trade route and exporting surplus supplies of one kind or another, and depending on the scenario, some of those supplies may be useless to you. In peaceful scenarios, Weapons are going to be your top seller, as you can't build forts anyway.
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Since when regular net of roads within a city and clear division for quarters, along with 90 degrees crossroads is "lack of planning"? Almost all Roman cities were fully planned, to the point any city old enough to retain Roman origins will have that planning clearly visible, some millenias later
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*** This is 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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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 (''Zeus'') 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 (''Zeus'') (''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}}''), AncientGreece (''Zeus'') 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}}''), AncientGreece UsefulNotes/AncientGreece (''Zeus'') and China (''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 Egypt/Greece/China!
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* ShownTheirWork: With the tax settings. Rome did not care how much 'over' the required amount you were able to tax a populace, and was happy to let you keep the surplus. They also did not care from whom you collected the tax, only that you did. Thus, the "loot and scoot" strategy and most of the finicky tax settings are historically accurate (as well as being able to pay yourself whatever you wanted.)
* ShoutOut:
** "[[Film/{{Aliens}} Another day in the legion is like a day on the farm.]]"
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
* ShoutOut:
** "[[Film/{{Aliens}} Another day in the legion is like a day on the farm.]]"
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
* ShoutOut:
** "[[Film/{{Aliens}} Another day in the legion is like a day on the farm.]]"
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
* ShownTheirWork: With the tax settings. Rome did not care how much 'over' the required amount you were able to tax a populace, and was happy to let you keep the surplus. They also did not care from whom you collected the tax, only that you did. Thus, the "loot and scoot" strategy and most of the finicky tax settings are historically accurate, as well as being able to pay yourself whatever you wanted.
** "[[Film/{{Aliens}} Another day in the legion is like a day on the farm.]]"
** "[[UsefulNotes/NavySeals The only easy day was yesterday.]]"
* ShownTheirWork: With the tax settings. Rome did not care how much 'over' the required amount you were able to tax a populace, and was happy to let you keep the surplus. They also did not care from whom you collected the tax, only that you did. Thus, the "loot and scoot" strategy and most of the finicky tax settings are historically accurate, as well as being able to pay yourself whatever you wanted.
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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 Egypt/Greece/China!
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* CriticalExistenceFailure: As long as they're fully staffed, buildings will operate at full efficiency regardless of their risk of burning down or collapsing, right up to the moment they burn down or collapse.
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* DevelopersForesight: In ''Caesar III'', if the map's Prosperity goal requires that your housing be at Insulae or higher level, there is always at least one trade route through which you can import Furniture (a requirement for Insulae), just in case you decided to delete all of the trees on the map.
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* DevelopersForesight: In ''Caesar III'', if the map's Prosperity goal requires that your housing be at Insulae or higher level, there is always usually at least one trade route through which you can import Furniture (a requirement for Insulae), just in case you decided to delete all of the trees on the map.
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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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* SpiritualSuccessor: ''Grand ''[[VideoGame/{{Imperivm}} Grand Ages: Rome'', Rome]]'', another city-building game set in Ancient Rome created by the studio that brought us the ''VideoGame/{{Tropico}}'' series.
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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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* 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'' ''VideoGame/ImmortalCitiesChildrenOfTheNile'' were discarded in favour of the traditional formula in ''Caesar IV''.
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* 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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* ArtisticLicenseHistory: 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. All the same, the concepts of "Caesar" and "Empire" are present from the very beginning.
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* DevelopersForesight: In ''Caesar III'', if the map's Prosperity goal requires that your housing be at Insulae or higher level, there is always at least one trade route through which you can import Furniture (a requirement for Insulae), just in case you decided to delete all of the trees on the map.
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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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* VendorTrash: A good deal of your income comes from opening a trade route and exporting surplus supplies of one kind or another, and some of those supplies are useless to you.
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* VendorTrash: A good deal of your income in the early game comes from opening a trade route and exporting surplus supplies of one kind or another, and depending on the scenario, some of those supplies are may be useless to you.
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For the man himself, see Creator/GaiusJuliusCaesar. For the play by William Shakespeare, see Theatre/JuliusCaesar.
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For the man himself, see Creator/GaiusJuliusCaesar.UsefulNotes/JuliusCaesar. For the play by William Shakespeare, see Theatre/JuliusCaesar.
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* ShownTheirWork: With the tax settings. Rome did not care how much 'over' the required amount you were able to tax a populace, and was happy to let you keep the surplus. They also did not care from whom you collected the tax, only that you did. Thus, the "loot and scoot" strategy and most of the finicky tax settings are historically accurate (as well as being able to pay yourself whatever you wanted.)
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fix
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For the man himself, see Creator/GaiusJuliusCaesar. For the play by William Shakespeare, see Theater/JuliusCaesar.
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For the man himself, see Creator/GaiusJuliusCaesar. For the play by William Shakespeare, see Theater/JuliusCaesar.
Theatre/JuliusCaesar.
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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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* 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 Hippodromes work too.)