Desc: This is the Praetor level in the career path series. This city is probably a good example of how to create large, independent, self-sufficient and rather prosperous housing areas. As can be seen, there are two blocks of large insulae housing. Both serve not only to make up the population required, but by virtue of having been evolved to large insulae, also help boost prosperity. In addition, the housing sector nearer to the city entrance produces pottery for export and also itself and the other large insulae block. It is also where the oil industries are located. Both the pottery for exports and oil industries are located here (near the entrance) because it is the same city that buys pottery and sells olives. By having these industries here, I can be pretty sure that trade is maximised, since the traders don’t have to weave their way all over the city to buy and sell stuff. All the business they need to do, they only have to do it there. This also makes it easier for me to keep an eye on the trading situation with that particular city, since I don’t have to waste time scanning the whole map to see where these traders are and what they are doing.
The other major housing sector is the huge inverse L-shaped grand insulae block. At one end of the block is where almost all the furniture for the city is produced (I didn’t even begin to export furniture in this map because the priority of the traders from that city was to buy weapons first, then furniture. This meant that they would have to go to the end of the map first, and then back into the city to buy furniture. Not very efficient, especially when the city layout becomes more complicated). At the other end is the weapons industrial area, and wher the barrack is (got rid of the academy after my legions were trained. How likely is it that you will have a legion entirely decimated anyway?). Notice that there are four ‘inner-circles’ inside this ‘L’. These circles support the essentials like schools, temples, bath houses etc. This way, the outer roads can be set aside for other important buildings like granaries and markets.
There is also the little grand insulae area near the inland lake. That one exists to support the pig farms, and also to supply pottery to the grand insulae and palce areas. The pottery here isn’t traded (I made sure all pottery trading was done at the other pottery area by ensuring that the traders could buy all they wanted there and not disrupt the supply of pottery in this really important area). Notice that the inner rings of this grand insulae area consist of exactly the same amenities as that of the large insulae areas. The only difference is that the houses here have a second source of food (vegetables), and more entertainment. Notice that at both ends of the ‘L’, and also the end of the road for the minor grand insulae area are a chariot maker, gladiator school a lion house each end has one. What happens then is that the entertainers for each will pass by the houses along the outer road on their way to their respective venues (at the end of the palace block), thereby providing additional entertainment for the houses here (enabling them to become grand insulae), and ultimately, the palaces. It’s like killing two birds with one stone. Also note that all the grand insulae in this area actually have wine. The only thing that prevents them from becoming villas is the tight control of desirability around each house. Those that get to desirable have plaza or two removed from the road outside the house. The only large insulae that remain here are those that I cannot enhance without accidentally sparking a nearby large insula into a small and worthless villa. Hence , they remain large insulae.
Notice that there are many strategically placed warehouses each set to getting pottery, furniture AND oil. Each services a particular area, and eliminate the need for more industries (especially costly in manpower terms).
Lastly, take note of the farms. They are all along straight roads. Some may look like they extend especially long stretches, but there are actually three farming areas. Look carefully and you will see that in actual fact, not one farm is more than five-farms’ distance away from its desiganated granary. I have looked and there are probably no more than 5 inefficient farms (ie the cart pushers take too long to return). Also, not making the farms too far down a road stretching away from the main housing eliminates the need for tents to supply manpower.
Finally, note that the large insulae housing areas eat only wheat, and none of the granries there accept anything else. Yet there is one vegetable farm. There is actually a warehouse nearby that accepts only vegetables. This is to prepare for Caesar’s occasional request for vegetables, and enables one to do it without ever having to stockpile vegetables and disrupting the supply for the entire city.
Good Luck!
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