Highest housing level (without Mercury
blessing): Large Villa
Highest housing level (with Mercury blessing):
Grand Villa
Overview
This is the 5th peaceful mission. Tarsus will put
the finishing touches on your mastery of trading. From this level onwards, you must also
make a concerted effort to meet the prosperity target.
Targets
Population
6000
Culture
65
Prosperity
60
Peace
60
Favor
80
Trade Partners
Miletus (sea
route)
sells 25 wheat [per year]
sells 15 clay
buys 15 fish
buys 25 marble
Alexandria (sea route)
sells 40 wine
sells 15 furniture
buys 25 weapons
Damascus (land route)
sells 25 wheat
buys 25 marble
Hierosolyma (land route)
sells 40 olives
sells 25 pottery
buys 15 weapons
buys 25 furniture
Important Events
Jan 120 BC
The level begins
May 117 BC
Emperor requests 10 iron
Jun 115 BC
Emperor requests 10 iron
Aug 115 BC
Miletus now sells 25 clay per year
Sep 115 BC
Pergamum invasion from northeast (3 warriors +
6 archers)
Sep 115 BC
Miletus now sells 40 wheat per year
Jun 113 BC
Emperor requests 10 iron
May 112 BC
Pergamum invasion from northeast (4 warriors +
8 archers)
Mar 111 BC
Emperor requests 10 iron
Jun 110 BC
Damascus now sells 40 wheat per year
Jun 110 BC
Wheat price increased by 6 Dn
Mar 108 BC
Pergamum invasion from northeast (5 warriors +
11 archers)
Aug 108 BC
Emperor requests 20 iron
Apr 107 BC
Oil price decreased by 15 Dn
Disasters
None
Hints & Tips
Tarsus is a transition level, and it
will introduce you to the most difficult aspects of Caesar III. You are not required to
master these difficult aspects right here, but you must show a reasonable grasp of them
before your next career promotion. Assuming you have mastered the lessons of earlier
levels, Tarsus should actually be pretty straightforward, because the enormous export
trade will help you to overcome almost any mistake.
The new problems and tips on dealing with
them:
Don't believe everything you're told in the
mission briefing. Although you have no farmland, you do have fishing grounds on this
level. Fish should be the staple of your people's diet. 15 to 20 wharves should do the
trick.
Goods distribution - When you import food
(wheat), it will go from the docks to a warehouse to a granary to markets, and only then
will it be distributed to your people. Considering this long distribution chain, you would
be best served to keep the docks, warehouse, granary, markets, and houses all within a
fairly close proximity. The wide-open spaces on this level are nice, but dont build
TOO far away from the coast. I'd recommend locating your city on the western side of the
map, with a bridge connecting it to marble & iron industries on the large island.
Build the warehouses and docks on the mainland side, to speed up wheat and clay imports.
Importing food - you will need to import
wheat, but you must not rely on it as being your primary source of food. Imported food is
for variety ONLY. This variety is required mainly for building villas, but that does not
stop your market ladies from trying to get it and distribute it to plebian houses anyway!
It helps if you locate the villas and their markets closer to the wheat granaries, than
the plebian housing blocks.
Exports - the only new aspect to exports is
the sheer scope of it on this level. If you maximise your marble trade (10 quarries) and
weapons (4 mines & 8 workshops) you'll be laughing all the way to the bank. Mastering
the trade routes will make all your other problems MUCH easier to deal with.
Food preference - if you have a single
granary which holds 100 units of wheat and 1500 units of fish, the market ladies will go
for the wheat almost every time. There's not a lot you can do about it, but keep it in
mind as you are laying down your warehouses and granaries.
Larger invasion forces - the invasion force
grows larger each time, but there is only one invasion point, so if you can manage to meet
your targets and get out quick, you will not have to deal with any really big invasions.
Of those that come, if you preempt them and surround the invasion point with walls and
towers, you won't even need any forts.
Prosperity - the prosperity rating
requirement calls for a very deliberate effort to meet it. Not only do you need the
majority of your people living in insulae level housing, you will even need some of those
insulaes to evolve into villas.
Population control - Having an excessive
population is NOT to your advantage. There is only so much food to go around, so if you
have more people than you can comfortably feed, your houses will devolve frequently, which
will keep your prosperity down. Stick to the population requirement (6000 people).
If you wish to download an example of this
level, you can visit the Cities
download page.
Click here to go
back to the Peaceful Walkthroughs home page.
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