caesar-3 game sourced
Caesar III
A Roman city builder in which service walkers roam the roads from their buildings, houses evolve only where food, goods, and services actually reach them, and missions are won on culture, prosperity, peace, and favor ratings.
core loop
place housing plots and roads -> walkers from service buildings roam the roads and cover the houses they pass -> houses evolve when food, goods, and services reach them -> taxes and trade fund the city -> raise culture, prosperity, peace, and favor ratings to win the mission
design notes
Coverage is delivered by individual walkers whose routes depend on road layout, so the same buildings serve a block well or badly depending on junctions; the developers cited SimCity's static placement as what they wanted to make less static. In the logic preserved by the Julius re-implementation, a walker sets a house's coverage to 96 and coverage decays by 1 per update, while prefects zero fire risk and engineers zero collapse risk. City and empire share one map, and gods that punish neglect have no matching taxonomy mechanic (see run proposal).
relations
18 stored edgesPopulation strata
Housing evolves through levels from tents up to villas and palaces when food, goods, services, and desirability are met, and devolves when they lapse.
Scenario objectives
Each assignment sets population and thresholds for four ratings: culture, prosperity, peace, and favor.
Walker service delivery
Service walkers leave their building and roam roads; each house passed gets coverage set to 96, which decays by 1 per update until the next visit.
Decoration and beauty
Gardens, statues, and plazas raise desirability that houses need to evolve.
Goods consumption
Higher houses need food plus pottery, furniture, oil, and wine delivered by market walkers.
Production chains
Raw materials such as clay, olives, and timber become pottery, oil, and furniture in workshops.
Raid defense
Military assignments bring invasions; legions, walls, and towers defend the city map.
Reputation
Favor with Caesar rises with timely tribute and gifts and falls when requests are missed.
Trade routes
An empire map opens land and sea routes to cities that buy and sell specific goods.
Wear and breakdown
Buildings accumulate fire and collapse risk that prefects and engineers reset to zero.