Caesar 2

Caesar 2

14.10.2013 23:24:25
Building specifcations
CAESAR II BUILDING SPECIFICATIONS
VERSION 3

This information on building specifications fills in what was
unfortunately left out of Sierra's "Caesar II" manual.

Though the manual states what buildings should have and use road access
to other structures, it's not conveniently complied in one place.
Here it is:
Arena - No
Barrack - Yes
Bath - No
Basilica - No
Business - Yes
Circus - No
Coliseum - No
Forum - Yes
Grammaticus - No
Hospital - Yes
Library - Yes
Market - Yes
Praefecture - Yes
Rhetor - No
Shrine - No
Temple - No
Theater - No
(note that plazas act as roads, but have the extra benefit of improving
local land values)

Connections or access that should be made by road:
Businesses to Forum
Forums to ALL buildings, except Security/Worship/Entertainment
Hospitals to Forum and City Roads
Housing access to Barracks and/or Towers
Housing access to Businesses
Housing access to Forums
Housing access to Markets
Housing access to Praefectures
Libraries to Forum and City Roads
Markets to Businesses and Forum
Security to Worship structures
(Bath, Entertainment, School, and Worship structures do not need direct
road access to housing)

The following information is the radius coverage for each type of
structure at it's basic FIRST level of development. This is the
information that is conveyed by the color overlays. I have not yet
checked all the larger areas of coverage that some buildings extend to
AFTER they improve to their second and third stages of development. All
numbers represent contiguous squares of outwardly radiating influential
coverage:
Arena - 9/the first 5 are best, next 2 are very good, outer two good
Barracks - 3 squares of negative influence
Basilica - N/A
Bath - 5
Business - 4 squares of negative influence
Circus - 10/the first 6 are best, next 2 are very good, outer 2 good
Circus Max. - 12/first 8 are best, next 2 very good, outer two good
Coliseum - 11/the first 7 are best, next 2 very good, outer 2 good
Forums
Aventine - 3
Janiculan - 4
Palatine - 5
Fountain - 6
Gate - 2 squares of negative influence
Grammaticus - 6
Hospital - N/A
Library - N/A
Market - 3 squares of coverage, the first 2 give a negative influence
Odeum - 11/the first 7 are best, next 2 are very good, outer 2 good
Praefecture - 3 squares of negative influence
Reservoir - 6/first 3 offer water supply & pipes, outer 3 just pipes
(A Reservoir's radius will contract if there are other Reservoirs
between it and it's river-based "parent" Reservoir)
Rhetor - 8
River - 3
Shrine - N/A
Temple - N/A
Theater - 7/the first 5 are best, outer 2 are very good
Tower - 2 squares of negative influence
Wall - 2 squares of negative influence
Well - 2

The following is the amount of squares that FIRST level structures take
up on the city scale map, along with a bit of miscellaneous related
information. The first numbers represent total squares per structure:
Arena - 9, 3x3, will not evolve
Bath - 4, 2x2, will evolve
Barracks - 9, 3x3, will not evolve
Basillica - 9, 3x3, will evolve
Business - 9, 3x3, will not evolve
Circus - 18, 3x6, will not evolve
Circus Maximus - 32, 4x8, will not evolve
Coliseum - 9, 3x3, will not evolve
Forums
Aventine - 4, 2x2, will evolve
Janicular - 9, 3x3, will evolve
Palatine - 16, 4x4, will evolve
Fountain - 1, will evolve
Gate - 1, will not evolve
Grammaticus - 4, 2x2, will not evolve
Hospital - 9, 3x3, won't evolve, will be inoperable if no road access
Library - 9, 3x3, won't evolve, will be inoperable if no road access
Market - 4, 2x2, will not evolve, but will stagnate if there is no
road access, business or nearby houses
Odeum - 4, 2x2, will not evolve
Praefecture - 1, will not evolve
Reservoir - 1, will not evolve
Rhetor - 9, 3x3, will not evolve
Shrine - 1, will evolve
Temple - 4, 2x2, will evolve
Tower - 1, will not evolve
Well - 1, will evolve

Factors that ENHANCE land values:
Baths
Entertainment structures
Forums
Gardens
Hospitals
Libraries
Plazas
Schools
Worship structures

Factors that LIMIT land values:
Barracks
Businesses
Gates
Markets
Praefectures
Towers
Walls

Factors that actively REDUCE land values:
Fire
Plague
Rubble

Please feel free to email me with any corrections or additions I didn't
catch. I'll update this
information and repost it occasionally if necessary.
Phil Natta

 
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