City Walkthrough

Starting Off

This is more of a step-by-step procedure than a hint section.

Land Values

Image of PalaceHere you see two large palaces. The land value here is 64, the required amount to construct this type of housing. Notice that the palaces are close to a grammaticus, hospitals, a library and a market. The palaces also have their own forum, baths, shrines and water supply. When managing land values (especially higher ones), keep these thoughts in mind:

Managing Your Industries

Your industries can be an important source of income for Mercenary city governors. They also make good use of provincial industry.

Protecting Your City

Internal Security is good at any time. It will minimize the chance that riots will occur, and stop riots if by any chance they do occur. The presence of vigils will also raise land values. Vigils also take care of invaders if they reach your city, like soldiers. Please keep in mind that vigils are quite "shy" though, so they let invaders come to them instead of running after invaders like soldiers do.

External Security is only necessary if you are building in City-Only mode, or if you are a governor that builds for Defense. Installing external security is also a good way to spend excessive money if applicable.

Dealing with Problems - Unrest and Riots

Rioting will probably be the most common problem that you’ll experience. The usual cause for rioting is unrest, but it’s also partially caused by the Population Dip (Described later in this document).
Unrest is caused by factors such as conscription and limiting factors, but is amplified by taxes. To make things easier to understand, think of this: You’re listening to music that has multiple instruments playing at the same time, each playing at a different volume level. These instruments are like different levels of unrest. If you turn up the volume, every one of the instruments will play louder. The volume is like tax. If you increase taxes, every housing unit that already has unrest will now have more unrest, and maybe some of the housing that did not have unrest before will now have unrest. Higher difficulty levels make unrest more likely.

If you’re unfamiliar with the preventative measures for high unrest and riots, here are a few:

Sometimes, no matter how many precautions you take, a riot will occur. If a riot does break out, it usually begins in large housing blocks, near the edges of your city limits or "filler" housing (Housing placed among many non-housing type buildings to fill in empty space.) Here are some strategies when dealing with riots:

Population Dip

The population dip is an undocumented problem that can affect your city at earlier stages of development. The basic definition of population dip is "Invisible Unrest". A population dip does not create riots or any other type of physically apparent problems, but its effects can seriously harm your city.
The population dip reduces land values in your city considerably, often for no evident reason. Sometimes, you may be thrown into debt because of it ; Other times, you might lose some of your (previously thriving) housing blocks. Here’s some causes of the population dip, and associated solutions: Most of the causes listed below have a general solution: Progressive expansion. As long as you build or improve your city continually, you can usually avoid the population dip.

Cause: Open Spaces; Housing placed near city limits is likely to suffer from population dips.

Solution: Surround your city with a wall, road, or other type of inexpensive structure. Also try to keep your housing on the inside of your city, while other buildings stay on the outside. This method could use up more money though, since less housing is affected by a single beneficial structure.

Cause: Limiting Factors/Unrest; Lack of entertainment, bath house coverage, etc.

Solution: See the Riots/Unrest section above. The solutions are practically the same.

Cause: Lack of Funds; Prevents you from fixing problems, expanding, and generally making life easier for your people. This makes your residents move out!

Solution: Cheat if you have to. Another solution is to resist the urge to build too much. Set a minimum amount of money to have at all times. My recommended amount is 5000dn or more.

Cause: Unruly Population; Some provinces simply have a bad population from the start.

Solution: Avoid these provinces if possible; let ‘ol Pompous have them. The province description will tell you if the province’s populace behaves bad. If you decide to take these provinces on, than be very careful. There’s no easy solution for this one.

Cause: Wandering Walkers; If people don’t see walkers in their neighborhood often, they will move out.

Solution: Split up your city into smaller communities by removing road pieces in some places. Read the third tip in Money Saving Tips for details. You may also try setting up a single possible path for walkers by making a single long road for them to follow.

Money Saving Tips

When it comes to providing water for your citizens, than keep in mind that only bath houses and fountains must be placed inside the underground piping range. Housing only needs water from a fountain to receive a normal water supply: it does not need pipe access. Please remember that water that comes directly from a river or well will only create a primitive water supply; only fountains do the job right. An anon person adds: If you place a fountain next to a reservoir and the fountain won’t fill with water, try placing the fountain directly on top of the little green plants (bushes), in the grassy area of your city. This should fix your problem.

Also concerning water: you can save yourself some time, money and space by allowing multiple aqueducts to feed off a single reservoir. This is great if you don’t want a maze of aqueducts running through your city, as you may end up doing when it will come to providing water for areas that are distant from the river. Even if three reservoirs draw water from a single initial reservoir that is beside a river, all three will get a full water supply.

A nice thing I found out in CII: When I first began playing, I thought all of the sections of one’s city had to be physically interconnected by roads - after all, that’s the case in real cities. This means that your "walkers are liable to wander aimlessly, thus decreasing their range of effectively. In the game, though, you can create numerous enclaves with their own short road system and facilities … and the shorter your roads, the easier it is to get good market, forum, prefecture coverage, etc. Pretty handy.
For instance, Are you tired of that annoying Robbery message because you forgot how many temples you had? Then, you have to scan your city to find space near a forum to plunk down another temple. Well, now, I create a separate area for just temples, hospitals and libraries. It can be anywhere… All it needs is road connection to a forum! –Glen Homan

Glossary

Defense City: A city built for defense is a city where one’s primary goal is to keep invaders out. This kind of city is appropriate if:

  1. You are building in city-only mode, and are experiencing many attacks, or want to prepare for attacks if they do occur.
  2. You find no need for a cohort. Most of the attacks that you do experience are minor and do not affect other structures/cities in your province, therefore you can easily repel an invasion (in the city view).
  3. Your city is placed so that your troops will not be able to intercept the enemy in time if an attack does occur. Usually this is necessary if your city is very near a "To: Someplace" sign.
  4. You want to ensure the maximum level of security possible, just in case. Usually you want to do this if the province description mentions that there are many raids in the area, and your troops are not ready to fight yet.

A defense city should have a river that runs across the corner of the city map. This is to minimize the chance that invaders will enter your city limits at a place where structures are built. If structures were placed alongside a river that ran straight across the map, invaders would have a better chance of reaching a populated area, no matter from what side they attack. A city placed in the corner of the map would allow your soldiers and vigiles to respond to an attack without having to run through a maze of roads in order to intercept, and the attackers rarely actually get to the populated area because of the additional distance to travel (If they begin at a corner or side opposite to the city).

A defense city should have at least one barracks unit, and as many prefectures as possible. The areas that are close to the edge of the map should have a wall protecting them.

Population City: A city built for population is one that has logically positioned buildings and roads for maximized land value, as well as a happy population and decent economy. The general point of building a city like this is to feel dedicated to your people rather than to anything else. This kind of city is appropriate if:

  1. You are planning to manage a long term city-only game.
  2. You want to work mainly on improving your culture and prosperity ratings.
  3. You want to see the palaces "In real life."
  4. You are trying to get the highest population you can

This type of city should have a long and swerving river that takes up the highest amount of space possible. This is to make it easier to provide water to the outer limits of your city (later in the game).

Population cities have plenty of land value raising buildings, relatively low taxes and much housing. An industry here and there will also contribute to the growth of this type of city.

Mercenary’s City: A city built by a mercenary city governor is one that has relatively high taxes and many industries. The general point to built a city like this is to make as much money as possible. This kind of city is appropriate if:

  1. You want to jump from province to province quickly, having a good personal savings account to back you up along the way. A large surplus of money could allow you to build (freely and quickly) what is necessary in order to advance to the next province.
  2. You want to experiment with the prosperity rating, or want to see how far up you can push taxes; how many industries you can build before your people go crazy.
  3. You find that it’s easier to get your more money from industry and taxes, not luxury homes.

Any type of river is appropriate for a city like this. Preferably, though, a river similar to that used in "Population" cities is good for future city expansion possibilities.

The primary source of income for a Mercenary’s city is industry. In order to have a properly functioning "Municipal Industry Base", your province must be well developed first. Most of the housing in this type of city can be classified as "worker’s housing", housing that has low stature and is used basically to support the production of industries. Tax revenue, as mentioned above, is also an important source of income ; primarily industry taxes, of course. Do not increase your population tax too much, for a Mercenary’s city is probably a city with plenty of unrest.

3 Comments »

  1. Is there any way to import a city (city only mode) to a province?

    Comment by Louise — March 3, 2008 @ 3:48 pm

  2. How to import a Caesar II city made in city mode to a province save game? That is a good question. I have wondered about that too, but I don’t know if it can be done.

    Comment by Administrator — March 3, 2008 @ 4:32 pm

  3. how do i get external security???

    Comment by patrick — April 28, 2008 @ 8:16 am

RSS feed for comments on this post. TrackBack URI

Leave a comment

Please note: Comment moderation is enabled and may delay your comment. There is no need to resubmit your comment.